SearcharxivSearch

arXiv subjects

Aditya Ganeshan

Publications and source records attributed to Aditya Ganeshan.

At least 19 recordsLinked to original sources

Creative Robot Tool Use by Counterfactual Reasoning

We propose a causal reasoning framework for creative robot tool use where a suitable tool for a task is correctly identified for use beyond its primary objectives. The proposed framework first discovers the causal relationships between the tool and the task by conducting simulated experiments in a dynamics model. We decouple the causal discovery problem into two complementary components: VLM-based feature suggestion and counterfactual tool generation via targeted geometric and physical feature perturbations. Then, novel objects are classified based on identified causal features, and the tool use skill is transferred via keypoint matching conditioned on the identified causal features. By reconstructing the task in a dynamics model, our approach grounds tool use in the physics of the problem. We illustrate our approach in reaching a distant object with different sticks, scooping candies from a bowl using diverse items, and using different boxes or crates as stepping platforms to retrieve an object from a high shelf. Our baseline comparisons show that identifying causal features and grounding them in physical tool properties leads to more reliable tool selection and stronger skill keypoint transfer.

cs.RO

Residual Primitive Fitting of 3D Shapes with SuperFrusta

We introduce a framework for converting 3D shapes into compact and editable assemblies of analytic primitives, directly addressing the persistent trade-off between reconstruction fidelity and parsimony. Our approach combines two key contributions: a novel primitive, termed SuperFrustum, and an iterative fiting algorithm, Residual Primitive Fitting (ResFit). SuperFrustum is an analytical primitive that is simultaneously (1) expressive, being able to model various common solids such as cylinders, spheres, cones & their tapered and bent forms, (2) editable, being compactly parameterized with 8 parameters, and (3) optimizable, with a sign distance field differentiable w.r.t. its parameters almost everywhere. ResFit is an unsupervised procedure that interleaves global shape analysis with local optimization, iteratively fitting primitives to the unexplained residual of a shape to discover a parsimonious yet accurate decompositions for each input shape. On diverse 3D benchmarks, our method achieves state-of-the-art results, improving IoU by over 9 points while using nearly half as many primitives as prior work. The resulting assemblies bridge the gap between dense 3D data and human-controllable design, producing high-fidelity and editable shape programs.

cs.GR

Procedural Scene Programs for Open-Universe Scene Generation: LLM-Free Error Correction via Program Search

Synthesizing 3D scenes from open-vocabulary text descriptions is a challenging, important, and recently-popular application. One of its critical subproblems is layout generation: given a set of objects, lay them out to produce a scene matching the input description. Nearly all recent work adopts a declarative paradigm for this problem: using an LLM to generate a specification of constraints between objects, then solving those constraints to produce the final layout. In contrast, we explore an alternative imperative paradigm, in which an LLM iteratively places objects, with each object's position and orientation computed as a function of previously-placed objects. The imperative approach allows for a simpler scene specification language while also handling a wider variety and larger complexity of scenes. We further improve the robustness of our imperative scheme by developing an error correction mechanism that iteratively improves the scene's validity while staying as close as possible to the original layout generated by the LLM. In forced-choice perceptual studies, participants preferred layouts generated by our imperative approach 82% and 94% of the time when compared against two declarative layout generation methods. We also present a simple, automated evaluation metric for 3D scene layout generation that aligns well with human preferences.

cs.GR

MiGumi: Making Tightly Coupled Integral Joints Millable

Traditional integral wood joints, despite their strength, durability, and elegance, remain rare in modern workflows due to the cost and difficulty of manual fabrication. CNC milling offers a scalable alternative, but directly milling traditional joints often fails to produce functional results because milling induces geometric deviations, such as rounded inner corners, that alter the target geometries of the parts. Since joints rely on tightly fitting surfaces, such deviations introduce gaps or overlaps that undermine fit or block assembly. We propose to overcome this problem by (1) designing a language that represent millable geometry, and (2) co-optimizing part geometries to restore coupling. We introduce Millable Extrusion Geometry (MXG), a language for representing geometry as the outcome of milling operations performed with flat-end drill bits. MXG represents each operation as a subtractive extrusion volume defined by a tool direction and drill radius. This parameterization enables the modeling of artifact-free geometry under an idealized zero-radius drill bit, matching traditional joint designs. Increasing the radius then reveals milling-induced deviations, which compromise the integrity of the joint. To restore coupling, we formalize tight coupling in terms of both surface proximity and proximity constraints on the mill-bit paths associated with mating surfaces. We then derive two tractable, differentiable losses that enable efficient optimization of joint geometry. We evaluate our method on 30 traditional joint designs, demonstrating that it produces CNC-compatible, tightly fitting joints that approximates the original geometry. By reinterpreting traditional joints for CNC workflows, we continue the evolution of this heritage craft and help ensure its relevance in future making practices.

cs.GR

Imperative vs. Declarative Programming Paradigms for Open-Universe Scene Generation

Current methods for generating 3D scene layouts from text predominantly follow a declarative paradigm, where a Large Language Model (LLM) specifies high-level constraints that are then resolved by a separate solver. This paper challenges that consensus by introducing a more direct, imperative approach. We task an LLM with generating a step-by-step program that iteratively places each object relative to those already in the scene. This paradigm simplifies the underlying scene specification language, enabling the creation of more complex, varied, and highly structured layouts that are difficult to express declaratively. To improve the robustness, we complement our method with a novel, LLM-free error correction mechanism that operates directly on the generated code, iteratively adjusting parameters within the program to resolve collisions and other inconsistencies. In forced-choice perceptual studies, human participants overwhelmingly preferred our imperative layouts, choosing them over those from two state-of-the-art declarative systems 82% and 94% of the time, demonstrating the significant potential of this alternative paradigm. Finally, we present a simple automated evaluation metric for 3D scene layout generation that correlates strongly with human judgment.

cs.GR

Pattern Analogies: Learning to Perform Programmatic Image Edits by Analogy

Pattern images are everywhere in the digital and physical worlds, and tools to edit them are valuable. But editing pattern images is tricky: desired edits are often programmatic: structure-aware edits that alter the underlying program which generates the pattern. One could attempt to infer this underlying program, but current methods for doing so struggle with complex images and produce unorganized programs that make editing tedious. In this work, we introduce a novel approach to perform programmatic edits on pattern images. By using a pattern analogy -- a pair of simple patterns to demonstrate the intended edit -- and a learning-based generative model to execute these edits, our method allows users to intuitively edit patterns. To enable this paradigm, we introduce SplitWeave, a domain-specific language that, combined with a framework for sampling synthetic pattern analogies, enables the creation of a large, high-quality synthetic training dataset. We also present TriFuser, a Latent Diffusion Model (LDM) designed to overcome critical issues that arise when naively deploying LDMs to this task. Extensive experiments on real-world, artist-sourced patterns reveals that our method faithfully performs the demonstrated edit while also generalizing to related pattern styles beyond its training distribution.

cs.CV

Learning to Edit Visual Programs with Self-Supervision

We design a system that learns how to edit visual programs. Our edit network consumes a complete input program and a visual target. From this input, we task our network with predicting a local edit operation that could be applied to the input program to improve its similarity to the target. In order to apply this scheme for domains that lack program annotations, we develop a self-supervised learning approach that integrates this edit network into a bootstrapped finetuning loop along with a network that predicts entire programs in one-shot. Our joint finetuning scheme, when coupled with an inference procedure that initializes a population from the one-shot model and evolves members of this population with the edit network, helps to infer more accurate visual programs. Over multiple domains, we experimentally compare our method against the alternative of using only the one-shot model, and find that even under equal search-time budgets, our editing-based paradigm provides significant advantages.

cs.CV

Skill Generalization with Verbs

It is imperative that robots can understand natural language commands issued by humans. Such commands typically contain verbs that signify what action should be performed on a given object and that are applicable to many objects. We propose a method for generalizing manipulation skills to novel objects using verbs. Our method learns a probabilistic classifier that determines whether a given object trajectory can be described by a specific verb. We show that this classifier accurately generalizes to novel object categories with an average accuracy of 76.69% across 13 object categories and 14 verbs. We then perform policy search over the object kinematics to find an object trajectory that maximizes classifier prediction for a given verb. Our method allows a robot to generate a trajectory for a novel object based on a verb, which can then be used as input to a motion planner. We show that our model can generate trajectories that are usable for executing five verb commands applied to novel instances of two different object categories on a real robot.

cs.RO

ParSEL: Parameterized Shape Editing with Language

The ability to edit 3D assets from natural language presents a compelling paradigm to aid in the democratization of 3D content creation. However, while natural language is often effective at communicating general intent, it is poorly suited for specifying precise manipulation. To address this gap, we introduce ParSEL, a system that enables controllable editing of high-quality 3D assets from natural language. Given a segmented 3D mesh and an editing request, ParSEL produces a parameterized editing program. Adjusting the program parameters allows users to explore shape variations with a precise control over the magnitudes of edits. To infer editing programs which align with an input edit request, we leverage the abilities of large-language models (LLMs). However, while we find that LLMs excel at identifying initial edit operations, they often fail to infer complete editing programs, and produce outputs that violate shape semantics. To overcome this issue, we introduce Analytical Edit Propagation (AEP), an algorithm which extends a seed edit with additional operations until a complete editing program has been formed. Unlike prior methods, AEP searches for analytical editing operations compatible with a range of possible user edits through the integration of computer algebra systems for geometric analysis. Experimentally we demonstrate ParSEL's effectiveness in enabling controllable editing of 3D objects through natural language requests over alternative system designs.

cs.CV

Creating Language-driven Spatial Variations of Icon Images

Editing 2D icon images can require significant manual effort from designers. It involves manipulating multiple geometries while maintaining the logical or physical coherence of the objects depicted in the image. Previous language driven image editing methods can change the texture and geometry of objects in the image but fail at producing spatial variations, i.e. modifying spatial relations between objects while maintaining their identities. We present a language driven editing method that can produce spatial variations of icon images. Our method takes in an icon image along with a user's editing request text prompt and outputs an edited icon image reflecting the user's editing request. Our method is designed based on two key observations: (1) A user's editing requests can be translated by a large language model (LLM), with help from a domain specific language (DSL) library, into to a set of geometrical constraints defining the relationships between segments in an icon image. (2) Optimizing the affine transformations of the segments with respect to these geometrical constraints can produce icon images that fulfill the editing request and preserve overall physical and logical coherence. Quantitative and qualitative results show that our system outperforms multiple baselines, enabling natural editing of icon images.

cs.GR

Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases

We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.

cs.CV

Improving Unsupervised Visual Program Inference with Code Rewriting Families

Programs offer compactness and structure that makes them an attractive representation for visual data. We explore how code rewriting can be used to improve systems for inferring programs from visual data. We first propose Sparse Intermittent Rewrite Injection (SIRI), a framework for unsupervised bootstrapped learning. SIRI sparsely applies code rewrite operations over a dataset of training programs, injecting the improved programs back into the training set. We design a family of rewriters for visual programming domains: parameter optimization, code pruning, and code grafting. For three shape programming languages in 2D and 3D, we show that using SIRI with our family of rewriters improves performance: better reconstructions and faster convergence rates, compared with bootstrapped learning methods that do not use rewriters or use them naively. Finally, we demonstrate that our family of rewriters can be effectively used at test time to improve the output of SIRI predictions. For 2D and 3D CSG, we outperform or match the reconstruction performance of recent domain-specific neural architectures, while producing more parsimonious programs that use significantly fewer primitives.

cs.CV

Warp-Refine Propagation: Semi-Supervised Auto-labeling via Cycle-consistency

Deep learning models for semantic segmentation rely on expensive, large-scale, manually annotated datasets. Labelling is a tedious process that can take hours per image. Automatically annotating video sequences by propagating sparsely labeled frames through time is a more scalable alternative. In this work, we propose a novel label propagation method, termed Warp-Refine Propagation, that combines semantic cues with geometric cues to efficiently auto-label videos. Our method learns to refine geometrically-warped labels and infuse them with learned semantic priors in a semi-supervised setting by leveraging cycle consistency across time. We quantitatively show that our method improves label-propagation by a noteworthy margin of 13.1 mIoU on the ApolloScape dataset. Furthermore, by training with the auto-labelled frames, we achieve competitive results on three semantic-segmentation benchmarks, improving the state-of-the-art by a large margin of 1.8 and 3.61 mIoU on NYU-V2 and KITTI, while matching the current best results on Cityscapes.

cs.CV

Meta-learning Extractors for Music Source Separation

We propose a hierarchical meta-learning-inspired model for music source separation (Meta-TasNet) in which a generator model is used to predict the weights of individual extractor models. This enables efficient parameter-sharing, while still allowing for instrument-specific parameterization. Meta-TasNet is shown to be more effective than the models trained independently or in a multi-task setting, and achieve performance comparable with state-of-the-art methods. In comparison to the latter, our extractors contain fewer parameters and have faster run-time performance. We discuss important architectural considerations, and explore the costs and benefits of this approach.

cs.SD

FDA: Feature Disruptive Attack

Though Deep Neural Networks (DNN) show excellent performance across various computer vision tasks, several works show their vulnerability to adversarial samples, i.e., image samples with imperceptible noise engineered to manipulate the network's prediction. Adversarial sample generation methods range from simple to complex optimization techniques. Majority of these methods generate adversaries through optimization objectives that are tied to the pre-softmax or softmax output of the network. In this work we, (i) show the drawbacks of such attacks, (ii) propose two new evaluation metrics: Old Label New Rank (OLNR) and New Label Old Rank (NLOR) in order to quantify the extent of damage made by an attack, and (iii) propose a new adversarial attack FDA: Feature Disruptive Attack, to address the drawbacks of existing attacks. FDA works by generating image perturbation that disrupt features at each layer of the network and causes deep-features to be highly corrupt. This allows FDA adversaries to severely reduce the performance of deep networks. We experimentally validate that FDA generates stronger adversaries than other state-of-the-art methods for image classification, even in the presence of various defense measures. More importantly, we show that FDA disrupts feature-representation based tasks even without access to the task-specific network or methodology. Code available at: https://github.com/BardOfCodes/fda

cs.CV

Object Pose Estimation from Monocular Image using Multi-View Keypoint Correspondence

Understanding the geometry and pose of objects in 2D images is a fundamental necessity for a wide range of real world applications. Driven by deep neural networks, recent methods have brought significant improvements to object pose estimation. However, they suffer due to scarcity of keypoint/pose-annotated real images and hence can not exploit the object's 3D structural information effectively. In this work, we propose a data-efficient method which utilizes the geometric regularity of intraclass objects for pose estimation. First, we learn pose-invariant local descriptors of object parts from simple 2D RGB images. These descriptors, along with keypoints obtained from renders of a fixed 3D template model are then used to generate keypoint correspondence maps for a given monocular real image. Finally, a pose estimation network predicts 3D pose of the object using these correspondence maps. This pipeline is further extended to a multi-view approach, which assimilates keypoint information from correspondence sets generated from multiple views of the 3D template model. Fusion of multi-view information significantly improves geometric comprehension of the system which in turn enhances the pose estimation performance. Furthermore, use of correspondence framework responsible for the learning of pose invariant keypoint descriptor also allows us to effectively alleviate the data-scarcity problem. This enables our method to achieve state-of-the-art performance on multiple real-image viewpoint estimation datasets, such as Pascal3D+ and ObjectNet3D. To encourage reproducible research, we have released the codes for our proposed approach.

cs.CV

iSPA-Net: Iterative Semantic Pose Alignment Network

Understanding and extracting 3D information of objects from monocular 2D images is a fundamental problem in computer vision. In the task of 3D object pose estimation, recent data driven deep neural network based approaches suffer from scarcity of real images with 3D keypoint and pose annotations. Drawing inspiration from human cognition, where the annotators use a 3D CAD model as structural reference to acquire ground-truth viewpoints for real images; we propose an iterative Semantic Pose Alignment Network, called iSPA-Net. Our approach focuses on exploiting semantic 3D structural regularity to solve the task of fine-grained pose estimation by predicting viewpoint difference between a given pair of images. Such image comparison based approach also alleviates the problem of data scarcity and hence enhances scalability of the proposed approach for novel object categories with minimal annotation. The fine-grained object pose estimator is also aided by correspondence of learned spatial descriptor of the input image pair. The proposed pose alignment framework enjoys the faculty to refine its initial pose estimation in consecutive iterations by utilizing an online rendering setup along with effectiveness of a non-uniform bin classification of pose-difference. This enables iSPA-Net to achieve state-of-the-art performance on various real image viewpoint estimation datasets. Further, we demonstrate effectiveness of the approach for multiple applications. First, we show results for active object viewpoint localization to capture images from similar pose considering only a single image as pose reference. Second, we demonstrate the ability of the learned semantic correspondence to perform unsupervised part-segmentation transfer using only a single part-annotated 3D template model per object class. To encourage reproducible research, we have released the codes for our proposed algorithm.

cs.CV

Generalizable Data-free Objective for Crafting Universal Adversarial Perturbations

Machine learning models are susceptible to adversarial perturbations: small changes to input that can cause large changes in output. It is also demonstrated that there exist input-agnostic perturbations, called universal adversarial perturbations, which can change the inference of target model on most of the data samples. However, existing methods to craft universal perturbations are (i) task specific, (ii) require samples from the training data distribution, and (iii) perform complex optimizations. Additionally, because of the data dependence, fooling ability of the crafted perturbations is proportional to the available training data. In this paper, we present a novel, generalizable and data-free approaches for crafting universal adversarial perturbations. Independent of the underlying task, our objective achieves fooling via corrupting the extracted features at multiple layers. Therefore, the proposed objective is generalizable to craft image-agnostic perturbations across multiple vision tasks such as object recognition, semantic segmentation, and depth estimation. In the practical setting of black-box attack scenario (when the attacker does not have access to the target model and it's training data), we show that our objective outperforms the data dependent objectives to fool the learned models. Further, via exploiting simple priors related to the data distribution, our objective remarkably boosts the fooling ability of the crafted perturbations. Significant fooling rates achieved by our objective emphasize that the current deep learning models are now at an increased risk, since our objective generalizes across multiple tasks without the requirement of training data for crafting the perturbations. To encourage reproducible research, we have released the codes for our proposed algorithm.

cs.CV