Abstract:Recent works have shown that visual pretraining on egocentric datasets using masked autoencoders (MAE) can improve generalization for downstream robotics tasks. However, these approaches pretrain only on 2D images, while many robotics applications require 3D scene understanding. In this work, we propose 3D-MVP, a novel approach for 3D multi-view pretraining using masked autoencoders. We leverage Robotic View Transformer (RVT), which uses a multi-view transformer to understand the 3D scene and predict gripper pose actions. We split RVT's multi-view transformer into visual encoder and action decoder, and pretrain its visual encoder using masked autoencoding on large-scale 3D datasets such as Objaverse. We evaluate 3D-MVP on a suite of virtual robot manipulation tasks and demonstrate improved performance over baselines. We also show promising results on a real robot platform with minimal finetuning. Our results suggest that 3D-aware pretraining is a promising approach to improve sample efficiency and generalization of vision-based robotic manipulation policies. We will release code and pretrained models for 3D-MVP to facilitate future research. Project site: https://jasonqsy.github.io/3DMVP
Abstract:Constructing simulation scenes that are both visually and physically realistic is a problem of practical interest in domains ranging from robotics to computer vision. This problem has become even more relevant as researchers wielding large data-hungry learning methods seek new sources of training data for physical decision-making systems. However, building simulation models is often still done by hand. A graphic designer and a simulation engineer work with predefined assets to construct rich scenes with realistic dynamic and kinematic properties. While this may scale to small numbers of scenes, to achieve the generalization properties that are required for data-driven robotic control, we require a pipeline that is able to synthesize large numbers of realistic scenes, complete with 'natural' kinematic and dynamic structures. To attack this problem, we develop models for inferring structure and generating simulation scenes from natural images, allowing for scalable scene generation from web-scale datasets. To train these image-to-simulation models, we show how controllable text-to-image generative models can be used in generating paired training data that allows for modeling of the inverse problem, mapping from realistic images back to complete scene models. We show how this paradigm allows us to build large datasets of scenes in simulation with semantic and physical realism. We present an integrated end-to-end pipeline that generates simulation scenes complete with articulated kinematic and dynamic structures from real-world images and use these for training robotic control policies. We then robustly deploy in the real world for tasks like articulated object manipulation. In doing so, our work provides both a pipeline for large-scale generation of simulation environments and an integrated system for training robust robotic control policies in the resulting environments.
Abstract:Modeling the interaction between humans and objects has been an emerging research direction in recent years. Capturing human-object interaction is however a very challenging task due to heavy occlusion and complex dynamics, which requires understanding not only 3D human pose, and object pose but also the interaction between them. Reconstruction of 3D humans and objects has been two separate research fields in computer vision for a long time. We hence proposed the first RHOBIN challenge: reconstruction of human-object interactions in conjunction with the RHOBIN workshop. It was aimed at bringing the research communities of human and object reconstruction as well as interaction modeling together to discuss techniques and exchange ideas. Our challenge consists of three tracks of 3D reconstruction from monocular RGB images with a focus on dealing with challenging interaction scenarios. Our challenge attracted more than 100 participants with more than 300 submissions, indicating the broad interest in the research communities. This paper describes the settings of our challenge and discusses the winning methods of each track in more detail. We observe that the human reconstruction task is becoming mature even under heavy occlusion settings while object pose estimation and joint reconstruction remain challenging tasks. With the growing interest in interaction modeling, we hope this report can provide useful insights and foster future research in this direction. Our workshop website can be found at \href{https://rhobin-challenge.github.io/}{https://rhobin-challenge.github.io/}.
Abstract:Some extremely low-dimensional yet crucial geometric eigen-lengths often determine the success of some geometric tasks. For example, the height of an object is important to measure to check if it can fit between the shelves of a cabinet, while the width of a couch is crucial when trying to move it through a doorway. Humans have materialized such crucial geometric eigen-lengths in common sense since they are very useful in serving as succinct yet effective, highly interpretable, and universal object representations. However, it remains obscure and underexplored if learning systems can be equipped with similar capabilities of automatically discovering such key geometric quantities from doing tasks. In this work, we therefore for the first time formulate and propose a novel learning problem on this question and set up a benchmark suite including tasks, data, and evaluation metrics for studying the problem. We focus on a family of common fitting tasks as the testbed for the proposed learning problem. We explore potential solutions and demonstrate the feasibility of learning eigen-lengths from simply observing successful and failed fitting trials. We also attempt geometric grounding for more accurate eigen-length measurement and study the reusability of the learned eigen-lengths across multiple tasks. Our work marks the first exploratory step toward learning crucial geometric eigen-lengths and we hope it can inspire future research in tackling this important yet underexplored problem.
Abstract:Segmentation and tracking of unseen object instances in discrete frames pose a significant challenge in dynamic industrial robotic contexts, such as distribution warehouses. Here, robots must handle object rearrangement, including shifting, removal, and partial occlusion by new items, and track these items after substantial temporal gaps. The task is further complicated when robots encounter objects not learned in their training sets, which requires the ability to segment and track previously unseen items. Considering that continuous observation is often inaccessible in such settings, our task involves working with a discrete set of frames separated by indefinite periods during which substantial changes to the scene may occur. This task also translates to domestic robotic applications, such as rearrangement of objects on a table. To address these demanding challenges, we introduce new synthetic and real-world datasets that replicate these industrial and household scenarios. We also propose a novel paradigm for joint segmentation and tracking in discrete frames along with a transformer module that facilitates efficient inter-frame communication. The experiments we conduct show that our approach significantly outperforms recent methods. For additional results and videos, please visit \href{https://sites.google.com/view/stow-corl23}{website}. Code and dataset will be released.
Abstract:Articulated object manipulation is a fundamental yet challenging task in robotics. Due to significant geometric and semantic variations across object categories, previous manipulation models struggle to generalize to novel categories. Few-shot learning is a promising solution for alleviating this issue by allowing robots to perform a few interactions with unseen objects. However, extant approaches often necessitate costly and inefficient test-time interactions with each unseen instance. Recognizing this limitation, we observe that despite their distinct shapes, different categories often share similar local geometries essential for manipulation, such as pullable handles and graspable edges - a factor typically underutilized in previous few-shot learning works. To harness this commonality, we introduce 'Where2Explore', an affordance learning framework that effectively explores novel categories with minimal interactions on a limited number of instances. Our framework explicitly estimates the geometric similarity across different categories, identifying local areas that differ from shapes in the training categories for efficient exploration while concurrently transferring affordance knowledge to similar parts of the objects. Extensive experiments in simulated and real-world environments demonstrate our framework's capacity for efficient few-shot exploration and generalization.
Abstract:We propose a method that trains a neural radiance field (NeRF) to encode not only the appearance of the scene but also semantic correlations between scene points, regions, or entities -- aiming to capture their mutual co-variation patterns. In contrast to the traditional first-order photometric reconstruction objective, our method explicitly regularizes the learning dynamics to align the Jacobians of highly-correlated entities, which proves to maximize the mutual information between them under random scene perturbations. By paying attention to this second-order information, we can shape a NeRF to express semantically meaningful synergies when the network weights are changed by a delta along the gradient of a single entity, region, or even a point. To demonstrate the merit of this mutual information modeling, we leverage the coordinated behavior of scene entities that emerges from our shaping to perform label propagation for semantic and instance segmentation. Our experiments show that a JacobiNeRF is more efficient in propagating annotations among 2D pixels and 3D points compared to NeRFs without mutual information shaping, especially in extremely sparse label regimes -- thus reducing annotation burden. The same machinery can further be used for entity selection or scene modifications.
Abstract:Shape assembly composes complex shapes geometries by arranging simple part geometries and has wide applications in autonomous robotic assembly and CAD modeling. Existing works focus on geometry reasoning and neglect the actual physical assembly process of matching and fitting joints, which are the contact surfaces connecting different parts. In this paper, we consider contacting joints for the task of multi-part assembly. A successful joint-optimized assembly needs to satisfy the bilateral objectives of shape structure and joint alignment. We propose a hierarchical graph learning approach composed of two levels of graph representation learning. The part graph takes part geometries as input to build the desired shape structure. The joint-level graph uses part joints information and focuses on matching and aligning joints. The two kinds of information are combined to achieve the bilateral objectives. Extensive experiments demonstrate that our method outperforms previous methods, achieving better shape structure and higher joint alignment accuracy.
Abstract:3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.
Abstract:We propose Seg&Struct, a supervised learning framework leveraging the interplay between part segmentation and structure inference and demonstrating their synergy in an integrated framework. Both part segmentation and structure inference have been extensively studied in the recent deep learning literature, while the supervisions used for each task have not been fully exploited to assist the other task. Namely, structure inference has been typically conducted with an autoencoder that does not leverage the point-to-part associations. Also, segmentation has been mostly performed without structural priors that tell the plausibility of the output segments. We present how these two tasks can be best combined while fully utilizing supervision to improve performance. Our framework first decomposes a raw input shape into part segments using an off-the-shelf algorithm, whose outputs are then mapped to nodes in a part hierarchy, establishing point-to-part associations. Following this, ours predicts the structural information, e.g., part bounding boxes and part relationships. Lastly, the segmentation is rectified by examining the confusion of part boundaries using the structure-based part features. Our experimental results based on the StructureNet and PartNet demonstrate that the interplay between the two tasks results in remarkable improvements in both tasks: 27.91% in structure inference and 0.5% in segmentation.