Abstract:Reconstructing controllable Gaussian splats from monocular video is a challenging task due to its inherently insufficient constraints. Widely adopted approaches supervise complex interactions with additional masks and control signal annotations, limiting their real-world applications. In this paper, we propose an annotation guidance-free method, dubbed FreeGaussian, that mathematically derives dynamic Gaussian motion from optical flow and camera motion using novel dynamic Gaussian constraints. By establishing a connection between 2D flows and 3D Gaussian dynamic control, our method enables self-supervised optimization and continuity of dynamic Gaussian motions from flow priors. Furthermore, we introduce a 3D spherical vector controlling scheme, which represents the state with a 3D Gaussian trajectory, thereby eliminating the need for complex 1D control signal calculations and simplifying controllable Gaussian modeling. Quantitative and qualitative evaluations on extensive experiments demonstrate the state-of-the-art visual performance and control capability of our method. Project page: https://freegaussian.github.io.
Abstract:Collecting real-world manipulation trajectory data involving robotic arms is essential for developing general-purpose action policies in robotic manipulation, yet such data remains scarce. Existing methods face limitations such as high costs, labor intensity, hardware dependencies, and complex setup requirements involving SLAM algorithms. In this work, we introduce Fast-UMI, an interface-mediated manipulation system comprising two key components: a handheld device operated by humans for data collection and a robot-mounted device used during policy inference. Our approach employs a decoupled design compatible with a wide range of grippers while maintaining consistent observation perspectives, allowing models trained on handheld-collected data to be directly applied to real robots. By directly obtaining the end-effector pose using existing commercial hardware products, we eliminate the need for complex SLAM deployment and calibration, streamlining data processing. Fast-UMI provides supporting software tools for efficient robot learning data collection and conversion, facilitating rapid, plug-and-play functionality. This system offers an efficient and user-friendly tool for robotic learning data acquisition.
Abstract:3D Object Affordance Grounding aims to predict the functional regions on a 3D object and has laid the foundation for a wide range of applications in robotics. Recent advances tackle this problem via learning a mapping between 3D regions and a single human-object interaction image. However, the geometric structure of the 3D object and the object in the human-object interaction image are not always consistent, leading to poor generalization. To address this issue, we propose to learn generalizable invariant affordance knowledge from multiple human-object interaction images within the same affordance category. Specifically, we introduce the \textbf{M}ulti-\textbf{I}mage Guided Invariant-\textbf{F}eature-Aware 3D \textbf{A}ffordance \textbf{G}rounding (\textbf{MIFAG}) framework. It grounds 3D object affordance regions by identifying common interaction patterns across multiple human-object interaction images. First, the Invariant Affordance Knowledge Extraction Module (\textbf{IAM}) utilizes an iterative updating strategy to gradually extract aligned affordance knowledge from multiple images and integrate it into an affordance dictionary. Then, the Affordance Dictionary Adaptive Fusion Module (\textbf{ADM}) learns comprehensive point cloud representations that consider all affordance candidates in multiple images. Besides, the Multi-Image and Point Affordance (\textbf{MIPA}) benchmark is constructed and our method outperforms existing state-of-the-art methods on various experimental comparisons. Project page: \url{https://goxq.github.io/mifag}
Abstract:This paper aims to advance the progress of physical world interactive scene reconstruction by extending the interactive object reconstruction from single object level to complex scene level. To this end, we first construct one simulated and one real scene-level physical interaction dataset containing 28 scenes with multiple interactive objects per scene. Furthermore, to accurately model the interactive motions of multiple objects in complex scenes, we propose LiveScene, the first scene-level language-embedded interactive neural radiance field that efficiently reconstructs and controls multiple interactive objects in complex scenes. LiveScene introduces an efficient factorization that decomposes the interactive scene into multiple local deformable fields to separately reconstruct individual interactive objects, achieving the first accurate and independent control on multiple interactive objects in a complex scene. Moreover, we introduce an interaction-aware language embedding method that generates varying language embeddings to localize individual interactive objects under different interactive states, enabling arbitrary control of interactive objects using natural language. Finally, we evaluate LiveScene on the constructed datasets OminiSim and InterReal with various simulated and real-world complex scenes. Extensive experiment results demonstrate that the proposed approach achieves SOTA novel view synthesis and language grounding performance, surpassing existing methods by +9.89, +1.30, and +1.99 in PSNR on CoNeRF Synthetic, OminiSim #chanllenging, and InterReal #chanllenging datasets, and +65.12 of mIOU on OminiSim, respectively. Project page: \href{https://livescenes.github.io}{https://livescenes.github.io}.
Abstract:In this paper, we introduce $\textbf{GS-SLAM}$ that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping (SLAM) system. It facilitates a better balance between efficiency and accuracy. Compared to recent SLAM methods employing neural implicit representations, our method utilizes a real-time differentiable splatting rendering pipeline that offers significant speedup to map optimization and RGB-D re-rendering. Specifically, we propose an adaptive expansion strategy that adds new or deletes noisy 3D Gaussian in order to efficiently reconstruct new observed scene geometry and improve the mapping of previously observed areas. This strategy is essential to extend 3D Gaussian representation to reconstruct the whole scene rather than synthesize a static object in existing methods. Moreover, in the pose tracking process, an effective coarse-to-fine technique is designed to select reliable 3D Gaussian representations to optimize camera pose, resulting in runtime reduction and robust estimation. Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the Replica, TUM-RGBD datasets. The source code will be released soon.
Abstract:Implicit neural SLAM has achieved remarkable progress recently. Nevertheless, existing methods face significant challenges in non-ideal scenarios, such as motion blur or lighting variation, which often leads to issues like convergence failures, localization drifts, and distorted mapping. To address these challenges, we propose $\textbf{EN-SLAM}$, the first event-RGBD implicit neural SLAM framework, which effectively leverages the high rate and high dynamic range advantages of event data for tracking and mapping. Specifically, EN-SLAM proposes a differentiable CRF (Camera Response Function) rendering technique to generate distinct RGB and event camera data via a shared radiance field, which is optimized by learning a unified implicit representation with the captured event and RGBD supervision. Moreover, based on the temporal difference property of events, we propose a temporal aggregating optimization strategy for the event joint tracking and global bundle adjustment, capitalizing on the consecutive difference constraints of events, significantly enhancing tracking accuracy and robustness. Finally, we construct the simulated dataset $\textbf{DEV-Indoors}$ and real captured dataset $\textbf{DEV-Reals}$ containing 6 scenes, 17 sequences with practical motion blur and lighting changes for evaluations. Experimental results show that our method outperforms the SOTA methods in both tracking ATE and mapping ACC with a real-time $17$ FPS in various challenging environments. The code and dataset will be released soon.
Abstract:This paper addresses the problem of rolling shutter correction in complex nonlinear and dynamic scenes with extreme occlusion. Existing methods suffer from two main drawbacks. Firstly, they face challenges in estimating the accurate correction field due to the uniform velocity assumption, leading to significant image correction errors under complex motion. Secondly, the drastic occlusion in dynamic scenes prevents current solutions from achieving better image quality because of the inherent difficulties in aligning and aggregating multiple frames. To tackle these challenges, we model the curvilinear trajectory of pixels analytically and propose a geometry-based Quadratic Rolling Shutter (QRS) motion solver, which precisely estimates the high-order correction field of individual pixel. Besides, to reconstruct high-quality occlusion frames in dynamic scenes, we present a 3D video architecture that effectively Aligns and Aggregates multi-frame context, namely, RSA^2-Net. We evaluate our method across a broad range of cameras and video sequences, demonstrating its significant superiority. Specifically, our method surpasses the state-of-the-arts by +4.98, +0.77, and +4.33 of PSNR on Carla-RS, Fastec-RS, and BS-RSC datasets, respectively.
Abstract:We propose a robust and fast bundle adjustment solution that estimates the 6-DoF pose of the camera and the geometry of the environment based on measurements from a rolling shutter (RS) camera. This tackles the challenges in the existing works, namely relying on additional sensors, high frame rate video as input, restrictive assumptions on camera motion, readout direction, and poor efficiency. To this end, we first investigate the influence of normalization to the image point on RSBA performance and show its better approximation in modelling the real 6-DoF camera motion. Then we present a novel analytical model for the visual residual covariance, which can be used to standardize the reprojection error during the optimization, consequently improving the overall accuracy. More importantly, the combination of normalization and covariance standardization weighting in RSBA (NW-RSBA) can avoid common planar degeneracy without needing to constrain the filming manner. Besides, we propose an acceleration strategy for NW-RSBA based on the sparsity of its Jacobian matrix and Schur complement. The extensive synthetic and real data experiments verify the effectiveness and efficiency of the proposed solution over the state-of-the-art works. We also demonstrate the proposed method can be easily implemented and plug-in famous GSSfM and GSSLAM systems as completed RSSfM and RSSLAM solutions.