Abstract:We propose a framework for active next best view and touch selection for robotic manipulators using 3D Gaussian Splatting (3DGS). 3DGS is emerging as a useful explicit 3D scene representation for robotics, as it has the ability to represent scenes in a both photorealistic and geometrically accurate manner. However, in real-world, online robotic scenes where the number of views is limited given efficiency requirements, random view selection for 3DGS becomes impractical as views are often overlapping and redundant. We address this issue by proposing an end-to-end online training and active view selection pipeline, which enhances the performance of 3DGS in few-view robotics settings. We first elevate the performance of few-shot 3DGS with a novel semantic depth alignment method using Segment Anything Model 2 (SAM2) that we supplement with Pearson depth and surface normal loss to improve color and depth reconstruction of real-world scenes. We then extend FisherRF, a next-best-view selection method for 3DGS, to select views and touch poses based on depth uncertainty. We perform online view selection on a real robot system during live 3DGS training. We motivate our improvements to few-shot GS scenes, and extend depth-based FisherRF to them, where we demonstrate both qualitative and quantitative improvements on challenging robot scenes. For more information, please see our project page at https://armlabstanford.github.io/next-best-sense.
Abstract:SAFER-Splat (Simultaneous Action Filtering and Environment Reconstruction) is a real-time, scalable, and minimally invasive action filter, based on control barrier functions, for safe robotic navigation in a detailed map constructed at runtime using Gaussian Splatting (GSplat). We propose a novel Control Barrier Function (CBF) that not only induces safety with respect to all Gaussian primitives in the scene, but when synthesized into a controller, is capable of processing hundreds of thousands of Gaussians while maintaining a minimal memory footprint and operating at 15 Hz during online Splat training. Of the total compute time, a small fraction of it consumes GPU resources, enabling uninterrupted training. The safety layer is minimally invasive, correcting robot actions only when they are unsafe. To showcase the safety filter, we also introduce SplatBridge, an open-source software package built with ROS for real-time GSplat mapping for robots. We demonstrate the safety and robustness of our pipeline first in simulation, where our method is 20-50x faster, safer, and less conservative than competing methods based on neural radiance fields. Further, we demonstrate simultaneous GSplat mapping and safety filtering on a drone hardware platform using only on-board perception. We verify that under teleoperation a human pilot cannot invoke a collision. Our videos and codebase can be found at https://chengine.github.io/safer-splat.
Abstract:We present Splat-MOVER, a modular robotics stack for open-vocabulary robotic manipulation, which leverages the editability of Gaussian Splatting (GSplat) scene representations to enable multi-stage manipulation tasks. Splat-MOVER consists of: (i) ASK-Splat, a GSplat representation that distills latent codes for language semantics and grasp affordance into the 3D scene. ASK-Splat enables geometric, semantic, and affordance understanding of 3D scenes, which is critical for many robotics tasks; (ii) SEE-Splat, a real-time scene-editing module using 3D semantic masking and infilling to visualize the motions of objects that result from robot interactions in the real-world. SEE-Splat creates a "digital twin" of the evolving environment throughout the manipulation task; and (iii) Grasp-Splat, a grasp generation module that uses ASK-Splat and SEE-Splat to propose candidate grasps for open-world objects. ASK-Splat is trained in real-time from RGB images in a brief scanning phase prior to operation, while SEE-Splat and Grasp-Splat run in real-time during operation. We demonstrate the superior performance of Splat-MOVER in hardware experiments on a Kinova robot compared to two recent baselines in four single-stage, open-vocabulary manipulation tasks, as well as in four multi-stage manipulation tasks using the edited scene to reflect scene changes due to prior manipulation stages, which is not possible with the existing baselines. Code for this project and a link to the project page will be made available soon.
Abstract:We present Splat-MOVER, a modular robotics stack for open-vocabulary robotic manipulation, which leverages the editability of Gaussian Splatting (GSplat) scene representations to enable multi-stage manipulation tasks. Splat-MOVER consists of: (i) $\textit{ASK-Splat}$, a GSplat representation that distills latent codes for language semantics and grasp affordance into the 3D scene. ASK-Splat enables geometric, semantic, and affordance understanding of 3D scenes, which is critical for many robotics tasks; (ii) $\textit{SEE-Splat}$, a real-time scene-editing module using 3D semantic masking and infilling to visualize the motions of objects that result from robot interactions in the real-world. SEE-Splat creates a "digital twin" of the evolving environment throughout the manipulation task; and (iii) $\textit{Grasp-Splat}$, a grasp generation module that uses ASK-Splat and SEE-Splat to propose candidate grasps for open-world objects. ASK-Splat is trained in real-time from RGB images in a brief scanning phase prior to operation, while SEE-Splat and Grasp-Splat run in real-time during operation. We demonstrate the superior performance of Splat-MOVER in hardware experiments on a Kinova robot compared to two recent baselines in four single-stage, open-vocabulary manipulation tasks, as well as in four multi-stage manipulation tasks using the edited scene to reflect scene changes due to prior manipulation stages, which is not possible with the existing baselines. Code for this project and a link to the project page will be made available soon.
Abstract:In this work, we propose a novel method to supervise 3D Gaussian Splatting (3DGS) scenes using optical tactile sensors. Optical tactile sensors have become widespread in their use in robotics for manipulation and object representation; however, raw optical tactile sensor data is unsuitable to directly supervise a 3DGS scene. Our representation leverages a Gaussian Process Implicit Surface to implicitly represent the object, combining many touches into a unified representation with uncertainty. We merge this model with a monocular depth estimation network, which is aligned in a two stage process, coarsely aligning with a depth camera and then finely adjusting to match our touch data. For every training image, our method produces a corresponding fused depth and uncertainty map. Utilizing this additional information, we propose a new loss function, variance weighted depth supervised loss, for training the 3DGS scene model. We leverage the DenseTact optical tactile sensor and RealSense RGB-D camera to show that combining touch and vision in this manner leads to quantitatively and qualitatively better results than vision or touch alone in a few-view scene syntheses on opaque as well as on reflective and transparent objects. Please see our project page at http://armlabstanford.github.io/touch-gs
Abstract:The weight, space, and power limitations of small aerial vehicles often prevent the application of modern control techniques without significant model simplifications. Moreover, high-speed agile behavior, such as that exhibited in drone racing, make these simplified models too unreliable for safety-critical control. In this work, we introduce the concept of time-varying backup controllers (TBCs): user-specified maneuvers combined with backup controllers that generate reference trajectories which guarantee the safety of nonlinear systems. TBCs reduce conservatism when compared to traditional backup controllers and can be directly applied to multi-agent coordination to guarantee safety. Theoretically, we provide conditions under which TBCs strictly reduce conservatism, describe how to switch between several TBC's and show how to embed TBCs in a multi-agent setting. Experimentally, we verify that TBCs safely increase operational freedom when filtering a pilot's actions and demonstrate robustness and computational efficiency when applied to decentralized safety filtering of two quadrotors.
Abstract:This paper details the theory and implementation behind practically ensuring safety of remotely piloted racing drones. We demonstrate robust and practical safety guarantees on a 7" racing drone at speeds exceeding 100 km/h, utilizing only online computations on a 10 gram micro-controller. To achieve this goal, we utilize the framework of control barrier functions (CBFs) which give guaranteed safety encoded as forward set invariance. To make this methodology practically applicable, we present an implicitly defined CBF which leverages backup controllers to enable gradient-free evaluations that ensure safety. The method applied to hardware results in smooth, minimally conservative alterations of the pilots' desired inputs, enabling them to push the limits of their drone without fear of crashing. Moreover, the method works in conjunction with the preexisting flight controller, resulting in unaltered flight when there are no nearby safety risks. Additional benefits include safety and stability of the drone when losing line-of-sight or in the event of radio failure.