Abstract:Object pose estimation, crucial in computer vision and robotics applications, faces challenges with the diversity of unseen categories. We propose a zero-shot method to achieve category-level 6-DOF object pose estimation, which exploits both 2D and 3D universal features of input RGB-D image to establish semantic similarity-based correspondences and can be extended to unseen categories without additional model fine-tuning. Our method begins with combining efficient 2D universal features to find sparse correspondences between intra-category objects and gets initial coarse pose. To handle the correspondence degradation of 2D universal features if the pose deviates much from the target pose, we use an iterative strategy to optimize the pose. Subsequently, to resolve pose ambiguities due to shape differences between intra-category objects, the coarse pose is refined by optimizing with dense alignment constraint of 3D universal features. Our method outperforms previous methods on the REAL275 and Wild6D benchmarks for unseen categories.
Abstract:Understanding of bimanual hand-object interaction plays an important role in robotics and virtual reality. However, due to significant occlusions between hands and object as well as the high degree-of-freedom motions, it is challenging to collect and annotate a high-quality, large-scale dataset, which prevents further improvement of bimanual hand-object interaction-related baselines. In this work, we propose a new 3D Gaussian Splatting based data augmentation framework for bimanual hand-object interaction, which is capable of augmenting existing dataset to large-scale photorealistic data with various hand-object pose and viewpoints. First, we use mesh-based 3DGS to model objects and hands, and to deal with the rendering blur problem due to multi-resolution input images used, we design a super-resolution module. Second, we extend the single hand grasping pose optimization module for the bimanual hand object to generate various poses of bimanual hand-object interaction, which can significantly expand the pose distribution of the dataset. Third, we conduct an analysis for the impact of different aspects of the proposed data augmentation on the understanding of the bimanual hand-object interaction. We perform our data augmentation on two benchmarks, H2O and Arctic, and verify that our method can improve the performance of the baselines.
Abstract:Multi-hand semantic grasp generation aims to generate feasible and semantically appropriate grasp poses for different robotic hands based on natural language instructions. Although the task is highly valuable, due to the lack of multi-hand grasp datasets with fine-grained contact description between robotic hands and objects, it is still a long-standing difficult task. In this paper, we present Multi-GraspSet, the first large-scale multi-hand grasp dataset with automatically contact annotations. Based on Multi-GraspSet, we propose Multi-GraspLLM, a unified language-guided grasp generation framework. It leverages large language models (LLM) to handle variable-length sequences, generating grasp poses for diverse robotic hands in a single unified architecture. Multi-GraspLLM first aligns the encoded point cloud features and text features into a unified semantic space. It then generates grasp bin tokens which are subsequently converted into grasp pose for each robotic hand via hand-aware linear mapping. The experimental results demonstrate that our approach significantly outperforms existing methods on Multi-GraspSet. More information can be found on our project page https://multi-graspllm.github.io.
Abstract:Task-oriented grasping, which involves grasping specific parts of objects based on their functions, is crucial for developing advanced robotic systems capable of performing complex tasks in dynamic environments. In this paper, we propose a training-free framework that incorporates both semantic and geometric priors for zero-shot task-oriented grasp generation. The proposed framework, SegGrasp, first leverages the vision-language models like GLIP for coarse segmentation. It then uses detailed geometric information from convex decomposition to improve segmentation quality through a fusion policy named GeoFusion. An effective grasp pose can be generated by a grasping network with improved segmentation. We conducted the experiments on both segmentation benchmark and real-world robot grasping. The experimental results show that SegGrasp surpasses the baseline by more than 15\% in grasp and segmentation performance.
Abstract:Hand-object interaction understanding and the barely addressed novel view synthesis are highly desired in the immersive communication, whereas it is challenging due to the high deformation of hand and heavy occlusions between hand and object. In this paper, we propose a neural rendering and pose estimation system for hand-object interaction from sparse views, which can also enable 3D hand-object interaction editing. We share the inspiration from recent scene understanding work that shows a scene specific model built beforehand can significantly improve and unblock vision tasks especially when inputs are sparse, and extend it to the dynamic hand-object interaction scenario and propose to solve the problem in two stages. We first learn the shape and appearance prior knowledge of hands and objects separately with the neural representation at the offline stage. During the online stage, we design a rendering-based joint model fitting framework to understand the dynamic hand-object interaction with the pre-built hand and object models as well as interaction priors, which thereby overcomes penetration and separation issues between hand and object and also enables novel view synthesis. In order to get stable contact during the hand-object interaction process in a sequence, we propose a stable contact loss to make the contact region to be consistent. Experiments demonstrate that our method outperforms the state-of-the-art methods. Code and dataset are available in project webpage https://iscas3dv.github.io/HO-NeRF.