Abstract:Manipulating objects to achieve desired goal states is a basic but important skill for dexterous manipulation. Human hand motions demonstrate proficient manipulation capability, providing valuable data for training robots with multi-finger hands. Despite this potential, substantial challenges arise due to the embodiment gap between human and robot hands. In this work, we introduce a hierarchical policy learning framework that uses human hand motion data for training object-centric dexterous robot manipulation. At the core of our method is a high-level trajectory generative model, learned with a large-scale human hand motion capture dataset, to synthesize human-like wrist motions conditioned on the desired object goal states. Guided by the generated wrist motions, deep reinforcement learning is further used to train a low-level finger controller that is grounded in the robot's embodiment to physically interact with the object to achieve the goal. Through extensive evaluation across 10 household objects, our approach not only demonstrates superior performance but also showcases generalization capability to novel object geometries and goal states. Furthermore, we transfer the learned policies from simulation to a real-world bimanual dexterous robot system, further demonstrating its applicability in real-world scenarios. Project website: https://cypypccpy.github.io/obj-dex.github.io/.
Abstract:Manipulating garments and fabrics has long been a critical endeavor in the development of home-assistant robots. However, due to complex dynamics and topological structures, garment manipulations pose significant challenges. Recent successes in reinforcement learning and vision-based methods offer promising avenues for learning garment manipulation. Nevertheless, these approaches are severely constrained by current benchmarks, which offer limited diversity of tasks and unrealistic simulation behavior. Therefore, we present GarmentLab, a content-rich benchmark and realistic simulation designed for deformable object and garment manipulation. Our benchmark encompasses a diverse range of garment types, robotic systems and manipulators. The abundant tasks in the benchmark further explores of the interactions between garments, deformable objects, rigid bodies, fluids, and human body. Moreover, by incorporating multiple simulation methods such as FEM and PBD, along with our proposed sim-to-real algorithms and real-world benchmark, we aim to significantly narrow the sim-to-real gap. We evaluate state-of-the-art vision methods, reinforcement learning, and imitation learning approaches on these tasks, highlighting the challenges faced by current algorithms, notably their limited generalization capabilities. Our proposed open-source environments and comprehensive analysis show promising boost to future research in garment manipulation by unlocking the full potential of these methods. We guarantee that we will open-source our code as soon as possible. You can watch the videos in supplementary files to learn more about the details of our work. Our project page is available at: https://garmentlab.github.io/
Abstract:One-shot transfer of dexterous grasps to novel scenes with object and context variations has been a challenging problem. While distilled feature fields from large vision models have enabled semantic correspondences across 3D scenes, their features are point-based and restricted to object surfaces, limiting their capability of modeling complex semantic feature distributions for hand-object interactions. In this work, we propose the \textit{neural attention field} for representing semantic-aware dense feature fields in the 3D space by modeling inter-point relevance instead of individual point features. Core to it is a transformer decoder that computes the cross-attention between any 3D query point with all the scene points, and provides the query point feature with an attention-based aggregation. We further propose a self-supervised framework for training the transformer decoder from only a few 3D pointclouds without hand demonstrations. Post-training, the attention field can be applied to novel scenes for semantics-aware dexterous grasping from one-shot demonstration. Experiments show that our method provides better optimization landscapes by encouraging the end-effector to focus on task-relevant scene regions, resulting in significant improvements in success rates on real robots compared with the feature-field-based methods.
Abstract:Can we endow visuomotor robots with generalization capabilities to operate in diverse open-world scenarios? In this paper, we propose \textbf{Maniwhere}, a generalizable framework tailored for visual reinforcement learning, enabling the trained robot policies to generalize across a combination of multiple visual disturbance types. Specifically, we introduce a multi-view representation learning approach fused with Spatial Transformer Network (STN) module to capture shared semantic information and correspondences among different viewpoints. In addition, we employ a curriculum-based randomization and augmentation approach to stabilize the RL training process and strengthen the visual generalization ability. To exhibit the effectiveness of Maniwhere, we meticulously design 8 tasks encompassing articulate objects, bi-manual, and dexterous hand manipulation tasks, demonstrating Maniwhere's strong visual generalization and sim2real transfer abilities across 3 hardware platforms. Our experiments show that Maniwhere significantly outperforms existing state-of-the-art methods. Videos are provided at https://gemcollector.github.io/maniwhere/.
Abstract:The intersection of physics-based vision and deep learning presents an exciting frontier for advancing computer vision technologies. By leveraging the principles of physics to inform and enhance deep learning models, we can develop more robust and accurate vision systems. Physics-based vision aims to invert the processes to recover scene properties such as shape, reflectance, light distribution, and medium properties from images. In recent years, deep learning has shown promising improvements for various vision tasks, and when combined with physics-based vision, these approaches can enhance the robustness and accuracy of vision systems. This technical report summarizes the outcomes of the Physics-Based Vision Meets Deep Learning (PBDL) 2024 challenge, held in CVPR 2024 workshop. The challenge consisted of eight tracks, focusing on Low-Light Enhancement and Detection as well as High Dynamic Range (HDR) Imaging. This report details the objectives, methodologies, and results of each track, highlighting the top-performing solutions and their innovative approaches.
Abstract:The Spiking Neural Network (SNN) is a biologically inspired neural network infrastructure that has recently garnered significant attention. It utilizes binary spike activations to transmit information, thereby replacing multiplications with additions and resulting in high energy efficiency. However, training an SNN directly poses a challenge due to the undefined gradient of the firing spike process. Although prior works have employed various surrogate gradient training methods that use an alternative function to replace the firing process during back-propagation, these approaches ignore an intrinsic problem: gradient vanishing. To address this issue, we propose a shortcut back-propagation method in our paper, which advocates for transmitting the gradient directly from the loss to the shallow layers. This enables us to present the gradient to the shallow layers directly, thereby significantly mitigating the gradient vanishing problem. Additionally, this method does not introduce any burden during the inference phase. To strike a balance between final accuracy and ease of training, we also propose an evolutionary training framework and implement it by inducing a balance coefficient that dynamically changes with the training epoch, which further improves the network's performance. Extensive experiments conducted over static and dynamic datasets using several popular network structures reveal that our method consistently outperforms state-of-the-art methods.
Abstract:The Spiking Neural Network (SNN), as one of the biologically inspired neural network infrastructures, has drawn increasing attention recently. It adopts binary spike activations to transmit information, thus the multiplications of activations and weights can be substituted by additions, which brings high energy efficiency. However, in the paper, we theoretically and experimentally prove that the binary spike activation map cannot carry enough information, thus causing information loss and resulting in accuracy decreasing. To handle the problem, we propose a ternary spike neuron to transmit information. The ternary spike neuron can also enjoy the event-driven and multiplication-free operation advantages of the binary spike neuron but will boost the information capacity. Furthermore, we also embed a trainable factor in the ternary spike neuron to learn the suitable spike amplitude, thus our SNN will adopt different spike amplitudes along layers, which can better suit the phenomenon that the membrane potential distributions are different along layers. To retain the efficiency of the vanilla ternary spike, the trainable ternary spike SNN will be converted to a standard one again via a re-parameterization technique in the inference. Extensive experiments with several popular network structures over static and dynamic datasets show that the ternary spike can consistently outperform state-of-the-art methods. Our code is open-sourced at https://github.com/yfguo91/Ternary-Spike.
Abstract:Recently, Spiking Neural Networks (SNNs), enjoying extreme energy efficiency, have drawn much research attention on 2D visual recognition and shown gradually increasing application potential. However, it still remains underexplored whether SNNs can be generalized to 3D recognition. To this end, we present Spiking PointNet in the paper, the first spiking neural model for efficient deep learning on point clouds. We discover that the two huge obstacles limiting the application of SNNs in point clouds are: the intrinsic optimization obstacle of SNNs that impedes the training of a big spiking model with large time steps, and the expensive memory and computation cost of PointNet that makes training a big spiking point model unrealistic. To solve the problems simultaneously, we present a trained-less but learning-more paradigm for Spiking PointNet with theoretical justifications and in-depth experimental analysis. In specific, our Spiking PointNet is trained with only a single time step but can obtain better performance with multiple time steps inference, compared to the one trained directly with multiple time steps. We conduct various experiments on ModelNet10, ModelNet40 to demonstrate the effectiveness of Spiking PointNet. Notably, our Spiking PointNet even can outperform its ANN counterpart, which is rare in the SNN field thus providing a potential research direction for the following work. Moreover, Spiking PointNet shows impressive speedup and storage saving in the training phase.
Abstract:Humans throw and catch objects all the time. However, such a seemingly common skill introduces a lot of challenges for robots to achieve: The robots need to operate such dynamic actions at high-speed, collaborate precisely, and interact with diverse objects. In this paper, we design a system with two multi-finger hands attached to robot arms to solve this problem. We train our system using Multi-Agent Reinforcement Learning in simulation and perform Sim2Real transfer to deploy on the real robots. To overcome the Sim2Real gap, we provide multiple novel algorithm designs including learning a trajectory prediction model for the object. Such a model can help the robot catcher has a real-time estimation of where the object will be heading, and then react accordingly. We conduct our experiments with multiple objects in the real-world system, and show significant improvements over multiple baselines. Our project page is available at \url{https://binghao-huang.github.io/dynamic_handover/}.
Abstract:Many real-world manipulation tasks consist of a series of subtasks that are significantly different from one another. Such long-horizon, complex tasks highlight the potential of dexterous hands, which possess adaptability and versatility, capable of seamlessly transitioning between different modes of functionality without the need for re-grasping or external tools. However, the challenges arise due to the high-dimensional action space of dexterous hand and complex compositional dynamics of the long-horizon tasks. We present Sequential Dexterity, a general system based on reinforcement learning (RL) that chains multiple dexterous policies for achieving long-horizon task goals. The core of the system is a transition feasibility function that progressively finetunes the sub-policies for enhancing chaining success rate, while also enables autonomous policy-switching for recovery from failures and bypassing redundant stages. Despite being trained only in simulation with a few task objects, our system demonstrates generalization capability to novel object shapes and is able to zero-shot transfer to a real-world robot equipped with a dexterous hand. More details and video results could be found at https://sequential-dexterity.github.io