SearcharxivSearch

arXiv subjects

Aaron Dollar

Publications and source records attributed to Aaron Dollar.

4 recordsLinked to original sources

VisTa3D: A Dataset and Benchmark for Thin Object Reconstruction from Vision, Tactile, and 3D Point Clouds

State-of-the-art 3D reconstruction models, whether from visual, range, or both, tend to underperform on thin objects. This is partially due to the small amount of space such objects occupy in RGB images and in 3D point clouds. To test the extent of their errors, we collected the first thin object dataset comprising of synchronized RGB images, depth maps, and tactile response maps, where each frame is associated with inertial measurements, camera pose and calibration, and groundtruth depth and segmentation maps obtained from laser scanning of thin objects. We hypothesize that tactile data can aid in the reconstruction of thin objects as their response maps provide local shape and deformation information. Our dataset, termed VisTa3D, comprises of 387 scenes covering 70 thin objects over 17 environments. We benchmarked current 3D reconstruction models on VisTa3D and found that, indeed, they exhibit low fidelity on thin objects. To test if tactile data can help, we introduce the first visual-range-tactile 3D reconstruction model as a baseline. Code and data: https://huggingface.co/datasets/shaniaguo/VisTa3D.

cs.CV

Developing Modular Grasping and Manipulation Pipeline Infrastructure to Streamline Performance Benchmarking

The robot manipulation ecosystem currently faces issues with integrating open-source components and reproducing results. This limits the ability of the community to benchmark and compare the performance of different solutions to one another in an effective manner, instead relying on largely holistic evaluations. As part of the COMPARE Ecosystem project, we are developing modular grasping and manipulation pipeline infrastructure in order to streamline performance benchmarking. The infrastructure will be used towards the establishment of standards and guidelines for modularity and improved open-source development and benchmarking. This paper provides a high-level overview of the architecture of the pipeline infrastructure, experiments conducted to exercise it during development, and future work to expand its modularity.

cs.RO

One-Shot Real-to-Sim via End-to-End Differentiable Simulation and Rendering

Identifying predictive world models for robots in novel environments from sparse online observations is essential for robot task planning and execution in novel environments. However, existing methods that leverage differentiable programming to identify world models are incapable of jointly optimizing the geometry, appearance, and physical properties of the scene. In this work, we introduce a novel rigid object representation that allows the joint identification of these properties. Our method employs a novel differentiable point-based geometry representation coupled with a grid-based appearance field, which allows differentiable object collision detection and rendering. Combined with a differentiable physical simulator, we achieve end-to-end optimization of world models, given the sparse visual and tactile observations of a physical motion sequence. Through a series of world model identification tasks in simulated and real environments, we show that our method can learn both simulation- and rendering-ready world models from only one robot action sequence. The code and additional videos are available at our project website: https://tianyi20.github.io/rigid-world-model.github.io/

cs.RO

Tactile Probabilistic Contact Dynamics Estimation of Unknown Objects

We study the problem of rapidly identifying contact dynamics of unknown objects in partially known environments. The key innovation of our method is a novel formulation of the contact dynamics estimation problem as the joint estimation of contact geometries and physical parameters. We leverage DeepSDF, a compact and expressive neural-network-based geometry representation over a distribution of geometries, and adopt a particle filter to estimate both the geometries in contact and the physical parameters. In addition, we couple the estimator with an active exploration strategy that plans information-gathering moves to further expedite online estimation. Through simulation and physical experiments, we show that our method estimates accurate contact dynamics with fewer than 30 exploration moves for unknown objects touching partially known environments.

cs.RO