Abstract:Humanoid robots require both robust lower-body locomotion and precise upper-body manipulation. While recent Reinforcement Learning (RL) approaches provide whole-body loco-manipulation policies, they lack precise manipulation with high DoF arms. In this paper, we propose decoupling upper-body control from locomotion, using inverse kinematics (IK) and motion retargeting for precise manipulation, while RL focuses on robust lower-body locomotion. We introduce PMP (Predictive Motion Priors), trained with Conditional Variational Autoencoder (CVAE) to effectively represent upper-body motions. The locomotion policy is trained conditioned on this upper-body motion representation, ensuring that the system remains robust with both manipulation and locomotion. We show that CVAE features are crucial for stability and robustness, and significantly outperforms RL-based whole-body control in precise manipulation. With precise upper-body motion and robust lower-body locomotion control, operators can remotely control the humanoid to walk around and explore different environments, while performing diverse manipulation tasks.
Abstract:`In-the-wild' mobile manipulation aims to deploy robots in diverse real-world environments, which requires the robot to (1) have skills that generalize across object configurations; (2) be capable of long-horizon task execution in diverse environments; and (3) perform complex manipulation beyond pick-and-place. Quadruped robots with manipulators hold promise for extending the workspace and enabling robust locomotion, but existing results do not investigate such a capability. This paper proposes WildLMa with three components to address these issues: (1) adaptation of learned low-level controller for VR-enabled whole-body teleoperation and traversability; (2) WildLMa-Skill -- a library of generalizable visuomotor skills acquired via imitation learning or heuristics and (3) WildLMa-Planner -- an interface of learned skills that allow LLM planners to coordinate skills for long-horizon tasks. We demonstrate the importance of high-quality training data by achieving higher grasping success rate over existing RL baselines using only tens of demonstrations. WildLMa exploits CLIP for language-conditioned imitation learning that empirically generalizes to objects unseen in training demonstrations. Besides extensive quantitative evaluation, we qualitatively demonstrate practical robot applications, such as cleaning up trash in university hallways or outdoor terrains, operating articulated objects, and rearranging items on a bookshelf.
Abstract:Fast and accurate physics simulation is an essential component of robot learning, where robots can explore failure scenarios that are difficult to produce in the real world and learn from unlimited on-policy data. Yet, it remains challenging to incorporate RGB-color perception into the sim-to-real pipeline that matches the real world in its richness and realism. In this work, we train a robot dog in simulation for visual parkour. We propose a way to use generative models to synthesize diverse and physically accurate image sequences of the scene from the robot's ego-centric perspective. We present demonstrations of zero-shot transfer to the RGB-only observations of the real world on a robot equipped with a low-cost, off-the-shelf color camera. website visit https://lucidsim.github.io
Abstract:Although large language models (LLMs) have demonstrated their strong intelligence ability, the high demand for computation and storage hinders their practical application. To this end, many model compression techniques are proposed to increase the efficiency of LLMs. However, current researches only validate their methods on limited models, datasets, metrics, etc, and still lack a comprehensive evaluation under more general scenarios. So it is still a question of which model compression approach we should use under a specific case. To mitigate this gap, we present the Large Language Model Compression Benchmark (LLMCBench), a rigorously designed benchmark with an in-depth analysis for LLM compression algorithms. We first analyze the actual model production requirements and carefully design evaluation tracks and metrics. Then, we conduct extensive experiments and comparison using multiple mainstream LLM compression approaches. Finally, we perform an in-depth analysis based on the evaluation and provide useful insight for LLM compression design. We hope our LLMCBench can contribute insightful suggestions for LLM compression algorithm design and serve as a foundation for future research. Our code is available at https://github.com/AboveParadise/LLMCBench.
Abstract:XNet introduces a wavelet-based X-shaped unified architecture for fully- and semi-supervised biomedical segmentation. So far, however, XNet still faces the limitations, including performance degradation when images lack high-frequency (HF) information, underutilization of raw images and insufficient fusion. To address these issues, we propose XNet v2, a low- and high-frequency complementary model. XNet v2 performs wavelet-based image-level complementary fusion, using fusion results along with raw images inputs three different sub-networks to construct consistency loss. Furthermore, we introduce a feature-level fusion module to enhance the transfer of low-frequency (LF) information and HF information. XNet v2 achieves state-of-the-art in semi-supervised segmentation while maintaining competitve results in fully-supervised learning. More importantly, XNet v2 excels in scenarios where XNet fails. Compared to XNet, XNet v2 exhibits fewer limitations, better results and greater universality. Extensive experiments on three 2D and two 3D datasets demonstrate the effectiveness of XNet v2. Code is available at https://github.com/Yanfeng-Zhou/XNetv2 .
Abstract:Accurate segmentation of long and thin tubular structures is required in a wide variety of areas such as biology, medicine, and remote sensing. The complex topology and geometry of such structures often pose significant technical challenges. A fundamental property of such structures is their topological self-similarity, which can be quantified by fractal features such as fractal dimension (FD). In this study, we incorporate fractal features into a deep learning model by extending FD to the pixel-level using a sliding window technique. The resulting fractal feature maps (FFMs) are then incorporated as additional input to the model and additional weight in the loss function to enhance segmentation performance by utilizing the topological self-similarity. Moreover, we extend the U-Net architecture by incorporating an edge decoder and a skeleton decoder to improve boundary accuracy and skeletal continuity of segmentation, respectively. Extensive experiments on five tubular structure datasets validate the effectiveness and robustness of our approach. Furthermore, the integration of FFMs with other popular segmentation models such as HR-Net also yields performance enhancement, suggesting FFM can be incorporated as a plug-in module with different model architectures. Code and data are openly accessible at https://github.com/cbmi-group/FFM-Multi-Decoder-Network.
Abstract:Teleoperation serves as a powerful method for collecting on-robot data essential for robot learning from demonstrations. The intuitiveness and ease of use of the teleoperation system are crucial for ensuring high-quality, diverse, and scalable data. To achieve this, we propose an immersive teleoperation system Open-TeleVision that allows operators to actively perceive the robot's surroundings in a stereoscopic manner. Additionally, the system mirrors the operator's arm and hand movements on the robot, creating an immersive experience as if the operator's mind is transmitted to a robot embodiment. We validate the effectiveness of our system by collecting data and training imitation learning policies on four long-horizon, precise tasks (Can Sorting, Can Insertion, Folding, and Unloading) for 2 different humanoid robots and deploy them in the real world. The system is open-sourced at: https://robot-tv.github.io/
Abstract:Solving 3D medical inverse problems such as image restoration and reconstruction is crucial in modern medical field. However, the curse of dimensionality in 3D medical data leads mainstream volume-wise methods to suffer from high resource consumption and challenges models to successfully capture the natural distribution, resulting in inevitable volume inconsistency and artifacts. Some recent works attempt to simplify generation in the latent space but lack the capability to efficiently model intricate image details. To address these limitations, we present Blaze3DM, a novel approach that enables fast and high-fidelity generation by integrating compact triplane neural field and powerful diffusion model. In technique, Blaze3DM begins by optimizing data-dependent triplane embeddings and a shared decoder simultaneously, reconstructing each triplane back to the corresponding 3D volume. To further enhance 3D consistency, we introduce a lightweight 3D aware module to model the correlation of three vertical planes. Then, diffusion model is trained on latent triplane embeddings and achieves both unconditional and conditional triplane generation, which is finally decoded to arbitrary size volume. Extensive experiments on zero-shot 3D medical inverse problem solving, including sparse-view CT, limited-angle CT, compressed-sensing MRI, and MRI isotropic super-resolution, demonstrate that Blaze3DM not only achieves state-of-the-art performance but also markedly improves computational efficiency over existing methods (22~40x faster than previous work).
Abstract:Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language. Project website: https://feature-splatting.github.io/
Abstract:An open problem in mobile manipulation is how to represent objects and scenes in a unified manner, so that robots can use it both for navigating in the environment and manipulating objects. The latter requires capturing intricate geometry while understanding fine-grained semantics, whereas the former involves capturing the complexity inherit to an expansive physical scale. In this work, we present GeFF (Generalizable Feature Fields), a scene-level generalizable neural feature field that acts as a unified representation for both navigation and manipulation that performs in real-time. To do so, we treat generative novel view synthesis as a pre-training task, and then align the resulting rich scene priors with natural language via CLIP feature distillation. We demonstrate the effectiveness of this approach by deploying GeFF on a quadrupedal robot equipped with a manipulator. We evaluate GeFF's ability to generalize to open-set objects as well as running time, when performing open-vocabulary mobile manipulation in dynamic scenes.