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Andreas René Geist

Publications and source records attributed to Andreas René Geist.

4 recordsLinked to original sources

Learning 3D-Gaussian Simulators from RGB Videos

Realistic simulation is critical for applications ranging from robotics to animation. Learned simulators have emerged as a possibility to capture real world physics directly from video data, but very often require privileged information such as depth information, particle tracks and hand-engineered features to maintain spatial and temporal consistency. These strong inductive biases or ground truth 3D information help in domains where data is sparse but limit scalability and generalization in data rich regimes. To overcome the key limitations, we propose 3DGSim, a learned 3D simulator that directly learns physical interactions from multi-view RGB videos. 3DGSim unifies 3D scene reconstruction, particle dynamics prediction and video synthesis into an end-to-end trained framework. It adopts MVSplat to learn a latent particle-based representation of 3D scenes, a Point Transformer for particle dynamics, a Temporal Merging module for consistent temporal aggregation and Gaussian Splatting to produce novel view renderings. By jointly training inverse rendering and dynamics forecasting, 3DGSim embeds the physical properties into point-wise latent features. This enables the model to capture diverse physical behaviors, from rigid to elastic, cloth-like dynamics, and boundary conditions (e.g. fixed cloth corner), along with realistic lighting effects that also generalize to unseen multibody interactions and novel scene edits.

cs.GR↗

Novel Algorithms for Smoothly Differentiable and Efficiently Vectorizable Contact Manifold Construction

Generating intelligent robot behavior in contact-rich settings is a research problem where zeroth-order methods currently prevail. Developing methods that make use of first/second order information about rigid-body dynamics in the presence of contact holds great promise in terms of increasing the solution speed and computational efficiency. The main bottleneck in this research direction is the difficulty in obtaining gradients and Hessians that are actually useful for numerical optimization, due to pathologies in all three steps of a common simulation pipeline: i) collision detection, ii) contact dynamics, iii) time integration. This abstract proposes a method that aims to address the collision detection part of the puzzle, via a novel pipeline designed from scratch with smooth (i.e. twice) differentiability and massive vectorizability on GPUs as the main priorities. This is in contrast to standard collision detection routines that are instead optimized for runtime on CPUs and minimal memory footprint, but do employ logic and control flow that hinder differentiability and vectorization. The proposed pipeline consists of the following contributions: i) highly expressive and compute efficient SDF representations, ii) differentiable broad-phase and narrow-phase routines that use these representations to generate vertex-SDF and edge-SDF contacts, iii) a differentiable routine for convex decomposition based contact blending.

cs.RO↗

Smoothly Differentiable and Efficiently Vectorizable Contact Manifold Generation

Simulating rigid-body dynamics with contact in a fast, massively vectorizable, and smoothly differentiable manner is highly desirable in robotics. An important bottleneck faced by existing differentiable simulation frameworks is contact manifold generation: representing the volume of intersection between two colliding geometries via a discrete set of properly distributed contact points. A major factor contributing to this bottleneck is that the related routines of commonly used robotics simulators were not designed with vectorization and differentiability as a primary concern, and thus rely on logic and control flow that hinder these goals. We instead propose a framework designed from the ground up with these goals in mind, by trying to strike a middle ground between: i) convex primitive based approaches used by common robotics simulators (efficient but not differentiable), and ii) mollified vertex-face and edge-edge unsigned distance-based approaches used by barrier methods (differentiable but inefficient). Concretely, we propose: i) a representative set of smooth analytical signed distance primitives to implement vertex-face collisions, and ii) a novel differentiable edge-edge collision routine that can provide signed distances and signed contact normals. The proposed framework is evaluated via a set of didactic experiments and benchmarked against the collision detection routine of the well-established Mujoco XLA framework, where we observe a significant speedup. Supplementary videos can be found at https://github.com/bekeronur/contax, where a reference implementation in JAX will also be made available at the conclusion of the review process.

cs.RO↗

Newtonian and Lagrangian Neural Networks: A Comparison Towards Efficient Inverse Dynamics Identification

Accurate inverse dynamics models are essential tools for controlling industrial robots. Recent research combines neural network regression with inverse dynamics formulations of the Newton-Euler and the Euler-Lagrange equations of motion, resulting in so-called Newtonian neural networks and Lagrangian neural networks, respectively. These physics-informed models seek to identify unknowns in the analytical equations from data. Despite their potential, current literature lacks guidance on choosing between Lagrangian and Newtonian networks. In this study, we show that when motor torques are estimated instead of directly measuring joint torques, Lagrangian networks prove less effective compared to Newtonian networks as they do not explicitly model dissipative torques. The performance of these models is compared to neural network regression on data of a MABI MAX 100 industrial robot.

cs.RO↗