Shape assembly composes complex shapes geometries by arranging simple part geometries and has wide applications in autonomous robotic assembly and CAD modeling. Existing works focus on geometry reasoning and neglect the actual physical assembly process of matching and fitting joints which are the contact surfaces connecting different parts. In this paper we consider contacting joints for the task of multi-part assembly. A successful joint-optimized assembly needs to satisfy the bilateral objectives of shape structure and joint alignment. We propose a hierarchical graph learning approach composed of two levels of graph representation learning. The part graph takes part geometries as input to build the desired shape structure. The joint-level graph uses part joints information and focuses on matching and aligning joints. The two kinds of information are combined to achieve the bilateral objectives. Extensive experiments demonstrate that our method outperforms previous methods achieving better shape structure and higher joint alignment accuracy.
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Embodied agents operating in complex and uncertain environments face considerable challenges. While some advanced agents handle complex manipulation tasks with proficiency their success often hinges on extensive training data to develop their capabilities. In contrast humans typically rely on recalling past experiences and analogous situations to solve new problems. Aiming to emulate this human approach in robotics we introduce the Retrieval-Augmented Embodied Agent (RAEA). This innovative system equips robots with a form of shared memory significantly enhancing their performance. Our approach integrates a policy retriever allowing robots to access relevant strategies from an external policy memory bank based on multi-modal inputs. Additionally a policy generator is employed to assimilate these strategies into the learning process enabling robots to formulate effective responses to tasks. Extensive testing of RAEA in both simulated and real-world scenarios demonstrates its superior performance over traditional methods representing a major leap forward in robotic technology.
Generate Subgoal Images before Act: Unlocking the Chain-of-Thought Reasoning in Diffusion Model for Robot Manipulation with Multimodal Prompts
PDF ↗Robotics agents often struggle to understand and follow the multi-modal prompts in complex manipulation scenes which are challenging to be sufficiently and accurately described by text alone. Moreover for long-horizon manipulation tasks the deviation from general instruction tends to accumulate if lack of intermediate guidance from high-level subgoals. For this we consider can we generate subgoal images before act to enhance the instruction following in long-horizon manipulation with multi-modal prompts? Inspired by the great success of diffusion model in image generation tasks we propose a novel hierarchical framework named as CoTDiffusion that incorporates diffusion model as a high-level planner to convert the general and multi-modal prompts into coherent visual subgoal plans which further guide the low-level policy model before action execution. We design a semantic alignment module that can anchor the progress of generated keyframes along a coherent generation chain unlocking the chain-of-thought reasoning ability of diffusion model. Additionally we propose bi-directional generation and frame concat mechanism to further enhance the fidelity of generated subgoal images and the accuracy of instruction following. The experiments cover various robotics manipulation scenarios including visual reasoning visual rearrange and visual constraints. CoTDiffusion achieves outstanding performance gain compared to the baselines without explicit subgoal generation which proves that a subgoal image is worth a thousand words of instruction.
LiDAR Upsampling is a challenging task for the perception systems of robots and autonomous vehicles due to the sparse and irregular structure of large-scale scene contexts. Recent works propose to solve this problem by converting LiDAR data from 3D Euclidean space into an image super-resolution problem in 2D image space. Although their methods can generate high-resolution range images with fine-grained details the resulting 3D point clouds often blur out details and predict invalid points. In this paper we propose TULIP a new method to reconstruct high-resolution LiDAR point clouds from low-resolution LiDAR input. We also follow a range image-based approach but specifically modify the patch and window geometries of a Swin-Transformer-based network to better fit the characteristics of range images. We conducted several experiments on three public real-world and simulated datasets. TULIP outperforms state-of-the-art methods in all relevant metrics and generates robust and more realistic point clouds than prior works.
Human comprehension of a video stream is naturally broad: in a few instants we are able to understand what is happening the relevance and relationship of objects and forecast what will follow in the near future everything all at once. We believe that - to effectively transfer such an holistic perception to intelligent machines - an important role is played by learning to correlate concepts and to abstract knowledge coming from different tasks to synergistically exploit them when learning novel skills. To accomplish this we look for a unified approach to video understanding which combines shared temporal modelling of human actions with minimal overhead to support multiple downstream tasks and enable cooperation when learning novel skills. We then propose EgoPack a solution that creates a collection of task perspectives that can be carried across downstream tasks and used as a potential source of additional insights as a backpack of skills that a robot can carry around and use when needed. We demonstrate the effectiveness and efficiency of our approach on four Ego4D benchmarks outperforming current state-of-the-art methods. Project webpage: https://sapeirone.github.io/EgoPack.
JRDB-Social: A Multifaceted Robotic Dataset for Understanding of Context and Dynamics of Human Interactions Within Social Groups
PDF ↗Understanding human social behaviour is crucial in computer vision and robotics. Micro-level observations like individual actions fall short necessitating a comprehensive approach that considers individual behaviour intra-group dynamics and social group levels for a thorough understanding. To address dataset limitations this paper introduces JRDB-Social an extension of JRDB. Designed to fill gaps in human understanding across diverse indoor and outdoor social contexts JRDB-Social provides annotations at three levels: individual attributes intra-group interactions and social group context. This dataset aims to enhance our grasp of human social dynamics for robotic applications. Utilizing the recent cutting-edge multi-modal large language models we evaluated our benchmark to explore their capacity to decipher social human behaviour.
An Empirical Study of the Generalization Ability of Lidar 3D Object Detectors to Unseen Domains
PDF ↗3D Object Detectors (3D-OD) are crucial for understanding the environment in many robotic tasks especially autonomous driving. Including 3D information via Lidar sensors improves accuracy greatly. However such detectors perform poorly on domains they were not trained on i.e. different locations sensors weather etc. limiting their reliability in safety-critical applications. There exist methods to adapt 3D-ODs to these domains; however these methods treat 3D-ODs as a black box neglecting underlying architectural decisions and source-domain training strategies. Instead we dive deep into the details of 3D-ODs focusing our efforts on fundamental factors that influence robustness prior to domain adaptation. We systematically investigate four design choices (and the interplay between them) often overlooked in 3D-OD robustness and domain adaptation: architecture voxel encoding data augmentations and anchor strategies. We assess their impact on the robustness of nine state-of-the-art 3D-ODs across six benchmarks encompassing three types of domain gaps - sensor type weather and location. Our main findings are: (1) transformer backbones with local point features are more robust than 3D CNNs (2) test-time anchor size adjustment is crucial for adaptation across geographical locations significantly boosting scores without retraining (3) source-domain augmentations allow the model to generalize to low-resolution sensors and (4) surprisingly robustness to bad weather is improved when training directly on more clean weather data than on training with bad weather data. We outline our main conclusions and findings to provide practical guidance on developing more robust 3D-ODs.
JRDB-PanoTrack: An Open-world Panoptic Segmentation and Tracking Robotic Dataset in Crowded Human Environments
PDF ↗Autonomous robot systems have attracted increasing research attention in recent years where environment understanding is a crucial step for robot navigation human-robot interaction and decision. Real-world robot systems usually collect visual data from multiple sensors and are required to recognize numerous objects and their movements in complex human-crowded settings. Traditional benchmarks with their reliance on single sensors and limited object classes and scenarios fail to provide the comprehensive environmental understanding robots need for accurate navigation interaction and decision-making. As an extension of JRDB dataset we unveil JRDB-PanoTrack a novel open-world panoptic segmentation and tracking benchmark towards more comprehensive environmental perception. JRDB-PanoTrack includes (1) various data involving indoor and outdoor crowded scenes as well as comprehensive 2D and 3D synchronized data modalities; (2) high-quality 2D spatial panoptic segmentation and temporal tracking annotations with additional 3D label projections for further spatial understanding; (3) diverse object classes for closed- and open-world recognition benchmarks with OSPA-based metrics for evaluation. Extensive evaluation of leading methods shows significant challenges posed by our dataset.
While recent model-free Reinforcement Learning (RL) methods have demonstrated human-level effectiveness in gaming environments their success in everyday tasks like visual navigation has been limited particularly under significant appearance variations. This limitation arises from (i) poor sample efficiency and (ii) over-fitting to training scenarios. To address these challenges we present a world model that learns invariant features using (i) contrastive unsupervised learning and (ii) an intervention-invariant regularizer. Learning an explicit representation of the world dynamics i.e. a world model improves sample efficiency while contrastive learning implicitly enforces learning of invariant features which improves generalization. However the naive integration of contrastive loss to world models is not good enough as world-model-based RL methods independently optimize representation learning and agent policy. To overcome this issue we propose an intervention-invariant regularizer in the form of an auxiliary task such as depth prediction image denoising image segmentation etc. that explicitly enforces invariance to style interventions. Our method outperforms current state-of-the-art model-based and model-free RL methods and significantly improves on out-of-distribution point navigation tasks evaluated on the iGibson benchmark. With only visual observations we further demonstrate that our approach outperforms recent language-guided foundation models for point navigation which is essential for deployment on robots with limited computation capabilities. Finally we demonstrate that our proposed model excels at the sim-to-real transfer of its perception module on the Gibson benchmark.
SG-PGM: Partial Graph Matching Network with Semantic Geometric Fusion for 3D Scene Graph Alignment and Its Downstream Tasks
PDF ↗Scene graphs have been recently introduced into 3D spatial understanding as a comprehensive representation of the scene. The alignment between 3D scene graphs is the first step of many downstream tasks such as scene graph aided point cloud registration mosaicking overlap checking and robot navigation. In this work we treat 3D scene graph alignment as a partial graph-matching problem and propose to solve it with a graph neural network. We reuse the geometric features learned by a point cloud registration method and associate the clustered point-level geometric features with the node-level semantic feature via our designed feature fusion module. Partial matching is enabled by using a learnable method to select the top-k similar node pairs. Subsequent downstream tasks such as point cloud registration are achieved by running a pre-trained registration network within the matched regions. We further propose a point-matching rescoring method that uses the node-wise alignment of the 3D scene graph to reweight the matching candidates from a pre-trained point cloud registration method. It reduces the false point correspondences estimated especially in low-overlapping cases. Experiments show that our method improves the alignment accuracy by 10 20% in low-overlap and random transformation scenarios and outperforms the existing work in multiple downstream tasks. Our code and models are available here (https://github.com/dfki-av/sg-pgm.git).
Adding artificial patterns to objects like QR codes can ease tasks such as object tracking robot navigation and conveying information (e.g. a label or a website link). However these patterns require a physical application and they alter the object's appearance. Conversely projected patterns can temporarily change the object's appearance aiding tasks like 3D scanning and retrieving object textures and shading. However projected patterns impede dynamic tasks like object tracking because they do not `stick' to the object's surface. Or do they? This paper introduces a novel approach combining the advantages of projected and persistent physical patterns. Our system projects heat patterns using a laser beam (similar in spirit to a LIDAR) which a thermal camera observes and tracks. Such thermal patterns enable tracking poorly-textured objects whose tracking is highly challenging with standard cameras while not affecting the object's appearance or physical properties. To avail these thermal patterns in existing vision frameworks we train a network to reverse heat diffusion's effects and remove inconsistent pattern points between different thermal frames. We prototyped and tested this approach on dynamic vision tasks like structure from motion optical flow and object tracking of everyday textureless objects.
In this paper we propose a new framework for online 3D scene perception. Conventional 3D scene perception methods are offline i.e. take an already reconstructed 3D scene geometry as input which is not applicable in robotic applications where the input data is streaming RGB-D videos rather than a complete 3D scene reconstructed from pre- collected RGB-D videos. To deal with online 3D scene per- ception tasks where data collection and perception should be performed simultaneously the model should be able to process 3D scenes frame by frame and make use of the temporal information. To this end we propose an adapter-based plug-and-play module for the backbone of 3D scene perception model which constructs memory to cache and aggregate the extracted RGB-D features to empower offline models with temporal learning ability. Specifically we propose a queued memory mechanism to cache the supporting point cloud and image features. Then we devise aggregation modules which directly perform on the memory and pass temporal information to current frame. We further propose 3D-to-2D adapter to enhance image features with strong global context. Our adapters can be easily inserted into mainstream offline architectures of different tasks and significantly boost their performance on online tasks. Extensive experiments on ScanNet and SceneNN datasets demonstrate our approach achieves leading performance on three 3D scene perception tasks compared with state-of-the-art online methods by simply finetuning existing offline models without any model and task-specific designs.
Estimating the 3D structure of the human body from nat- ural scenes is a fundamental aspect of visual perception. 3D human pose estimation is a vital step in advancing fields like AIGC and human-robot interaction serving as a crucial tech- nique for understanding and interacting with human actions in real-world settings. However the current datasets often collected under single laboratory conditions using complex motion capture equipment and unvarying backgrounds are insufficient. The absence of datasets on variable conditions is stalling the progress of this crucial task. To facilitate the development of 3D pose estimation we present FreeMan the first large-scale multi-view dataset collected under the real- world conditions. FreeMan was captured by synchronizing 8 smartphones across diverse scenarios. It comprises 11M frames from 8000 sequences viewed from different perspec- tives. These sequences cover 40 subjects across 10 different scenarios each with varying lighting conditions. We have also established an semi-automated pipeline containing er- ror detection to reduce the workload of manual check and ensure precise annotation. We provide comprehensive eval- uation baselines for a range of tasks underlining the sig- nificant challenges posed by FreeMan. Further evaluations of standard indoor/outdoor human sensing datasets reveal that FreeMan offers robust representation transferability in real and complex scenes. FreeMan is publicly available at https://wangjiongw.github.io/freeman.
Learning generalizable visual representations from Internet data has yielded promising results for robotics. Yet prevailing approaches focus on pre-training 2D representations being sub-optimal to deal with occlusions and accurately localize objects in complex 3D scenes. Meanwhile 3D representation learning has been limited to single-object understanding. To address these limitations we introduce a novel 3D pre-training framework for robotics named SUGAR that captures semantic geometric and affordance properties of objects through 3D point clouds. We underscore the importance of cluttered scenes in 3D representation learning and automatically construct a multi-object dataset benefiting from cost-free supervision in simulation. SUGAR employs a versatile transformer-based model to jointly address five pre-training tasks namely cross-modal knowledge distillation for semantic learning masked point modeling to understand geometry structures grasping pose synthesis for object affordance 3D instance segmentation and referring expression grounding to analyze cluttered scenes. We evaluate our learned representation on three robotic-related tasks namely zero-shot 3D object recognition referring expression grounding and language-driven robotic manipulation. Experimental results show that SUGAR's 3D representation outperforms state-of-the-art 2D and 3D representations.
We introduce Motion Diversification Networks a novel framework for learning to generate realistic and diverse 3D human motion. Despite recent advances in deep generative motion modeling existing models often fail to produce samples that capture the full range of plausible and natural 3D human motion within a given context. The lack of diversity becomes even more apparent in applications where subtle and multi-modal 3D human forecasting is crucial for safety such as robotics and autonomous driving. Towards more realistic and functional 3D motion models we highlight limitations in existing generative modeling techniques particularly in overly simplistic latent code sampling strategies. We then introduce a transformer-based diversification mechanism that learns to effectively guide sampling in the latent space. Our proposed attention-based module queries multiple stochastic samples to flexibly predict a diverse set of latent codes which can be subsequently decoded into motion samples. The proposed framework achieves state-of-the-art diversity and accuracy prediction performance across a range of benchmarks and settings particularly when used to forecast intricate in-the-wild 3D human motion within complex urban environments. Our models datasets and code are available at https://mdncvpr.github.io/.
Stereo matching is a core task for many computer vision and robotics applications. Despite their dominance in traditional stereo methods the hand-crafted Markov Random Field (MRF) models lack sufficient modeling accuracy compared to end-to-end deep models. While deep learning representations have greatly improved the unary terms of the MRF models the overall accuracy is still severely limited by the hand-crafted pairwise terms and message passing. To address these issues we propose a neural MRF model where both potential functions and message passing are designed using data-driven neural networks. Our fully data-driven model is built on the foundation of variational inference theory to prevent convergence issues and retain stereo MRF's graph inductive bias. To make the inference tractable and scale well to high-resolution images we also propose a Disparity Proposal Network (DPN) to adaptively prune the search space of disparity. The proposed approach ranks 1^ st on both KITTI 2012 and 2015 leaderboards among all published methods while running faster than 100 ms. This approach significantly outperforms prior global methods e.g. lowering D1 metric by more than 50% on KITTI 2015. In addition our method exhibits strong cross-domain generalization and can recover sharp edges. The codes at https://github.com/aeolusguan/NMRF.
Being able to understand visual scenes is a precursor for many downstream tasks including autonomous driving robotics and other vision-based approaches. A common approach enabling the ability to reason over visual data is Scene Graph Generation (SGG); however many existing approaches assume undisturbed vision i.e. the absence of real-world corruptions such as fog snow smoke as well as non-uniform perturbations like sun glare or water drops. In this work we propose a novel SGG benchmark containing procedurally generated weather corruptions and other transformations over the Visual Genome dataset. Further we introduce a corresponding approach Hierarchical Knowledge Enhanced Robust Scene Graph Generation (HiKER-SGG) providing a strong baseline for scene graph generation under such challenging setting. At its core HiKER-SGG utilizes a hierarchical knowledge graph in order to refine its predictions from coarse initial estimates to detailed predictions. In our extensive experiments we show that HiKER-SGG does not only demonstrate superior performance on corrupted images in a zero-shot manner but also outperforms current state-of-the-art methods on uncorrupted SGG tasks. Code is available at https://github.com/zhangce01/HiKER-SGG.
In the context of computer vision and human-robot interaction forecasting 3D human poses is crucial for understanding human behavior and enhancing the predictive capabilities of intelligent systems. While existing methods have made significant progress they often focus on predicting major body joints overlooking fine-grained gestures and their interaction with objects. Human hand movements particularly during object interactions play a pivotal role and provide more precise expressions of human poses. This work fills this gap and introduces a novel paradigm: forecasting 3D whole-body human poses with a focus on grasping objects. This task involves predicting activities across all joints in the body and hands encompassing the complexities of internal heterogeneity and external interactivity. To tackle these challenges we also propose a novel approach: C^3HOST cross-context cross-modal consolidation for 3D whole-body pose forecasting effectively handles the complexities of internal heterogeneity and external interactivity. C^3HOST involves distinct steps including the heterogeneous content encoding and alignment and cross-modal feature learning and interaction. These enable us to predict activities across all body and hand joints ensuring high-precision whole-body human pose prediction even during object grasping. Extensive experiments on two benchmarks demonstrate that our model significantly enhances the accuracy of whole-body human motion prediction. The project page is available at https://sites.google.com/view/c3host.
In the context of autonomous navigation of terrestrial robots the creation of realistic models for agent dynamics and sensing is a widespread habit in the robotics literature and in commercial applications where they are used for model based control and/or for localization and mapping. The more recent Embodied AI literature on the other hand focuses on modular or end-to-end agents trained in simulators like Habitat or AI-Thor where the emphasis is put on photo-realistic rendering and scene diversity but high-fidelity robot motion is assigned a less privileged role. The resulting sim2real gap significantly impacts transfer of the trained models to real robotic platforms. In this work we explore end-to-end training of agents in simulation in settings which minimize the sim2real gap both in sensing and in actuation. Our agent directly predicts (discretized) velocity commands which are maintained through closed-loop control in the real robot. The behavior of the real robot (including the underlying low-level controller) is identified and simulated in a modified Habitat simulator. Noise models for odometry and localization further contribute in lowering the sim2real gap. We evaluate on real navigation scenarios explore different localization and point goal calculation methods and report significant gains in performance and robustness compared to prior work.
In the realm of computer vision and robotics embodied agents are expected to explore their environment and carry out human instructions. This necessitates the ability to fully understand 3D scenes given their first-person observations and contextualize them into language for interaction. However traditional research focuses more on scene-level input and output setups from a global view. To address the gap we introduce EmbodiedScan a multi-modal ego-centric 3D perception dataset and benchmark for holistic 3D scene understanding. It encompasses over 5k scans encapsulating 1M ego-centric RGB-D views 1M language prompts 160k 3D-oriented boxes spanning over 760 categories some of which partially align with LVIS and dense semantic occupancy with 80 common categories. Building upon this database we introduce a baseline framework named Embodied Perceptron. It is capable of processing an arbitrary number of multi-modal inputs and demonstrates remarkable 3D perception capabilities both within the two series of benchmarks we set up i.e. fundamental 3D perception tasks and language-grounded tasks and in the wild.