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2,942篇论文匹配“Robotics”
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YuXuan Liu, Nikhil Mishra, Maximilian Sieb, Yide Shentu, Pieter Abbeel, Xi Chen

3D bounding boxes are a widespread intermediate representation in many computer vision applications. However, predicting them is a challenging task, largely due to partial observability, which motivates the need for a strong sense of uncertainty. While many recent methods have explored better architectures for consuming sparse and unstructured point cloud data, we hypothesize that there is room for improvement in the modeling of the output distribution and explore how this can be achieved using an autoregressive prediction head. Additionally, we release a simulated dataset, COB-3D, which highlights new types of ambiguity that arise in real-world robotics applications, where 3D bounding box prediction has largely been underexplored. We propose methods for leveraging our autoregressive model to make high confidence predictions and meaningful uncertainty measures, achieving strong results on SUN-RGBD, Scannet, KITTI, and our new dataset. Code and dataset are available at https://bbox.yuxuanliu.com.

Danila Rukhovich, Anna Vorontsova, Anton Konushin

Recently, promising applications in robotics and augmented reality have attracted considerable attention to 3D object detection from point clouds. In this paper, we present FCAF3D -- a first-in-class fully convolutional anchor-free indoor 3D object detection method. It is a simple yet effective method that uses a voxel representation of a point cloud and processes voxels with sparse convolutions. FCAF3D can handle large-scale scenes with minimal runtime through a single fully convolutional feed-forward pass. Existing 3D object detection methods make prior assumptions on the geometry of objects, and we argue that it limits their generalization ability. To eliminate prior assumptions, we propose a novel parametrization of oriented bounding boxes that allows obtaining better results in a purely data-driven way. The proposed method achieves state-of-the-art 3D object detection results in terms of mAP@0.5 on ScanNet V2 (+4.5), SUN RGB-D (+3.5), and S3DIS (+20.5) datasets.The code and models are available at https://github.com/samsunglabs/fcaf3d

Pei Sun, Mingxing Tan, Weiyue Wang, Chenxi Liu, Fei Xia, Zhaoqi Leng, Dragomir Anguelov

3D object detection in point clouds is a core component for modern robotics and autonomous driving systems. A key challenge in 3D object detection comes from the inherent sparse nature of point occupancy within the 3D scene. In this paper, we propose Sparse Window Transformer (SWFormer ), a scalable and accurate model for 3D object detection, which can take full advantage of the sparsity of point clouds. Built upon the idea of Swin Transformers, SWFormer operates on the sparse voxels and processes variable-length sparse windows efficiently using a bucketing scheme. In addition to self-attention within each spatial window, our SWFormer also captures cross-window correlation with multi-scale feature fusion and window shifting operations. To further address the unique challenge of detecting 3D objects accurately from sparse features, we propose a new voxel diffusion technique. Experimental results on the Waymo Open Dataset show our SWFormer achieves state-of-the-art 73.36 L2 mAPH on vehicle and pedestrian for 3D object detection on the official test set, outperforming all previous single-stage and two-stage models.

Tai Wang, Jiangmiao Pang, Dahua Lin

Perceiving 3D objects from monocular inputs is crucial for robotic systems, given its economy compared to multi-sensor settings. It is notably difficult as a single image can not provide any clues for predicting absolute depth values. Motivated by binocular methods for 3D object detection, we take advantage of the strong geometry structure provided by camera ego-motion for accurate object depth estimation and detection. We first make a theoretical analysis on this general two-view case and notice two challenges: 1) Cumulative errors from multiple estimations that make the direct prediction intractable; 2) Inherent dilemmas caused by static cameras and matching ambiguity. Accordingly, we establish the stereo correspondence with a geometry-aware cost volume as the alternative for depth estimation and further compensate it with monocular understanding to address the second problem. Our framework, named Depth from Motion (DfM), then uses the established geometry to lift 2D image features to the 3D space and detects 3D objects thereon. We also present a pose-free DfM to make it usable when the camera pose is unavailable. Our framework outperforms state-of-the-art methods by a large margin on the KITTI benchmark. Detailed quantitative and qualitative analyses also validate our theoretical conclusions. The code is released at https://github.com/Tai-Wang/Depth-from-Motion.

Xuesong Chen, Shaoshuai Shi, Benjin Zhu, Ka Chun Cheung, Hang Xu, Hongsheng Li

Accurate and reliable 3D detection is vital for many applications including autonomous driving vehicles and service robots. In this paper, we present a flexible and high-performance 3D detection frame-work, named MPPNet, for 3D temporal object detection with point cloud sequences. We propose a novel three-hierarchy framework with proxy points for multi-frame feature encoding and interactions to achieve better detection. The three hierarchies conduct per-frame feature encoding, short-clip feature fusion, and whole-sequence feature aggregation, respectively. To enable processing long-sequence point clouds with reasonable computational resources, intra-group feature mixing and inter-group feature attention are proposed to form the second and third feature encoding hierarchies, which are recurrently applied for aggregating multi-frame trajectory features. The proxy points not only act as consistent object representations for each frame, but also serves as the courier to facilitate feature interaction between frames. The experiments on large Waymo Open dataset show that our approach outperforms state-of-the-art methods with large margins when applied to both short (e.g., 4-frame) and long (e.g., 16-frame) point cloud sequences. Code will be publicly available at https://github.com/open-mmlab/OpenPCDet.

Zaid Tasneem, Giovanni Milione, Yi-Hsuan Tsai, Xiang Yu, Ashok Veeraraghavan, Manmohan Chandraker, Francesco Pittaluga

With over a billion sold each year, cameras are not only becoming ubiquitous, but are driving progress in a wide range of domains such as mixed reality, robotics, and more. However, severe concerns regarding the privacy implications of camera-based solutions currently limit the range of environments where cameras can be deployed. The key question we address is: Can cameras be enhanced with a scalable solution to preserve users’ privacy without degrading their machine intelligence capabilities? Our solution is a novel end-to-end adversarial learning pipeline in which a phase mask placed at the aperture plane of a camera is jointly optimized with respect to privacy and utility objectives. We conduct an extensive design space analysis to determine operating points with desirable privacy-utility tradeoffs that are also amenable to sensor fabrication and real-world constraints. We demonstrate the first working prototype that enables passive depth estimation while inhibiting face identification.

Yan Wu, Jiahao Wang, Yan Zhang, Siwei Zhang, Otmar Hilliges, Fisher Yu, Siyu Tang

The synthesis of human grasping has numerous applications including AR/VR, video games and robotics. While methods have been proposed to generate realistic hand-object interaction for object grasping and manipulation, these typically only consider interacting hand alone. Our goal is to synthesize whole-body grasping motions. Starting from an arbitrary initial pose, we aim to generate diverse and natural whole-body human motions to approach and grasp a target object in 3D space. This task is challenging as it requires modeling both whole-body dynamics and dexterous finger movements. To this end, we propose SAGA (StochAstic whole-body Grasping with contAct), a framework which consists of two key components: (a) Static whole-body grasping pose generation. Specifically, we propose a multi-task generative model, to jointly learn static whole-body grasping poses and human-object contacts. (b) Grasping motion infilling. Given an initial pose and the generated whole-body grasping pose as the start and end of the motion respectively, we design a novel contact-aware generative motion infilling module to generate a diverse set of grasp-oriented motions. We demonstrate the effectiveness of our method, which is a novel generative framework to synthesize realistic and expressive whole-body motions that approach and grasp randomly placed unseen objects. Code and models are available at https://jiahaoplus.github.io/SAGA/saga.html.

Dylan Turpin, Liquan Wang, Eric Heiden, Yun-Chun Chen, Miles Macklin, Stavros Tsogkas, Sven Dickinson, Animesh Garg

The study of hand-object interaction requires generating viable grasp poses for high-dimensional multi-finger models, often relying on analytic grasp synthesis which tends to produce brittle and unnatural results. This paper presents Grasp’D, an approach to grasp synthesis by differentiable contact simulation that can work with both known models and visual inputs. We use gradient-based methods as an alternative to sampling-based grasp synthesis, which fails without simplifying assumptions, such as pre-specified contact locations and eigengrasps. Such assumptions limit grasp discovery and, in particular, exclude high-contact power grasps. In contrast, our simulation-based approach allows for stable, efficient, physically realistic, high-contact grasp synthesis, even for gripper morphologies with high-degrees of freedom. We identify and address challenges in making grasp simulation amenable to gradient-based optimization, such as non-smooth object surface geometry, contact sparsity, and a rugged optimization landscape. Grasp’D compares favorably to analytic grasp synthesis on human and robotic hand models, and resultant grasps achieve over 4× denser contact, leading to significantly higher grasp stability. Video and code available at: graspd-eccv22.github.io.

Siwei Zhang, Qianli Ma, Yan Zhang, Zhiyin Qian, Taein Kwon, Marc Pollefeys, Federica Bogo, Siyu Tang

Understanding social interactions from egocentric views is crucial for many applications, ranging from assistive robotics to AR/VR. Key to reasoning about interactions is to understand the body pose and motion of the interaction partner from the egocentric view. However, research in this area is severely hindered by the lack of datasets. Existing datasets are limited in terms of either size, capture/annotation modalities, ground-truth quality, or interaction diversity. We fill this gap by proposing EgoBody, a novel large-scale dataset for human pose, shape and motion estimation from egocentric views, during interactions in complex 3D scenes. We employ Microsoft HoloLens2 headsets to record rich egocentric data streams (including RGB, depth, eye gaze, head and hand tracking). To obtain accurate 3D ground truth, we calibrate the headset with a multi-Kinect rig and fit expressive SMPL-X body meshes to multi-view RGB-D frames, reconstructing 3D human shapes and poses relative to the scene, over time. We collect 68 sequences, spanning diverse interaction scenarios, and propose the first benchmark for 3D full-body pose and shape estimation of the social partner from egocentric views. We extensively evaluate state-of-the-art methods, highlight their limitations in the egocentric scenario, and address such limitations leveraging our high-quality annotations. Data and code will be available for research purposes.

Sheng Ye, Yu-Hui Wen, Yanan Sun, Ying He, Ziyang Zhang, Yaoyuan Wang, Weihua He, Yong-Jin Liu

Generating stylized audio-driven gestures for robots and virtual avatars has attracted increasing considerations recently. Existing methods require style labels (e.g. speaker identities), or complex preprocessing of the data to obtain style control parameters. In this paper, we propose a new end-to-end flow-based model, which can generate audio-driven gestures of arbitrary styles without the preprocessing procedure and style labels. To achieve this goal, we introduce a global encoder and a gesture perceptual loss into the classic generative flow model to capture both the global and local information. We conduct extensive experiments on two benchmark datasets: the TED Dataset and the Trinity Dataset. Both quantitative and qualitative evaluations show that the proposed model outperforms state-of-the-art models.

Qianjiang Hu, Daizong Liu, Wei Hu

With the maturity of depth sensors, point clouds have received increasing attention in various applications such as autonomous driving, robotics, surveillance, \etc., while deep point cloud learning models have shown to be vulnerable to adversarial attacks. Existing attack methods generally add/delete points or perform point-wise perturbation over point clouds to generate adversarial examples in the data space, which may neglect the geometric characteristics of point clouds. Instead, we propose point cloud attacks from a new perspective---Graph Spectral Domain Attack (GSDA), aiming to perturb transform coefficients in the graph spectral domain that corresponds to varying certain geometric structure. In particular, we naturally represent a point cloud over a graph, and adaptively transform the coordinates of points into the graph spectral domain via graph Fourier transform (GFT) for compact representation. We then analyze the influence of different spectral bands on the geometric structure of the point cloud, based on which we propose to perturb the GFT coefficients in a learnable manner guided by an energy constraint loss function. Finally, the adversarial point cloud is generated by transforming the perturbed spectral representation back to the data domain via the inverse GFT (IGFT). Experimental results demonstrate the effectiveness of the proposed GSDA in terms of both imperceptibility and attack success rates under a variety of defense strategies.

Weng Fei Low, Gim Hee Lee

Explicit neural surface representations allow for exact and efficient extraction of the encoded surface at arbitrary precision, as well as analytic derivation of differential geometric properties such as surface normal and curvature. Such desirable properties, which are absent in its implicit counterpart, makes it ideal for various applications in computer vision, graphics and robotics. However, SOTA works are limited in terms of the topology it can effectively describe, distortion it introduces to reconstruct complex surfaces and model efficiency. In this work, we present Minimal Neural Atlas, a novel atlas-based explicit neural surface representation. At its core is a fully learnable parametric domain, given by an implicit probabilistic occupancy field defined on an open square of the parametric space. In contrast, prior works generally predefine the parametric domain. The added flexibility enables charts to admit arbitrary topology and boundary. Thus, our representation can learn a minimal atlas of 3 charts with distortion-minimal parameterization for surfaces of arbitrary topology, including closed and open surfaces with arbitrary connected components. Our experiments support the hypotheses and show that our reconstructions are more accurate in terms of the overall geometry, due to the separation of concerns on topology and geometry.

Xin Wu, Hao Zhao, Shunkai Li, Yingdian Cao, Hongbin Zha

Visual re-localization aims to recover camera poses in a known environment, which is vital for applications like robotics or augmented reality. Feed-forward absolute camera pose regression methods directly output poses by a network, but suffer from low accuracy. Meanwhile, scene coordinate based methods are accurate, but need iterative RANSAC post-processing, which brings challenges to efficient end-to-end training and inference. In order to have the best of both worlds, we propose a feed-forward method termed SC-wLS that exploits all scene coordinate estimates for weighted least squares pose regression. This differentiable formulation exploits a weight network imposed on 2D-3D correspondences, and requires pose supervision only. Qualitative results demonstrate the interpretability of learned weights. Evaluations on 7Scenes and Cambridge datasets show significantly promoted performance when compared with former feed-forward counterparts. Moreover, our SC-wLS method enables a new capability: self-supervised test-time adaptation on the weight network. Codes and models are publicly available.

Jacob Krantz, Aaron Gokaslan, Dhruv Batra, Stefan Lee, Oleksandr Maksymets

Little inquiry has explicitly addressed the role of action spaces in language-guided visual navigation -- either in terms of its effect on navigation success or the efficiency with which a robotic agent could execute the resulting trajectory. Building on the recently released VLN-CE setting for instruction following in continuous environments, we develop a class of language-conditioned waypoint prediction networks to examine this question. We vary the expressivity of these models to explore a spectrum between low-level actions and continuous waypoint prediction. We measure task performance and estimated execution time on a profiled LoCoBot robot. We find more expressive models result in simpler, faster to execute trajectories, but lower-level actions can achieve better navigation metrics by approximating shortest paths better. Further, our models outperform prior work in VLN-CE and set a new state-of-the-art on the public leaderboard -- increasing success rate by 4% with our best model on this challenging task.

Guangyi Chen, Junlong Li, Jiwen Lu, Jie Zhou

Forecasting human trajectories in complex dynamic environments plays a critical role in autonomous vehicles and intelligent robots. Most existing methods learn to predict future trajectories by behavior clues from history trajectories and interaction clues from environments. However, the inherent bias between training and deployment environments is ignored. Hence, we propose a counterfactual analysis method for human trajectory prediction to investigate the causality between the predicted trajectories and input clues and alleviate the negative effects brought by environment bias. We first build a causal graph for trajectory forecasting with history trajectory, future trajectory, and the environment interactions. Then, we cut off the inference from the environment to trajectory by constructing the counterfactual intervention on the trajectory itself. Finally, we compare the factual and counterfactual trajectory clues to alleviate the effects of environment bias and highlight the trajectory clues. Our counterfactual analysis is a plug-and-play module that can be applied to any baseline prediction methods including RNN- and CNN-based ones. We show that our method achieves consistent improvement for different baselines and obtains state-of-the-art results on public pedestrian trajectory forecasting benchmarks.

Anindita Ghosh, Noshaba Cheema, Cennet Oguz, Christian Theobalt, Philipp Slusallek

How can we animate 3D-characters from a movie script or move robots by simply telling them what we would like them to do?" How unstructured and complex can we make a sentence and still generate plausible movements from it?" These are questions that need to be answered in the long-run, as the field is still in its infancy. Inspired by these problems, we present a new technique for generating compositional actions, which handles complex input sentences. Our output is a 3D pose sequence depicting the actions in the input sentence. We propose a hierarchical two-stream sequential model to explore a finer joint-level mapping between natural language sentences and 3D pose sequences corresponding to the given motion. We learn two manifold representations of the motion, one each for the upper body and the lower body movements. Our model can generate plausible pose sequences for short sentences describing single actions as well as long complex sentences describing multiple sequential and compositional actions. We evaluate our proposed model on the publicly available KIT Motion-Language Dataset containing 3D pose data with human-annotated sentences. Experimental results show that our model advances the state-of-the-art on text-based motion synthesis in objective evaluations by a margin of 50%. Qualitative evaluations based on a user study indicate that our synthesized motions are perceived to be the closest to the ground-truth motion captures for both short and compositional sentences.

Siwei Zhang, Yan Zhang, Federica Bogo, Marc Pollefeys, Siyu Tang

Recovering high-quality 3D human motion in complex scenes from monocular videos is important for many applications, ranging from AR/VR to robotics. However, capturing realistic human-scene interactions, while dealing with occlusions and partial views, is challenging; current approaches are still far from achieving compelling results. We address this problem by proposing LEMO: LEarning human MOtion priors for 4D human body capture. By leveraging the large-scale motion capture dataset AMASS, we introduce a novel motion smoothness prior, which strongly reduces the jitters exhibited by poses recovered over a sequence. Furthermore, to handle contacts and occlusions occurring frequently in body-scene interactions, we design a contact friction term and a contact-aware motion infiller obtained via per-instance self-supervised training. To prove the effectiveness of the proposed motion priors, we combine them into a novel pipeline for 4D human body capture in 3D scenes. With our pipeline, we demonstrate high-quality 4D human body capture, reconstructing smooth motions and physically plausible body-scene interactions. The code and data are available at https://sanweiliti.github.io/LEMO/LEMO.html.

Jiachen Li, Fan Yang, Hengbo Ma, Srikanth Malla, Masayoshi Tomizuka, Chiho Choi

Motion forecasting plays a significant role in various domains (e.g., autonomous driving, human-robot interaction), which aims to predict future motion sequences given a set of historical observations. However, the observed elements may be of different levels of importance. Some information may be irrelevant or even distracting to the forecasting in certain situations. To address this issue, we propose a generic motion forecasting framework (named RAIN) with dynamic key information selection and ranking based on a hybrid attention mechanism. The general framework is instantiated to handle multi-agent trajectory prediction and human motion forecasting tasks, respectively. In the former task, the model learns to recognize the relations between agents with a graph representation and to determine their relative significance. In the latter task, the model learns to capture the temporal proximity and dependency in long-term human motions. We also propose an effective double-stage training pipeline with an alternating training strategy to optimize the parameters in different modules of the framework. We validate the framework on both synthetic simulations and motion forecasting benchmarks in different domains, demonstrating that our method not only achieves state-of-the-art forecasting performance but also provides interpretable and reasonable hybrid attention weights.

Mihai Dusmanu, Ondrej Miksik, Johannes L. Schönberger, Marc Pollefeys

Visual localization and mapping is the key technology underlying the majority of mixed reality and robotics systems. Most state-of-the-art approaches rely on local features to establish correspondences between images. In this paper, we present three novel scenarios for localization and mapping which require the continuous update of feature representations and the ability to match across different feature types. While localization and mapping is a fundamental computer vision problem, the traditional setup supposes the same local features are used throughout the evolution of a map. Thus, whenever the underlying features are changed, the whole process is repeated from scratch. However, this is typically impossible in practice, because raw images are often not stored and re-building the maps could lead to loss of the attached digital content. To overcome the limitations of current approaches, we present the first principled solution to cross-descriptor localization and mapping. Our data-driven approach is agnostic to the feature descriptor type, has low computational requirements, and scales linearly with the number of description algorithms. Extensive experiments demonstrate the effectiveness of our approach on state-of-the-art benchmarks for a variety of handcrafted and learned features.

Asuto Taniguchi, Fumihiro Sasaki, Ryota Yamashina

Planning for visual navigation using topological memory, a memory graph consisting of nodes and edges, has been recently well-studied. The nodes correspond to past observations of a robot, and the edges represent the reachability predicted by a neural network (NN). Most prior methods, however, often fail to predict the reachability when the robot takes different poses, i.e. the direction the robot faces, at close positions. This is because the methods observe first-person view images, which significantly changes when the robot changes its pose, and thus it is fundamentally difficult to correctly predict the reachability from them. In this paper, we propose pose invariant topological memory (POINT) to address the problem. POINT observes omnidirectional images and predicts the reachability by using a spherical convolutional NN, which has a rotation invariance property and enables planning regardless of the robot's pose. Additionally, we train the NN by contrastive learning with data augmentation to enable POINT to plan with robustness to changes in environmental conditions, such as light conditions and the presence of unseen objects. Our experimental results show that POINT outperforms conventional methods under both the same and different environmental conditions. In addition, the results with the KITTI-360 dataset show that POINT is more applicable to real-world environments than conventional methods.