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2,942篇论文匹配“Robotics”
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Min-jung Kim, Minsang Kim, Seung Jun Baek

The task of generating 3D facial expressions given various situational contexts is important for applications such as virtual avatars or human-robot interactions. The task is, however, challenging not only because it requires a comprehensive understanding of emotion, expression and contexts, but also there rarely are datasets to support the task. We propose ContextFace, a Multi-modal Large Language Model (MLLM) fine-tuned to generate 3D facial expressions depending on complex situational contexts. To overcome the lack of datasets, we perform a context augmentation to existing emotion recognition datasets; we generate plausible situations and quotes from images and emotions to annotate the dataset. Next, we perform visual instruction tuning of MLLMs on context-augmented datasets to boost their capability of visual synthesis from emotions. Experiments show a superior performance of ContextFace in the zero-shot evaluation of contextual emotion recognition. A qualitative evaluation shows that our method generates expressions consistent with diverse contexts and performs complex emotion reasoning, e.g., speculative generation of expressions of occluded faces through interactive prompting.

Hyeonjoong Jang, Dongyoung Choi, Donggun Kim, Woohyun Kang, Min H. Kim

We propose a splat-based 3D scene reconstruction method from RGB-D input that effectively handles extreme motion blur, a frequent challenge in low-light environments. Under dim illumination, RGB frames often suffer from severe motion blur due to extended exposure times, causing traditional camera pose estimation methods, such as COLMAP, to fail. This results in inaccurate camera pose and blurry color input, compromising the quality of 3D reconstructions. Although recent 3D reconstruction techniques like Neural Radiance Fields and Gaussian Splatting have demonstrated impressive results, they rely on accurate camera trajectory estimation, which becomes challenging under fast motion or poor lighting conditions. Furthermore, rapid camera movement and the limited field of view of depth sensors reduce point cloud overlap, limiting the effectiveness of pose estimation with the ICP algorithm. To address these issues, we introduce a method that combines camera pose estimation and image deblurring using a Gaussian Splatting framework, leveraging both 3D Gaussian splats and depth inputs for enhanced scene representation. Our method first aligns consecutive RGB-D frames through optical flow and ICP, then refines camera poses and 3D geometry by adjusting Gaussian positions for optimal depth alignment. To handle motion blur, we model camera movement during exposure and deblur images by comparing the input with a series of sharp, rendered frames. Experiments on a new RGB-D dataset with extreme motion blur show that our method outperforms existing approaches, enabling high-quality reconstructions even in challenging conditions. This approach has broad implications for 3D mapping applications in robotics, autonomous navigation, and augmented reality. Both code and dataset are publicly available on https://github.com/KAISTVCLAB/ gs-extreme-motion-blur.

Zhen Xing, Qi Dai, Zejia Weng, Zuxuan Wu, Yu-Gang Jiang

Text-guided video prediction (TVP) involves predicting the motion of future frames from the initial frame according to an instruction, which has wide applications in virtual reality, robotics, and content creation. Previous TVP methods make significant breakthroughs by adapting Stable Diffusion for this task. However, they struggle with frame consistency and temporal stability primarily due to the limited scale of video datasets. We observe that pretrained Image2Video diffusion models possess good video dynamics priors but lack fine-grained textual control. Hence, transferring pretrained models to leverage their video dynamic priors while injecting fine-grained control to generate controllable videos is both a meaningful and challenging task. To achieve this, we introduce the Multi-Modal Large Language Model (MLLM) to predict future video states based on initial frames and text instructions. More specifically, we design a dual query transformer (DQFormer) architecture, which integrates the instructions and frames into the conditional embeddings for future frame prediction. Additionally, we develop Temporal and Spatial Adapters that can quickly transfer general video diffusion models to specific scenarios with minimal training costs. Experimental results show that our method significantly outperforms state-of-the-art techniques on four datasets: Something Something V2, Epic Kitchen-100, Bridge Data, and UCF-101. Notably, AID achieves 91.2% and 55.5% FVD improvements on Bridge and SSv2 respectively, demonstrating its effectiveness in various domains.

Jiawei He, Danshi Li, Xinqiang Yu, Zekun Qi, Wenyao Zhang, Jiayi Chen, Zhaoxiang Zhang, Zhizheng Zhang, Li Yi, He Wang

As large models gain traction, vision-language models are enabling robots to tackle increasingly complex tasks. However, limited by the difficulty of data collection, progress has mainly focused on controlling simple gripper end-effectors. There is little research on functional grasping with large models for human-like dexterous hands. In this paper, we introduce DexVLG, a large Vision-Language-Grasp model for Dexterous grasp pose prediction aligned with language instructions using single-view RGBD input. To accomplish this, we generate a dataset of 170 million dexterous grasp poses mapped to semantic parts across 174,000 objects in simulation, paired with detailed part-level captions. This large-scale dataset, named DexGraspNet 3.0, is used to train a VLM with a flow-matching-based pose head producing instruction-aligned grasp poses for tabletop objects. To evaluate DexVLG's performance, we create benchmarks in simulations and conduct real-world experiments. Extensive experiments demonstrate DexVLG's strong zero-shot generalization capabilities, achieving an over 76% zero-shot execution success rate and state-of-the-art part-grasp accuracy in simulation, as well as successful part-aligned grasps on physical objects in real-world scenarios.

Giwon Lee, Wooseong Jeong, Daehee Park, Jaewoo Jeong, Kuk-Jin Yoon

Motion planning is a crucial component of autonomous robot driving. While various trajectory datasets exist, effectively utilizing them for a target domain remains challenging due to differences in agent interactions and environmental characteristics. Conventional approaches, such as domain adaptation or ensemble learning, leverage multiple source datasets but suffer from domain imbalance, catastrophic forgetting, and high computational costs. To address these challenges, we propose Interaction-Merged Motion Planning (IMMP), a novel approach that leverages parameter checkpoints trained on different domains during adaptation to the target domain. IMMP follows a two-step process: pre-merging to capture agent behaviors and interactions, sufficiently extracting diverse information from the source domain, followed by merging to construct an adaptable model that efficiently transfers diverse interactions to the target domain. Our method is evaluated on various planning benchmarks and models, demonstrating superior performance compared to conventional approaches.

Dongming Wu, Yanping Fu, Saike Huang, Yingfei Liu, Fan Jia, Nian Liu, Feng Dai, Tiancai Wang, Rao Muhammad Anwer, Fahad Shahbaz Khan 等

General robotic grasping systems require accurate object affordance perception in diverse open-world scenarios following human instructions. However, current studies suffer from the problem of lacking reasoning-based large-scale affordance prediction data, leading to considerable concern about open-world effectiveness. To address this limitation, we build a large-scale grasping-oriented affordance segmentation benchmark with human-like instructions, named RAGNet. It contains 273k images, 180 categories, and 26k reasoning instructions. The images cover diverse embodied data domains, such as wild, robot, ego-centric, and even simulation data. They are carefully annotated with an affordance map, while the difficulty of language instructions is largely increased by removing their category name and only providing functional descriptions. Furthermore, we propose a comprehensive affordance-based grasping framework, named AffordanceNet, which consists of a VLM pre-trained on our massive affordance data and a grasping network that conditions an affordance map to grasp the target. Extensive experiments on affordance segmentation benchmarks and real-robot manipulation tasks show that our model has a powerful open-world generalization ability. Our data and code is available at this link.

Xinli Xu, Wenhang Ge, Dicong Qiu, ZhiFei Chen, Dongyu Yan, Zhuoyun Liu, Haoyu Zhao, Hanfeng Zhao, Shunsi Zhang, Junwei Liang 等

Estimating physical properties for visual data is a crucial task in computer vision, graphics, and robotics, underpinning applications such as augmented reality, physical simulation, and robotic grasping. However, this area remains under-explored due to the inherent ambiguities in physical property estimation. To address these challenges, we introduce GaussianProperty, a training-free framework that assigns physical properties of materials to 3D Gaussians. Specifically, we integrate the segmentation capability of SAM with the recognition capability of GPT-4V(ision) to formulate a global-local physical property reasoning module for 2D images. Then we project the physical properties from multi-view 2D images to 3D Gaussians using a voting strategy. We demonstrate that 3D Gaussians with physical property annotations enable applications in physics-based dynamic simulation and robotic grasping. For physics-based dynamic simulation, we leverage the Material Point Method (MPM) for realistic dynamic simulation. For robot grasping, we develop a grasping force prediction strategy that estimates a safe force range required for object grasping based on the estimated physical properties. Extensive experiments on material segmentation, physics-based dynamic simulation, and robotic grasping validate the effectiveness of our proposed method, highlighting its crucial role in understanding physical properties from visual data.

Jiayi Li

Language-conditioned robot manipulation in the continuous spectrum presents a persistent challenge due to the difficult of mapping states to target actions. Previous methods face limitations in effectively modeling object states, primarily due to their reliance on executing ambiguous instructions devoid of explicit state information. In response, we present SD^2Actor, a zero-shot robotic manipulation framework that possesses the capability to generate precise actions in continuous states. Specifically, given the novel instructions, we aim to generate instruction-following and accurate robot manipulation actions. Instead of time-consuming optimization and finetuning, our zero-shot method generalizes to any object state with a wide range of translations and versatile rotations. At its core, we quantify multiple base states in the training set and utilize their combination to refine the target action generated by the diffusion model. To obtain novel state representations, we initially employ LLMs to extract the novel state from the instruction and decompose it into multiple learned base states. We then employ the linear combination of base state embeddings to produce novel state features. Moreover, we introduce the orthogonalization loss to constrain the state embedding space, which ensures the validity of linear interpolation. Experiments demonstrate that SD^2Actor outperforms state-of-the-art methods across a diverse range of manipulation tasks in ARNOLD Benchmark. Moreover, SD^2Actor can effectively learn generalizable policies from a limited number of human demonstrations, achieving promising accuracy in a variety of real-world manipulation tasks.

Yichen Li, Antonio Torralba

Current video models fail as world model as they lack fine-graiend control. General-purpose household robots require real-time fine motor control to handle delicate tasks and urgent situations. In this work, we introduce fine-grained multimodal actions to capture such precise control. We consider senses of proprioception, kinesthesia, force haptics, and muscle activation. Such multimodal senses naturally enables fine-grained interactions that are difficult to simulate with text-conditioned generative models. To effectively simulate fine-grained multisensory actions, we develop a feature learning paradigm that aligns these modalities while preserving the unique information each modality provides. We further propose a regularization scheme to enhance causality of the action trajectory features in representing intricate interaction dynamics. Experiments show that incorporating multimodal senses improves simulation accuracy and reduces temporal drift. Extensive ablation studies and downstream applications demonstrate the effectiveness and practicality of our work.

Yinuo Zhao, Jiale Yuan, Zhiyuan Xu, Xiaoshuai Hao, Xinyi Zhang, Kun Wu, Zhengping Che, Chi Harold Liu, Jian Tang

Recent advances in vision-language models (VLMs) have significantly improved performance in embodied tasks such as goal decomposition and visual comprehension. However, providing accurate rewards for robotic manipulation without fine-tuning VLMs remains challenging due to the absence of domain-specific robotic knowledge in pre-trained datasets and high computational costs that hinder real-time applicability. To address this, we propose T2-VLM, a novel training-free, temporally consistent framework that generates accurate rewards through tracking the status changes in VLM-derived subgoals. Specifically, our method first queries the VLM to establish spatially aware subgoals and an initial completion estimate before each round of interaction. We then employ a Bayesian tracking algorithm to update the goal completion status dynamically, using subgoal hidden states to generate structured rewards for reinforcement learning (RL) agents. This approach enhances long-horizon decision-making and improves failure recovery capabilities with RL. Extensive experiments indicate that T2-VLM achieves state-of-the-art performance in two robot manipulation benchmarks, demonstrating superior reward accuracy with reduced computation consumption. We believe our approach not only advances reward generation techniques but also contributes to the broader field of embodied AI. Project website: https://t2-vlm.github.io/.

Elisabetta Fedele, Boyang Sun, Leonidas Guibas, Marc Pollefeys, Francis Engelmann

We present SuperDec, an approach for compact 3D scene representations based on geometric primitives, namely superquadrics.While most recent works leverage geometric primitives to obtain photorealistic 3D scene representations, we propose to leverage them to obtain a compact yet expressive representation. We propose to solve the problem locally on individual objects and leverage the capabilities of instance segmentation methods to scale our solution to full 3D scenes. In doing that, we design a new architecture which efficiently decompose point clouds of arbitrary objects in a compact set of superquadrics. We train our architecture on ShapeNet and we prove its generalization capabilities on object instances extracted from the ScanNet++ dataset as well as on full Replica scenes. Finally, we show how a compact representation based on superquadrics can be useful for a diverse range of downstream applications, including robotic tasks and controllable visual content generation and editing.

Anna-Maria Halacheva, Yang Miao, Jan-Nico Zaech, Xi Wang, Luc Van Gool, Danda Pani Paudel

3D scene understanding is a long-standing challenge in computer vision and a key component in enabling mixed reality, wearable computing, and embodied AI. Providing a solution to these applications requires a multifaceted approach that covers scene-centric, object-centric, as well as interaction-centric capabilities. While there exist numerous datasets approaching the former two problems, the task of understanding interactable and articulated objects is underrepresented and only partly covered in the research field. In this work, we address this shortcoming by introducing: (1) Articulate3D, an expertly curated 3D dataset featuring high-quality manual annotations on 280 indoor scenes. Articulate3D provides 8 types of annotations for articulated objects, covering parts and detailed motion information,all stored in a standardized scene representation format designed for scalable 3D content creation, exchange and seamless integration into simulation environments. (2) USDNet, a novel unified framework capable of simultaneously predicting part segmentation along with a full specification of motion attributes for articulated objects. We evaluate USDNet on Articulate3D as well as two existing datasets, demonstrating the advantage of our unified dense prediction approach. Furthermore, we highlight the value of Articulate3D through cross-dataset and cross-domain evaluations and showcase its applicability in downstream tasks such as scene editing through LLM prompting and robotic policy training for articulated object manipulation. We provide open access to our dataset, benchmark, and method's source code.

Yixiang Chen, Peiyan Li, Yan Huang, Jiabing Yang, Kehan Chen, Liang Wang

Current language-guided robotic manipulation systems often require low-level action-labeled datasets for imitation learning. While object-centric flow prediction methods mitigate this issue, they remain limited to scenarios involving rigid objects with clear displacement and minimal occlusion. In this work, we present Embodiment-Centric Flow (EC-Flow), a framework that directly learns manipulation from action-unlabeled videos by predicting embodiment-centric flow. Our key insight is that incorporating the embodiment's inherent kinematics significantly enhances generalization to versatile manipulation scenarios, including deformable object handling, occlusions, and non-object-displacement tasks. To connect the EC-Flow with language instructions and object interactions, we further introduce a goal-alignment module by jointly optimizing movement consistency and goal-image prediction. Moreover, translating EC-Flow to executable robot actions only requires a standard robot URDF (Unified Robot Description Format) file to specify kinematic constraints across joints, which makes it easy to use in practice. We validate EC-Flow on both simulation (Meta-World) and real-world tasks, demonstrating its state-of-the-art performance in occluded object handling (62% improvement), deformable object manipulation (45% improvement), and non-object-displacement tasks (80% improvement) than prior state-of-the-art object-centric flow methods. More results can be found on our project website: https://ec-flow1.github.io/

Wenxuan Guo, Xiuwei Xu, Hang Yin, Ziwei Wang, Jianjiang Feng, Jie Zhou, Jiwen Lu

Visual navigation with an image as goal is a fundamental and challenging problem. Conventional methods either rely on end-to-end RL learning or modular-based policy with topological graph or BEV map as memory, which cannot fully model the geometric relationship between the explored 3D environment and the goal image. In order to efficiently and accurately localize the goal image in 3D space, we build our navigation system upon the renderable 3D gaussian (3DGS) representation. However, due to the computational intensity of 3DGS optimization and the large search space of 6-DoF camera pose, directly leveraging 3DGS for image localization during agent exploration process is prohibitively inefficient. To this end, we propose IGL-Nav, an Incremental 3D Gaussian Localization framework for efficient and 3D-aware image-goal navigation. Specifically, we incrementally update the scene representation as new images arrive with feed-forward monocular prediction. Then we coarsely localize the goal by leveraging the geometric information for discrete space matching, which can be equivalent to efficient 3D convolution. When the agent is close to the goal, we finally solve the fine target pose with optimization via differentiable rendering. The proposed IGL-Nav outperforms existing state-of-the-art methods by a large margin across diverse experimental configurations. It can also handle the more challenging free-view image-goal setting and be deployed on real-world robotic platform using a cellphone to capture goal image at arbitrary pose. Project page: https://gwxuan.github.io/IGL-Nav/.

Zesong Yang, Bangbang Yang, Wenqi Dong, Chenxuan Cao, Liyuan Cui, Yuewen Ma, Zhaopeng Cui, Hujun Bao

Humans can naturally identify and mentally complete occluded objects in cluttered environments. However, imparting similar cognitive ability to robotics remains challenging even with advanced reconstruction techniques, which models scenes as undifferentiated wholes and fails to recognize complete object from partial observations. In this paper, we propose InstaScene, a new paradigm towards holistic 3D perception of complex scenes with a primary goal: decomposing arbitrary instances while ensuring complete reconstruction. To achieve precise decomposition, we develop a novel spatial contrastive learning by tracing rasterization of each instance across views, significantly enhancing semantic supervision in cluttered scenes. To overcome incompleteness from limited observations, we introduce in-situ generation that harnesses valuable observations and geometric cues, effectively guiding 3D generative models to reconstruct complete instances that seamlessly align with the real world. Experiments on scene decomposition and object completion across complex real-world and synthetic scenes demonstrate that our method achieves superior decomposition accuracy while producing geometrically faithful and visually intact objects.

Andrea Simonelli, Norman Müller, Peter Kontschieder

The increasing availability of digital 3D environments, whether through image reconstruction, generation, or scans obtained via lasers or robots, is driving innovation across various fields. Among the numerous applications, there is a significant demand for those that enable 3D interaction, such as 3D Interactive Segmentation, which is useful for tasks like object selection and manipulation. Additionally, there is a persistent need for solutions that are efficient, precise, and consistently perform well across diverse settings, particularly in unseen environments and with unfamiliar objects. In this work, we introduce a method that consistently surpasses previous state-of-the-art techniques on both in-domain and out-of-domain datasets. Our simple approach integrates a voxel-based sparse encoder with a lightweight transformer-based decoder that implements implicit click fusion, achieving superior performance and maximizing efficiency. Our method demonstrates substantial improvements on benchmark datasets, including ScanNet, ScanNet++, S3DIS, and KITTI-360, and also on unseen geometric distributions such as Gaussian Splatting.

Jathushan Rajasegaran, Ilija Radosavovic, Rahul Ravishankar, Yossi Gandelsman, Christoph Feichtenhofer, Jitendra Malik

We empirically study autoregressive pre-training from videos. To perform our study, we construct a series of autoregressive video models, called Toto. We treat videos as sequences of visual tokens and train transformer models to autoregressively predict future tokens. Our models are pre-trained on a diverse dataset of videos and images comprising over 1 trillion visual tokens. We explore different architectural, training, and inference design choices. We evaluate the learned visual representations on a range of downstream tasks including image recognition, video classification, object tracking, and robotics. Our results demonstrate that, despite minimal inductive biases, autoregressive pre-training leads to competitive performance across all benchmarks. Finally, we find that scaling our video models results in similar scaling curves to those seen in language models, albeit with a different rate.

Shuo Liang, Yiwu Zhong, Zi-Yuan Hu, Yeyao Tao, Liwei Wang

Spatiotemporal video grounding aims to localize target entities in videos based on textual queries. While existing research has made significant progress in exocentric videos, the egocentric setting remains relatively underexplored, despite its growing importance in applications such as augmented reality and robotics. In this work, we conduct a systematic analysis of the discrepancies between egocentric and exocentric videos, revealing key challenges such as shorter object durations, sparser trajectories, smaller object sizes, and larger positional shifts. To address these challenges, we introduce EgoMask, the first pixel-level benchmark for fine-grained spatiotemporal grounding in egocentric videos. It is constructed by our proposed automatic annotation pipeline, which annotates referring expressions and object masks across short-, medium-, and long-term videos. Additionally, we create EgoMask-Train, a large-scale training dataset to facilitate model development. Experiments demonstrate that the state-of-the-art spatiotemporal grounding models perform poorly on our benchmark EgoMask, but fine-tuning on EgoMask-Train yields significant improvements, while preserving performance on exocentric datasets. Our work thus provides essential resources and insights for advancing egocentric video understanding.

Xiaojie Zhang, Yuanfei Wang, Ruihai Wu, Kunqi Xu, Yu Li, Liuyu Xiang, Hao Dong, Zhaofeng He

Articulated objects pose diverse manipulation challenges for robots. Since their internal structures are not directly observable, robots must adaptively explore and refine actions to generate successful manipulation trajectories. While existing works have attempted cross-category generalization in adaptive articulated object manipulation, two major challenges persist: (1) the geometric diversity of real-world articulated objects complicates visual perception and understanding, and (2) variations in object functions and mechanisms hinder the development of a unified adaptive manipulation strategy.To address these challenges, we propose AdaRPG, a novel framework that leverages foundation models to extract object parts, which exhibit greater local geometric similarity than entire objects, thereby enhancing visual affordance generalization for functional primitive skills. To support this, we construct a part-level affordance annotation dataset to train the affordance model. Additionally, AdaRPG utilizes the common knowledge embedded in foundation models to reason about complex mechanisms and generate high-level control codes that invoke primitive skill functions based on part affordance inference.Simulation and real-world experiments demonstrate AdaRPG's strong generalization ability across novel articulated object categories.

Ava Pun, Kangle Deng, Ruixuan Liu, Deva Ramanan, Changliu Liu, Jun-Yan Zhu

We introduce BrickGPT, the first approach for generating physically stable interconnecting brick assembly models from text prompts. To achieve this, we construct a large-scale, physically stable dataset of brick structures, along with their associated captions, and train an autoregressive large language model to predict the next brick to add via next-token prediction. To improve the stability of the resulting designs, we employ an efficient validity check and physics-aware rollback during autoregressive inference, which prunes infeasible token predictions using physics laws and assembly constraints. Our experiments show that BrickGPT produces stable, diverse, and aesthetically pleasing brick structures that align closely with the input text prompts. We also develop a text-based brick texturing method to generate colored and textured designs. We show that our designs can be assembled manually by humans and automatically by robotic arms. We release our new dataset, StableText2Brick, containing over 47,000 brick structures of over 28,000 unique 3D objects accompanied by detailed captions, along with our code and models at the project website: https://avalovelace1.github.io/BrickGPT/.