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Aniket Bera

Publications and source records attributed to Aniket Bera.

At least 55 records · Page 3Linked to original sources

Scalable Multi-Robot Informative Path Planning for Target Mapping via Deep Reinforcement Learning

Autonomous robots are widely utilized for mapping and exploration tasks due to their cost-effectiveness. Multi-robot systems offer scalability and efficiency, especially in terms of the number of robots deployed in more complex environments. These tasks belong to the set of Multi-Robot Informative Path Planning (MRIPP) problems. In this paper, we propose a deep reinforcement learning approach for the MRIPP problem. We aim to maximize the number of discovered stationary targets in an unknown 3D environment while operating under resource constraints (such as path length). Here, each robot aims to maximize discovered targets, avoid unknown static obstacles, and prevent inter-robot collisions while operating under communication and resource constraints. We utilize the centralized training and decentralized execution paradigm to train a single policy neural network. A key aspect of our approach is our coordination graph that prioritizes visiting regions not yet explored by other robots. Our learned policy can be copied onto any number of robots for deployment in more complex environments not seen during training. Our approach outperforms state-of-the-art approaches by at least 26.2% in terms of the number of discovered targets while requiring a planning time of less than 2 sec per step. We present results for more complex environments with up to 64 robots and compare success rates against baseline planners. Our code and trained model are available at - https://github.com/AccGen99/marl_ipp

cs.RO↗

Scenethesis: A Language and Vision Agentic Framework for 3D Scene Generation

Synthesizing interactive 3D scenes from text is essential for gaming, virtual reality, and embodied AI. However, existing methods face several challenges. Learning-based approaches depend on small-scale indoor datasets, limiting the scene diversity and layout complexity. While large language models (LLMs) can leverage diverse text-domain knowledge, they struggle with spatial realism, often producing unnatural object placements that fail to respect common sense. Our key insight is that vision perception can bridge this gap by providing realistic spatial guidance that LLMs lack. To this end, we introduce Scenethesis, a training-free agentic framework that integrates LLM-based scene planning with vision-guided layout refinement. Given a text prompt, Scenethesis first employs an LLM to draft a coarse layout. A vision module then refines it by generating an image guidance and extracting scene structure to capture inter-object relations. Next, an optimization module iteratively enforces accurate pose alignment and physical plausibility, preventing artifacts like object penetration and instability. Finally, a judge module verifies spatial coherence. Comprehensive experiments show that Scenethesis generates diverse, realistic, and physically plausible 3D interactive scenes, making it valuable for virtual content creation, simulation environments, and embodied AI research.

cs.CV↗

Sensitivity to Redirected Walking Considering Gaze, Posture, and Luminance

We study the correlations between redirected walking (RDW) rotation gains and patterns in users' posture and gaze data during locomotion in virtual reality (VR). To do this, we conducted a psychophysical experiment to measure users' sensitivity to RDW rotation gains and collect gaze and posture data during the experiment. Using multilevel modeling, we studied how different factors of the VR system and user affected their physiological signals. In particular, we studied the effects of redirection gain, trial duration, trial number (i.e., time spent in VR), and participant gender on postural sway, gaze velocity (a proxy for gaze stability), and saccade and blink rate. Our results showed that, in general, physiological signals were significantly positively correlated with the strength of redirection gain, the duration of trials, and the trial number. Gaze velocity was negatively correlated with trial duration. Additionally, we measured users' sensitivity to rotation gains in well-lit (photopic) and dimly-lit (mesopic) virtual lighting conditions. Results showed that there were no significant differences in RDW detection thresholds between the photopic and mesopic luminance conditions.

cs.HC↗

SimMotionEdit: Text-Based Human Motion Editing with Motion Similarity Prediction

Text-based 3D human motion editing is a critical yet challenging task in computer vision and graphics. While training-free approaches have been explored, the recent release of the MotionFix dataset, which includes source-text-motion triplets, has opened new avenues for training, yielding promising results. However, existing methods struggle with precise control, often leading to misalignment between motion semantics and language instructions. In this paper, we introduce a related task, motion similarity prediction, and propose a multi-task training paradigm, where we train the model jointly on motion editing and motion similarity prediction to foster the learning of semantically meaningful representations. To complement this task, we design an advanced Diffusion-Transformer-based architecture that separately handles motion similarity prediction and motion editing. Extensive experiments demonstrate the state-of-the-art performance of our approach in both editing alignment and fidelity.

cs.CV↗

HessianForge: Scalable LiDAR reconstruction with Physics-Informed Neural Representation and Smoothness Energy Constraints

Accurate and efficient 3D mapping of large-scale outdoor environments from LiDAR measurements is a fundamental challenge in robotics, particularly towards ensuring smooth and artifact-free surface reconstructions. Although the state-of-the-art methods focus on memory-efficient neural representations for high-fidelity surface generation, they often fail to produce artifact-free manifolds, with artifacts arising due to noisy and sparse inputs. To address this issue, we frame surface mapping as a physics-informed energy optimization problem, enforcing surface smoothness by optimizing an energy functional that penalizes sharp surface ridges. Specifically, we propose a deep learning based approach that learns the signed distance field (SDF) of the surface manifold from raw LiDAR point clouds using a physics-informed loss function that optimizes the $L_2$-Hessian energy of the surface. Our learning framework includes a hierarchical octree based input feature encoding and a multi-scale neural network to iteratively refine the signed distance field at different scales of resolution. Lastly, we introduce a test-time refinement strategy to correct topological inconsistencies and edge distortions that can arise in the generated mesh. We propose a \texttt{CUDA}-accelerated least-squares optimization that locally adjusts vertex positions to enforce feature-preserving smoothing. We evaluate our approach on large-scale outdoor datasets and demonstrate that our approach outperforms current state-of-the-art methods in terms of improved accuracy and smoothness. Our code is available at \href{https://github.com/HrishikeshVish/HessianForge/}{https://github.com/HrishikeshVish/HessianForge/}

cs.GR↗

Unifying Large Language Model and Deep Reinforcement Learning for Human-in-Loop Interactive Socially-aware Navigation

Navigating human-filled spaces is crucial for the interactive social robots to support advanced services, such as cooperative carrying, which enables service provision in complex and crowded environments while adapting behavior based on real-time human language commands or feedback. However, existing social robot navigation planners face two major challenges: managing real-time user inputs and ensuring socially compliant behaviors in unfamiliar, zero-shot environments. In response, we introduce SALM, an interactive, human-in-loop Socially-Aware navigation Large Language Model framework that dynamically integrates deep reinforcement learning (DRL) with large language model (LLM) capabilities. SALM leverages contextual semantic understanding from real-time human-robot interactions to convert high-level user commands into precise, low-level control actions. A high-level LLM module parses user input, guiding the simultaneous generation of navigation commands by both a large language navigation model (LNM) and a DRL-based navigation model (RLNM). A memory mechanism archives temporal data for continuous refinement, while a multi-step graph-of-thoughts inference-based large language feedback model adaptively fuses the strengths of both planning approaches. Experimental evaluations demonstrate that SALM not only enhances navigational precision in crowded, dynamic environments but also significantly improves system adaptability, offering tailored behaviors that align with individual user preferences and real-time feedback. More details and videos about this work are available at: https://sites.google.com/view/navi-salm.

cs.RO↗

Hypergraph-based Coordinated Task Allocation and Socially-aware Navigation for Multi-Robot Systems

A team of multiple robots seamlessly and safely working in human-filled public environments requires adaptive task allocation and socially-aware navigation that account for dynamic human behavior. Current approaches struggle with highly dynamic pedestrian movement and the need for flexible task allocation. We propose Hyper-SAMARL, a hypergraph-based system for multi-robot task allocation and socially-aware navigation, leveraging multi-agent reinforcement learning (MARL). Hyper-SAMARL models the environmental dynamics between robots, humans, and points of interest (POIs) using a hypergraph, enabling adaptive task assignment and socially-compliant navigation through a hypergraph diffusion mechanism. Our framework, trained with MARL, effectively captures interactions between robots and humans, adapting tasks based on real-time changes in human activity. Experimental results demonstrate that Hyper-SAMARL outperforms baseline models in terms of social navigation, task completion efficiency, and adaptability in various simulated scenarios.

cs.RO↗

SELP: Generating Safe and Efficient Task Plans for Robot Agents with Large Language Models

Despite significant advancements in large language models (LLMs) that enhance robot agents' understanding and execution of natural language (NL) commands, ensuring the agents adhere to user-specified constraints remains challenging, particularly for complex commands and long-horizon tasks. To address this challenge, we present three key insights, equivalence voting, constrained decoding, and domain-specific fine-tuning, which significantly enhance LLM planners' capability in handling complex tasks. Equivalence voting ensures consistency by generating and sampling multiple Linear Temporal Logic (LTL) formulas from NL commands, grouping equivalent LTL formulas, and selecting the majority group of formulas as the final LTL formula. Constrained decoding then uses the generated LTL formula to enforce the autoregressive inference of plans, ensuring the generated plans conform to the LTL. Domain-specific fine-tuning customizes LLMs to produce safe and efficient plans within specific task domains. Our approach, Safe Efficient LLM Planner (SELP), combines these insights to create LLM planners to generate plans adhering to user commands with high confidence. We demonstrate the effectiveness and generalizability of SELP across different robot agents and tasks, including drone navigation and robot manipulation. For drone navigation tasks, SELP outperforms state-of-the-art planners by 10.8% in safety rate (i.e., finishing tasks conforming to NL commands) and by 19.8% in plan efficiency. For robot manipulation tasks, SELP achieves 20.4% improvement in safety rate. Our datasets for evaluating NL-to-LTL and robot task planning will be released in github.com/lt-asset/selp.

cs.RO↗

HEROES: Unreal Engine-based Human and Emergency Robot Operation Education System

Training and preparing first responders and humanitarian robots for Mass Casualty Incidents (MCIs) often poses a challenge owing to the lack of realistic and easily accessible test facilities. While such facilities can offer realistic scenarios post an MCI that can serve training and educational purposes for first responders and humanitarian robots, they are often hard to access owing to logistical constraints. To overcome this challenge, we present HEROES- a versatile Unreal Engine simulator for designing novel training simulations for humans and emergency robots for such urban search and rescue operations. The proposed HEROES simulator is capable of generating synthetic datasets for machine learning pipelines that are used for training robot navigation. This work addresses the necessity for a comprehensive training platform in the robotics community, ensuring pragmatic and efficient preparation for real-world emergency scenarios. The strengths of our simulator lie in its adaptability, scalability, and ability to facilitate collaboration between robot developers and first responders, fostering synergy in developing effective strategies for search and rescue operations in MCIs. We conducted a preliminary user study with an 81% positive response supporting the ability of HEROES to generate sufficiently varied environments, and a 78% positive response affirming the usefulness of the simulation environment of HEROES.

cs.RO↗

VidSole: A Multimodal Dataset for Joint Kinetics Quantification and Disease Detection with Deep Learning

Understanding internal joint loading is critical for diagnosing gait-related diseases such as knee osteoarthritis; however, current methods of measuring joint risk factors are time-consuming, expensive, and restricted to lab settings. In this paper, we enable the large-scale, cost-effective biomechanical analysis of joint loading via three key contributions: the development and deployment of novel instrumented insoles, the creation of a large multimodal biomechanics dataset (VidSole), and a baseline deep learning pipeline to predict internal joint loading factors. Our novel instrumented insole measures the tri-axial forces and moments across five high-pressure points under the foot. VidSole consists of the forces and moments measured by these insoles along with corresponding RGB video from two viewpoints, 3D body motion capture, and force plate data for over 2,600 trials of 52 diverse participants performing four fundamental activities of daily living (sit-to-stand, stand-to-sit, walking, and running). We feed the insole data and kinematic parameters extractable from video (i.e., pose, knee angle) into a deep learning pipeline consisting of an ensemble Gated Recurrent Unit (GRU) activity classifier followed by activity-specific Long Short Term Memory (LSTM) regression networks to estimate knee adduction moment (KAM), a biomechanical risk factor for knee osteoarthritis. The successful classification of activities at an accuracy of 99.02 percent and KAM estimation with mean absolute error (MAE) less than 0.5 percent*body weight*height, the current threshold for accurately detecting knee osteoarthritis with KAM, illustrates the usefulness of our dataset for future research and clinical settings.

cs.CV↗

Scaling Safe Multi-Agent Control for Signal Temporal Logic Specifications

Existing methods for safe multi-agent control using logic specifications like Signal Temporal Logic (STL) often face scalability issues. This is because they rely either on single-agent perspectives or on Mixed Integer Linear Programming (MILP)-based planners, which are complex to optimize. These methods have proven to be computationally expensive and inefficient when dealing with a large number of agents. To address these limitations, we present a new scalable approach to multi-agent control in this setting. Our method treats the relationships between agents using a graph structure rather than in terms of a single-agent perspective. Moreover, it combines a multi-agent collision avoidance controller with a Graph Neural Network (GNN) based planner, models the system in a decentralized fashion, and trains on STL-based objectives to generate safe and efficient plans for multiple agents, thereby optimizing the satisfaction of complex temporal specifications while also facilitating multi-agent collision avoidance. Our experiments show that our approach significantly outperforms existing methods that use a state-of-the-art MILP-based planner in terms of scalability and performance. The project website is https://jeappen.com/mastl-gcbf-website/ and the code is at https://github.com/jeappen/mastl-gcbf .

cs.MA↗

FlashSLAM: Accelerated RGB-D SLAM for Real-Time 3D Scene Reconstruction with Gaussian Splatting

We present FlashSLAM, a novel SLAM approach that leverages 3D Gaussian Splatting for efficient and robust 3D scene reconstruction. Existing 3DGS-based SLAM methods often fall short in sparse view settings and during large camera movements due to their reliance on gradient descent-based optimization, which is both slow and inaccurate. FlashSLAM addresses these limitations by combining 3DGS with a fast vision-based camera tracking technique, utilizing a pretrained feature matching model and point cloud registration for precise pose estimation in under 80 ms - a 90% reduction in tracking time compared to SplaTAM - without costly iterative rendering. In sparse settings, our method achieves up to a 92% improvement in average tracking accuracy over previous methods. Additionally, it accounts for noise in depth sensors, enhancing robustness when using unspecialized devices such as smartphones. Extensive experiments show that FlashSLAM performs reliably across both sparse and dense settings, in synthetic and real-world environments. Evaluations on benchmark datasets highlight its superior accuracy and efficiency, establishing FlashSLAM as a versatile and high-performance solution for SLAM, advancing the state-of-the-art in 3D reconstruction across diverse applications.

cs.CV↗

Take an Emotion Walk: Perceiving Emotions from Gaits Using Hierarchical Attention Pooling and Affective Mapping

We present an autoencoder-based semi-supervised approach to classify perceived human emotions from walking styles obtained from videos or motion-captured data and represented as sequences of 3D poses. Given the motion on each joint in the pose at each time step extracted from 3D pose sequences, we hierarchically pool these joint motions in a bottom-up manner in the encoder, following the kinematic chains in the human body. We also constrain the latent embeddings of the encoder to contain the space of psychologically-motivated affective features underlying the gaits. We train the decoder to reconstruct the motions per joint per time step in a top-down manner from the latent embeddings. For the annotated data, we also train a classifier to map the latent embeddings to emotion labels. Our semi-supervised approach achieves a mean average precision of 0.84 on the Emotion-Gait benchmark dataset, which contains both labeled and unlabeled gaits collected from multiple sources. We outperform current state-of-art algorithms for both emotion recognition and action recognition from 3D gaits by 7%--23% on the absolute. More importantly, we improve the average precision by 10%--50% on the absolute on classes that each makes up less than 25% of the labeled part of the Emotion-Gait benchmark dataset.

cs.CV↗

Speech2UnifiedExpressions: Synchronous Synthesis of Co-Speech Affective Face and Body Expressions from Affordable Inputs

We present a multimodal learning-based method to simultaneously synthesize co-speech facial expressions and upper-body gestures for digital characters using RGB video data captured using commodity cameras. Our approach learns from sparse face landmarks and upper-body joints, estimated directly from video data, to generate plausible emotive character motions. Given a speech audio waveform and a token sequence of the speaker's face landmark motion and body-joint motion computed from a video, our method synthesizes the motion sequences for the speaker's face landmarks and body joints to match the content and the affect of the speech. We design a generator consisting of a set of encoders to transform all the inputs into a multimodal embedding space capturing their correlations, followed by a pair of decoders to synthesize the desired face and pose motions. To enhance the plausibility of synthesis, we use an adversarial discriminator that learns to differentiate between the face and pose motions computed from the original videos and our synthesized motions based on their affective expressions. To evaluate our approach, we extend the TED Gesture Dataset to include view-normalized, co-speech face landmarks in addition to body gestures. We demonstrate the performance of our method through thorough quantitative and qualitative experiments on multiple evaluation metrics and via a user study. We observe that our method results in low reconstruction error and produces synthesized samples with diverse facial expressions and body gestures for digital characters.

cs.CV↗

Generating Emotive Gaits for Virtual Agents Using Affect-Based Autoregression

We present a novel autoregression network to generate virtual agents that convey various emotions through their walking styles or gaits. Given the 3D pose sequences of a gait, our network extracts pertinent movement features and affective features from the gait. We use these features to synthesize subsequent gaits such that the virtual agents can express and transition between emotions represented as combinations of happy, sad, angry, and neutral. We incorporate multiple regularizations in the training of our network to simultaneously enforce plausible movements and noticeable emotions on the virtual agents. We also integrate our approach with an AR environment using a Microsoft HoloLens and can generate emotive gaits at interactive rates to increase the social presence. We evaluate how human observers perceive both the naturalness and the emotions from the generated gaits of the virtual agents in a web-based study. Our results indicate around 89% of the users found the naturalness of the gaits satisfactory on a five-point Likert scale, and the emotions they perceived from the virtual agents are statistically similar to the intended emotions of the virtual agents. We also use our network to augment existing gait datasets with emotive gaits and will release this augmented dataset for future research in emotion prediction and emotive gait synthesis. Our project website is available at https://gamma.umd.edu/gen_emotive_gaits/.

cs.GR↗

Text2Gestures: A Transformer-Based Network for Generating Emotive Body Gestures for Virtual Agents

We present Text2Gestures, a transformer-based learning method to interactively generate emotive full-body gestures for virtual agents aligned with natural language text inputs. Our method generates emotionally expressive gestures by utilizing the relevant biomechanical features for body expressions, also known as affective features. We also consider the intended task corresponding to the text and the target virtual agents' intended gender and handedness in our generation pipeline. We train and evaluate our network on the MPI Emotional Body Expressions Database and observe that our network produces state-of-the-art performance in generating gestures for virtual agents aligned with the text for narration or conversation. Our network can generate these gestures at interactive rates on a commodity GPU. We conduct a web-based user study and observe that around 91% of participants indicated our generated gestures to be at least plausible on a five-point Likert Scale. The emotions perceived by the participants from the gestures are also strongly positively correlated with the corresponding intended emotions, with a minimum Pearson coefficient of 0.77 in the valence dimension.

cs.HC↗

STEP: Spatial Temporal Graph Convolutional Networks for Emotion Perception from Gaits

We present a novel classifier network called STEP, to classify perceived human emotion from gaits, based on a Spatial Temporal Graph Convolutional Network (ST-GCN) architecture. Given an RGB video of an individual walking, our formulation implicitly exploits the gait features to classify the emotional state of the human into one of four emotions: happy, sad, angry, or neutral. We use hundreds of annotated real-world gait videos and augment them with thousands of annotated synthetic gaits generated using a novel generative network called STEP-Gen, built on an ST-GCN based Conditional Variational Autoencoder (CVAE). We incorporate a novel push-pull regularization loss in the CVAE formulation of STEP-Gen to generate realistic gaits and improve the classification accuracy of STEP. We also release a novel dataset (E-Gait), which consists of $2,177$ human gaits annotated with perceived emotions along with thousands of synthetic gaits. In practice, STEP can learn the affective features and exhibits classification accuracy of 89% on E-Gait, which is 14 - 30% more accurate over prior methods.

cs.CV↗

DanceAnyWay: Synthesizing Beat-Guided 3D Dances with Randomized Temporal Contrastive Learning

We present DanceAnyWay, a generative learning method to synthesize beat-guided dances of 3D human characters synchronized with music. Our method learns to disentangle the dance movements at the beat frames from the dance movements at all the remaining frames by operating at two hierarchical levels. At the coarser "beat" level, it encodes the rhythm, pitch, and melody information of the input music via dedicated feature representations only at the beat frames. It leverages them to synthesize the beat poses of the target dances using a sequence-to-sequence learning framework. At the finer "repletion" level, our method encodes similar rhythm, pitch, and melody information from all the frames of the input music via dedicated feature representations. It generates the full dance sequences by combining the synthesized beat and repletion poses and enforcing plausibility through an adversarial learning framework. Our training paradigm also enforces fine-grained diversity in the synthesized dances through a randomized temporal contrastive loss, which ensures different segments of the dance sequences have different movements and avoids motion freezing or collapsing to repetitive movements. We evaluate the performance of our approach through extensive experiments on the benchmark AIST++ dataset and observe improvements of about 7%-12% in motion quality metrics and 1.5%-4% in motion diversity metrics over the current baselines, respectively. We also conducted a user study to evaluate the visual quality of our synthesized dances. We note that, on average, the samples generated by our method were about 9-48% more preferred by the participants and had a 4-27% better five-point Likert-scale score over the best available current baseline in terms of motion quality and synchronization. Our source code and project page are available at https://github.com/aneeshbhattacharya/DanceAnyWay.

cs.SD↗