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Cewu Lu

Publications and source records attributed to Cewu Lu.

At least 145 records · Page 8Linked to original sources

The SkatingVerse Workshop & Challenge: Methods and Results

The SkatingVerse Workshop & Challenge aims to encourage research in developing novel and accurate methods for human action understanding. The SkatingVerse dataset used for the SkatingVerse Challenge has been publicly released. There are two subsets in the dataset, i.e., the training subset and testing subset. The training subsets consists of 19,993 RGB video sequences, and the testing subsets consists of 8,586 RGB video sequences. Around 10 participating teams from the globe competed in the SkatingVerse Challenge. In this paper, we provide a brief summary of the SkatingVerse Workshop & Challenge including brief introductions to the top three methods. The submission leaderboard will be reopened for researchers that are interested in the human action understanding challenge. The benchmark dataset and other information can be found at: https://skatingverse.github.io/.

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DiffGen: Robot Demonstration Generation via Differentiable Physics Simulation, Differentiable Rendering, and Vision-Language Model

Generating robot demonstrations through simulation is widely recognized as an effective way to scale up robot data. Previous work often trained reinforcement learning agents to generate expert policies, but this approach lacks sample efficiency. Recently, a line of work has attempted to generate robot demonstrations via differentiable simulation, which is promising but heavily relies on reward design, a labor-intensive process. In this paper, we propose DiffGen, a novel framework that integrates differentiable physics simulation, differentiable rendering, and a vision-language model to enable automatic and efficient generation of robot demonstrations. Given a simulated robot manipulation scenario and a natural language instruction, DiffGen can generate realistic robot demonstrations by minimizing the distance between the embedding of the language instruction and the embedding of the simulated observation after manipulation. The embeddings are obtained from the vision-language model, and the optimization is achieved by calculating and descending gradients through the differentiable simulation, differentiable rendering, and vision-language model components, thereby accomplishing the specified task. Experiments demonstrate that with DiffGen, we could efficiently and effectively generate robot data with minimal human effort or training time.

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AirExo: Low-Cost Exoskeletons for Learning Whole-Arm Manipulation in the Wild

While humans can use parts of their arms other than the hands for manipulations like gathering and supporting, whether robots can effectively learn and perform the same type of operations remains relatively unexplored. As these manipulations require joint-level control to regulate the complete poses of the robots, we develop AirExo, a low-cost, adaptable, and portable dual-arm exoskeleton, for teleoperation and demonstration collection. As collecting teleoperated data is expensive and time-consuming, we further leverage AirExo to collect cheap in-the-wild demonstrations at scale. Under our in-the-wild learning framework, we show that with only 3 minutes of the teleoperated demonstrations, augmented by diverse and extensive in-the-wild data collected by AirExo, robots can learn a policy that is comparable to or even better than one learned from teleoperated demonstrations lasting over 20 minutes. Experiments demonstrate that our approach enables the model to learn a more general and robust policy across the various stages of the task, enhancing the success rates in task completion even with the presence of disturbances. Project website: https://airexo.github.io/

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MS-MANO: Enabling Hand Pose Tracking with Biomechanical Constraints

This work proposes a novel learning framework for visual hand dynamics analysis that takes into account the physiological aspects of hand motion. The existing models, which are simplified joint-actuated systems, often produce unnatural motions. To address this, we integrate a musculoskeletal system with a learnable parametric hand model, MANO, to create a new model, MS-MANO. This model emulates the dynamics of muscles and tendons to drive the skeletal system, imposing physiologically realistic constraints on the resulting torque trajectories. We further propose a simulation-in-the-loop pose refinement framework, BioPR, that refines the initial estimated pose through a multi-layer perceptron (MLP) network. Our evaluation of the accuracy of MS-MANO and the efficacy of the BioPR is conducted in two separate parts. The accuracy of MS-MANO is compared with MyoSuite, while the efficacy of BioPR is benchmarked against two large-scale public datasets and two recent state-of-the-art methods. The results demonstrate that our approach consistently improves the baseline methods both quantitatively and qualitatively.

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Dancing with Still Images: Video Distillation via Static-Dynamic Disentanglement

Recently, dataset distillation has paved the way towards efficient machine learning, especially for image datasets. However, the distillation for videos, characterized by an exclusive temporal dimension, remains an underexplored domain. In this work, we provide the first systematic study of video distillation and introduce a taxonomy to categorize temporal compression. Our investigation reveals that the temporal information is usually not well learned during distillation, and the temporal dimension of synthetic data contributes little. The observations motivate our unified framework of disentangling the dynamic and static information in the videos. It first distills the videos into still images as static memory and then compensates the dynamic and motion information with a learnable dynamic memory block. Our method achieves state-of-the-art on video datasets at different scales, with a notably smaller memory storage budget. Our code is available at https://github.com/yuz1wan/video_distillation.

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SemGrasp: Semantic Grasp Generation via Language Aligned Discretization

Generating natural human grasps necessitates consideration of not just object geometry but also semantic information. Solely depending on object shape for grasp generation confines the applications of prior methods in downstream tasks. This paper presents a novel semantic-based grasp generation method, termed SemGrasp, which generates a static human grasp pose by incorporating semantic information into the grasp representation. We introduce a discrete representation that aligns the grasp space with semantic space, enabling the generation of grasp postures in accordance with language instructions. A Multimodal Large Language Model (MLLM) is subsequently fine-tuned, integrating object, grasp, and language within a unified semantic space. To facilitate the training of SemGrasp, we have compiled a large-scale, grasp-text-aligned dataset named CapGrasp, featuring about 260k detailed captions and 50k diverse grasps. Experimental findings demonstrate that SemGrasp efficiently generates natural human grasps in alignment with linguistic intentions. Our code, models, and dataset are available publicly at: https://kailinli.github.io/SemGrasp.

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From Isolated Islands to Pangea: Unifying Semantic Space for Human Action Understanding

Action understanding has attracted long-term attention. It can be formed as the mapping from the physical space to the semantic space. Typically, researchers built datasets according to idiosyncratic choices to define classes and push the envelope of benchmarks respectively. Datasets are incompatible with each other like "Isolated Islands" due to semantic gaps and various class granularities, e.g., do housework in dataset A and wash plate in dataset B. We argue that we need a more principled semantic space to concentrate the community efforts and use all datasets together to pursue generalizable action learning. To this end, we design a structured action semantic space given verb taxonomy hierarchy and covering massive actions. By aligning the classes of previous datasets to our semantic space, we gather (image/video/skeleton/MoCap) datasets into a unified database in a unified label system, i.e., bridging "isolated islands" into a "Pangea". Accordingly, we propose a novel model mapping from the physical space to semantic space to fully use Pangea. In extensive experiments, our new system shows significant superiority, especially in transfer learning. Our code and data will be made public at https://mvig-rhos.com/pangea.

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CPPF++: Uncertainty-Aware Sim2Real Object Pose Estimation by Vote Aggregation

Object pose estimation constitutes a critical area within the domain of 3D vision. While contemporary state-of-the-art methods that leverage real-world pose annotations have demonstrated commendable performance, the procurement of such real training data incurs substantial costs. This paper focuses on a specific setting wherein only 3D CAD models are utilized as a priori knowledge, devoid of any background or clutter information. We introduce a novel method, CPPF++, designed for sim-to-real pose estimation. This method builds upon the foundational point-pair voting scheme of CPPF, reformulating it through a probabilistic view. To address the challenge posed by vote collision, we propose a novel approach that involves modeling the voting uncertainty by estimating the probabilistic distribution of each point pair within the canonical space. Furthermore, we augment the contextual information provided by each voting unit through the introduction of N-point tuples. To enhance the robustness and accuracy of the model, we incorporate several innovative modules, including noisy pair filtering, online alignment optimization, and a tuple feature ensemble. Alongside these methodological advancements, we introduce a new category-level pose estimation dataset, named DiversePose 300. Empirical evidence demonstrates that our method significantly surpasses previous sim-to-real approaches and achieves comparable or superior performance on novel datasets. Our code is available on https://github.com/qq456cvb/CPPF2.

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OAKINK2: A Dataset of Bimanual Hands-Object Manipulation in Complex Task Completion

We present OAKINK2, a dataset of bimanual object manipulation tasks for complex daily activities. In pursuit of constructing the complex tasks into a structured representation, OAKINK2 introduces three level of abstraction to organize the manipulation tasks: Affordance, Primitive Task, and Complex Task. OAKINK2 features on an object-centric perspective for decoding the complex tasks, treating them as a sequence of object affordance fulfillment. The first level, Affordance, outlines the functionalities that objects in the scene can afford, the second level, Primitive Task, describes the minimal interaction units that humans interact with the object to achieve its affordance, and the third level, Complex Task, illustrates how Primitive Tasks are composed and interdependent. OAKINK2 dataset provides multi-view image streams and precise pose annotations for the human body, hands and various interacting objects. This extensive collection supports applications such as interaction reconstruction and motion synthesis. Based on the 3-level abstraction of OAKINK2, we explore a task-oriented framework for Complex Task Completion (CTC). CTC aims to generate a sequence of bimanual manipulation to achieve task objectives. Within the CTC framework, we employ Large Language Models (LLMs) to decompose the complex task objectives into sequences of Primitive Tasks and have developed a Motion Fulfillment Model that generates bimanual hand motion for each Primitive Task. OAKINK2 datasets and models are available at https://oakink.net/v2.

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ManiPose: A Comprehensive Benchmark for Pose-aware Object Manipulation in Robotics

Robotic manipulation in everyday scenarios, especially in unstructured environments, requires skills in pose-aware object manipulation (POM), which adapts robots' grasping and handling according to an object's 6D pose. Recognizing an object's position and orientation is crucial for effective manipulation. For example, if a mug is lying on its side, it's more effective to grasp it by the rim rather than the handle. Despite its importance, research in POM skills remains limited, because learning manipulation skills requires pose-varying simulation environments and datasets. This paper introduces ManiPose, a pioneering benchmark designed to advance the study of pose-varying manipulation tasks. ManiPose encompasses: 1) Simulation environments for POM feature tasks ranging from 6D pose-specific pick-and-place of single objects to cluttered scenes, further including interactions with articulated objects. 2) A comprehensive dataset featuring geometrically consistent and manipulation-oriented 6D pose labels for 2936 real-world scanned rigid objects and 100 articulated objects across 59 categories. 3) A baseline for POM, leveraging the inferencing abilities of LLM (e.g., ChatGPT) to analyze the relationship between 6D pose and task-specific requirements, offers enhanced pose-aware grasp prediction and motion planning capabilities. Our benchmark demonstrates notable advancements in pose estimation, pose-aware manipulation, and real-robot skill transfer, setting new standards for POM research. We will open-source the ManiPose benchmark with the final version paper, inviting the community to engage with our resources, available at our website:https://sites.google.com/view/manipose.

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ShapeBoost: Boosting Human Shape Estimation with Part-Based Parameterization and Clothing-Preserving Augmentation

Accurate human shape recovery from a monocular RGB image is a challenging task because humans come in different shapes and sizes and wear different clothes. In this paper, we propose ShapeBoost, a new human shape recovery framework that achieves pixel-level alignment even for rare body shapes and high accuracy for people wearing different types of clothes. Unlike previous approaches that rely on the use of PCA-based shape coefficients, we adopt a new human shape parameterization that decomposes the human shape into bone lengths and the mean width of each part slice. This part-based parameterization technique achieves a balance between flexibility and validity using a semi-analytical shape reconstruction algorithm. Based on this new parameterization, a clothing-preserving data augmentation module is proposed to generate realistic images with diverse body shapes and accurate annotations. Experimental results show that our method outperforms other state-of-the-art methods in diverse body shape situations as well as in varied clothing situations.

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GAMMA: Generalizable Articulation Modeling and Manipulation for Articulated Objects

Articulated objects like cabinets and doors are widespread in daily life. However, directly manipulating 3D articulated objects is challenging because they have diverse geometrical shapes, semantic categories, and kinetic constraints. Prior works mostly focused on recognizing and manipulating articulated objects with specific joint types. They can either estimate the joint parameters or distinguish suitable grasp poses to facilitate trajectory planning. Although these approaches have succeeded in certain types of articulated objects, they lack generalizability to unseen objects, which significantly impedes their application in broader scenarios. In this paper, we propose a novel framework of Generalizable Articulation Modeling and Manipulating for Articulated Objects (GAMMA), which learns both articulation modeling and grasp pose affordance from diverse articulated objects with different categories. In addition, GAMMA adopts adaptive manipulation to iteratively reduce the modeling errors and enhance manipulation performance. We train GAMMA with the PartNet-Mobility dataset and evaluate with comprehensive experiments in SAPIEN simulation and real-world Franka robot. Results show that GAMMA significantly outperforms SOTA articulation modeling and manipulation algorithms in unseen and cross-category articulated objects. We will open-source all codes and datasets in both simulation and real robots for reproduction in the final version. Images and videos are published on the project website at: http://sites.google.com/view/gamma-articulation

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RFTrans: Leveraging Refractive Flow of Transparent Objects for Surface Normal Estimation and Manipulation

Transparent objects are widely used in our daily lives, making it important to teach robots to interact with them. However, it's not easy because the reflective and refractive effects can make depth cameras fail to give accurate geometry measurements. To solve this problem, this paper introduces RFTrans, an RGB-D-based method for surface normal estimation and manipulation of transparent objects. By leveraging refractive flow as an intermediate representation, the proposed method circumvents the drawbacks of directly predicting the geometry (e.g. surface normal) from images and helps bridge the sim-to-real gap. It integrates the RFNet, which predicts refractive flow, object mask, and boundaries, followed by the F2Net, which estimates surface normal from the refractive flow. To make manipulation possible, a global optimization module will take in the predictions, refine the raw depth, and construct the point cloud with normal. An off-the-shelf analytical grasp planning algorithm is followed to generate the grasp poses. We build a synthetic dataset with physically plausible ray-tracing rendering techniques to train the networks. Results show that the proposed method trained on the synthetic dataset can consistently outperform the baseline method in both synthetic and real-world benchmarks by a large margin. Finally, a real-world robot grasping task witnesses an 83% success rate, proving that refractive flow can help enable direct sim-to-real transfer. The code, data, and supplementary materials are available at https://rftrans.robotflow.ai.

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EmbodiedScan: A Holistic Multi-Modal 3D Perception Suite Towards Embodied AI

In the realm of computer vision and robotics, embodied agents are expected to explore their environment and carry out human instructions. This necessitates the ability to fully understand 3D scenes given their first-person observations and contextualize them into language for interaction. However, traditional research focuses more on scene-level input and output setups from a global view. To address the gap, we introduce EmbodiedScan, a multi-modal, ego-centric 3D perception dataset and benchmark for holistic 3D scene understanding. It encompasses over 5k scans encapsulating 1M ego-centric RGB-D views, 1M language prompts, 160k 3D-oriented boxes spanning over 760 categories, some of which partially align with LVIS, and dense semantic occupancy with 80 common categories. Building upon this database, we introduce a baseline framework named Embodied Perceptron. It is capable of processing an arbitrary number of multi-modal inputs and demonstrates remarkable 3D perception capabilities, both within the two series of benchmarks we set up, i.e., fundamental 3D perception tasks and language-grounded tasks, and in the wild. Codes, datasets, and benchmarks will be available at https://github.com/OpenRobotLab/EmbodiedScan.

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Color-NeuS: Reconstructing Neural Implicit Surfaces with Color

The reconstruction of object surfaces from multi-view images or monocular video is a fundamental issue in computer vision. However, much of the recent research concentrates on reconstructing geometry through implicit or explicit methods. In this paper, we shift our focus towards reconstructing mesh in conjunction with color. We remove the view-dependent color from neural volume rendering while retaining volume rendering performance through a relighting network. Mesh is extracted from the signed distance function (SDF) network for the surface, and color for each surface vertex is drawn from the global color network. To evaluate our approach, we conceived a in hand object scanning task featuring numerous occlusions and dramatic shifts in lighting conditions. We've gathered several videos for this task, and the results surpass those of any existing methods capable of reconstructing mesh alongside color. Additionally, our method's performance was assessed using public datasets, including DTU, BlendedMVS, and OmniObject3D. The results indicated that our method performs well across all these datasets. Project page: https://colmar-zlicheng.github.io/color_neus.

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Primitive-based 3D Human-Object Interaction Modelling and Programming

Embedding Human and Articulated Object Interaction (HAOI) in 3D is an important direction for a deeper human activity understanding. Different from previous works that use parametric and CAD models to represent humans and objects, in this work, we propose a novel 3D geometric primitive-based language to encode both humans and objects. Given our new paradigm, humans and objects are all compositions of primitives instead of heterogeneous entities. Thus, mutual information learning may be achieved between the limited 3D data of humans and different object categories. Moreover, considering the simplicity of the expression and the richness of the information it contains, we choose the superquadric as the primitive representation. To explore an effective embedding of HAOI for the machine, we build a new benchmark on 3D HAOI consisting of primitives together with their images and propose a task requiring machines to recover 3D HAOI using primitives from images. Moreover, we propose a baseline of single-view 3D reconstruction on HAOI. We believe this primitive-based 3D HAOI representation would pave the way for 3D HAOI studies. Our code and data are available at https://mvig-rhos.com/p3haoi.

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Foundation Models in Robotics: Applications, Challenges, and the Future

We survey applications of pretrained foundation models in robotics. Traditional deep learning models in robotics are trained on small datasets tailored for specific tasks, which limits their adaptability across diverse applications. In contrast, foundation models pretrained on internet-scale data appear to have superior generalization capabilities, and in some instances display an emergent ability to find zero-shot solutions to problems that are not present in the training data. Foundation models may hold the potential to enhance various components of the robot autonomy stack, from perception to decision-making and control. For example, large language models can generate code or provide common sense reasoning, while vision-language models enable open-vocabulary visual recognition. However, significant open research challenges remain, particularly around the scarcity of robot-relevant training data, safety guarantees and uncertainty quantification, and real-time execution. In this survey, we study recent papers that have used or built foundation models to solve robotics problems. We explore how foundation models contribute to improving robot capabilities in the domains of perception, decision-making, and control. We discuss the challenges hindering the adoption of foundation models in robot autonomy and provide opportunities and potential pathways for future advancements. The GitHub project corresponding to this paper (Preliminary release. We are committed to further enhancing and updating this work to ensure its quality and relevance) can be found here: https://github.com/robotics-survey/Awesome-Robotics-Foundation-Models

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Neural Eigenfunctions Are Structured Representation Learners

This paper introduces a structured, adaptive-length deep representation called Neural Eigenmap. Unlike prior spectral methods such as Laplacian Eigenmap that operate in a nonparametric manner, Neural Eigenmap leverages NeuralEF to parametrically model eigenfunctions using a neural network. We show that, when the eigenfunction is derived from positive relations in a data augmentation setup, applying NeuralEF results in an objective function that resembles those of popular self-supervised learning methods, with an additional symmetry-breaking property that leads to \emph{structured} representations where features are ordered by importance. We demonstrate using such representations as adaptive-length codes in image retrieval systems. By truncation according to feature importance, our method requires up to $16\times$ shorter representation length than leading self-supervised learning ones to achieve similar retrieval performance. We further apply our method to graph data and report strong results on a node representation learning benchmark with more than one million nodes.

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