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Chongkun Xia

Publications and source records attributed to Chongkun Xia.

18 recordsLinked to original sources

Transparent Fragments Contour Estimation via Visual-Tactile Fusion for Autonomous Reassembly

The contour estimation of transparent fragments is very important for autonomous reassembly, especially in the fields of precision optical instrument repair, cultural relic restoration, and identification of other precious device broken accidents. Different from general intact transparent objects, the contour estimation of transparent fragments face greater challenges due to strict optical properties, irregular shapes and edges. To address this issue, a general transparent fragments contour estimation framework based on visual-tactile fusion is proposed in this paper. First, we construct the transparent fragment dataset named TransFrag27K, which includes a multiscene synthetic data of broken fragments from multiple types of transparent objects, and a scalable synthetic data generation pipeline. Secondly, we propose a visual grasping position detection network named TransFragNet to identify, locate and segment the sampling grasping position. And, we use a two-finger gripper with Gelsight Mini sensors to obtain reconstructed tactile information of the lateral edge of the fragments. By fusing this tactile information with visual cues, a visual-tactile fusion material classifier is proposed. Inspired by the way humans estimate a fragment's contour combining vision and touch, we introduce a general transparent fragment contour estimation framework based on visual-tactile fusion, demonstrates strong performance in real-world validation. Finally, a multi-dimensional similarity metrics based contour matching and reassembly algorithm is proposed, providing a reproducible benchmark for evaluating visual-tactile contour estimation and fragment reassembly. The experimental results demonstrate the validity of the proposed framework. The dataset and codes are available at https://github.com/Keithllin/Transparent-Fragments-Contour-Estimation.

cs.CV

A Dataset and Benchmark for Robotic Cloth Unfolding Grasp Selection: The ICRA 2024 Cloth Competition

Robotic cloth manipulation suffers from a lack of standardized benchmarks and shared datasets for evaluating and comparing different approaches. To address this, we created a benchmark and organized the ICRA 2024 Cloth Competition, a unique head-to-head evaluation focused on grasp pose selection for in-air robotic cloth unfolding. Eleven diverse teams participated in the competition, utilizing our publicly released dataset of real-world robotic cloth unfolding attempts and a variety of methods to design their unfolding approaches. Afterwards, we also expanded our dataset with 176 competition evaluation trials, resulting in a dataset of 679 unfolding demonstrations across 34 garments. Analysis of the competition results revealed insights about the trade-off between grasp success and coverage, the surprisingly strong achievements of hand-engineered methods and a significant discrepancy between competition performance and prior work, underscoring the importance of independent, out-of-the-lab evaluation in robotic cloth manipulation. The associated dataset is a valuable resource for developing and evaluating grasp selection methods, particularly for learning-based approaches. We hope that our benchmark, dataset and competition results can serve as a foundation for future benchmarks and drive further progress in data-driven robotic cloth manipulation. The dataset and benchmarking code are available at https://airo.ugent.be/cloth_competition.

cs.RO

D3-ARM: High-Dynamic, Dexterous and Fully Decoupled Cable-driven Robotic Arm

Cable transmission enables motors of robotic arm to operate lightweight and low-inertia joints remotely in various environments, but it also creates issues with motion coupling and cable routing that can reduce arm's control precision and performance. In this paper, we present a novel motion decoupling mechanism with low-friction to align the cables and efficiently transmit the motor's power. By arranging these mechanisms at the joints, we fabricate a fully decoupled and lightweight cable-driven robotic arm called D3-Arm with all the electrical components be placed at the base. Its 776 mm length moving part boasts six degrees of freedom (DOF) and only 1.6 kg weights. To address the issue of cable slack, a cable-pretension mechanism is integrated to enhance the stability of long-distance cable transmission. Through a series of comprehensive tests, D3-Arm demonstrated 1.29 mm average positioning error and 2.0 kg payload capacity, proving the practicality of the proposed decoupling mechanisms in cable-driven robotic arm.

cs.RO

Geometric Structure and Polynomial-time Algorithm of Game Equilibria

Whether a PTAS (polynomial-time approximation scheme) exists for game equilibria has been an open question, and its absence has indications and consequences in three fields: the practicality of methods in algorithmic game theory, non-stationarity and curse of multiagency in MARL (multi-agent reinforcement learning), and the tractability of PPAD in computational complexity theory. In this paper, we formalize the game equilibrium problem as an optimization problem that splits into two subproblems with respect to policy and value function, which are solved respectively by interior point method and dynamic programming. Combining these two parts, we obtain an FPTAS (fully PTAS) for the weak approximation (approximating to an $ε$-equilibrium) of any perfect equilibrium of any dynamic game, implying PPAD=FP since the weak approximation problem is PPAD-complete. In addition, we introduce a geometric object called equilibrium bundle, regarding which, first, perfect equilibria of dynamic games are formalized as zero points of its canonical section, second, the hybrid iteration of dynamic programming and interior point method is formalized as a line search on it, third, it derives the existence and oddness theorems as an extension of those of Nash equilibria. In experiment, the line search process is animated, and the method is tested on 2000 randomly generated dynamic games where it converges to a perfect equilibrium in every single case.

cs.GT

CushionCatch: A Compliant Catching Mechanism for Mobile Manipulators via Combined Optimization and Learning

Catching flying objects with a cushioning process is a skill commonly performed by humans, yet it remains a significant challenge for robots. In this paper, we present a framework that combines optimization and learning to achieve compliant catching on mobile manipulators (CCMM). First, we propose a high-level capture planner for mobile manipulators (MM) that calculates the optimal capture point and joint configuration. Next, the pre-catching (PRC) planner ensures the robot reaches the target joint configuration as quickly as possible. To learn compliant catching strategies, we propose a network that leverages the strengths of LSTM for capturing temporal dependencies and positional encoding for spatial context (P-LSTM). This network is designed to effectively learn compliant strategies from human demonstrations. Following this, the post-catching (POC) planner tracks the compliant sequence output by the P-LSTM while avoiding potential collisions due to structural differences between humans and robots. We validate the CCMM framework through both simulated and real-world ball-catching scenarios, achieving a success rate of 98.70% in simulation, 92.59% in real-world tests, and a 28.7% reduction in impact torques. The open source code has be released for the reference of the community.

cs.RO

Safe Expeditious Whole-Body Control of Mobile Manipulators for Collision Avoidance

Whole-body reactive obstacle avoidance for mobile manipulators (MM) remains an open research problem. Control Barrier Functions (CBF), combined with Quadratic Programming (QP), have become a popular approach for reactive control with safety guarantees. However, traditional CBF methods often face issues such as pseudo-equilibrium problems (PEP) and are ineffective in handling dynamic obstacles. To overcome these challenges, we introduce the Adaptive Cyclic Inequality (ACI) method. ACI takes into account both the obstacle's velocity and the robot's nominal control to define a directional safety constraint. When added to the CBF-QP, ACI helps avoid PEP and enables reliable collision avoidance in dynamic environments. We validate our approach on a MM that includes a low-dimensional mobile base and a high-dimensional manipulator, demonstrating the generality of the framework. In addition, we integrate a simple yet effective method for avoiding self-collisions, allowing the robot enabling comprehensive whole-body collision-free operation. Extensive benchmark comparisons and experiments demonstrate that our method performs well in unknown and dynamic scenarios, including difficult tasks like avoiding sticks swung by humans and rapidly thrown objects.

cs.RO

Efficient Collision Detection Framework for Enhancing Collision-Free Robot Motion

Fast and efficient collision detection is essential for motion generation in robotics. In this paper, we propose an efficient collision detection framework based on the Signed Distance Field (SDF) of robots, seamlessly integrated with a self-collision detection module. Firstly, we decompose the robot's SDF using forward kinematics and leverage multiple extremely lightweight networks in parallel to efficiently approximate the SDF. Moreover, we introduce support vector machines to integrate the self-collision detection module into the framework, which we refer to as the SDF-SC framework. Using statistical features, our approach unifies the representation of collision distance for both SDF and self-collision detection. During this process, we maintain and utilize the differentiable properties of the framework to optimize collision-free robot trajectories. Finally, we develop a reactive motion controller based on our framework, enabling real-time avoidance of multiple dynamic obstacles. While maintaining high accuracy, our framework achieves inference speeds up to five times faster than previous methods. Experimental results on the Franka robotic arm demonstrate the effectiveness of our approach.

cs.RO

MuxHand: A Cable-driven Dexterous Robotic Hand Using Time-division Multiplexing Motors

The robotic dexterous hand is responsible for both grasping and dexterous manipulation. The number of motors directly influences both the dexterity and the cost of such systems. In this paper, we present MuxHand, a robotic hand that employs a time-division multiplexing motor (TDMM) mechanism. This system allows 9 cables to be independently controlled by just 4 motors, significantly reducing cost while maintaining high dexterity. To enhance stability and smoothness during grasping and manipulation tasks, we have integrated magnetic joints into the three 3D-printed fingers. These joints offer superior impact resistance and self-resetting capabilities. We conduct a series of experiments to evaluate the grasping and manipulation performance of MuxHand. The results demonstrate that the TDMM mechanism can precisely control each cable connected to the finger joints, enabling robust grasping and dexterous manipulation. Furthermore, the fingertip load capacity reached 1.0 kg, and the magnetic joints effectively absorbed impact and corrected misalignments without damage.

cs.RO

ViIK: Flow-based Vision Inverse Kinematics Solver with Fusing Collision Checking

Inverse Kinematics (IK) is to find the robot's configurations that satisfy the target pose of the end effector. In motion planning, diverse configurations were required in case a feasible trajectory was not found. Meanwhile, collision checking (CC), e.g. Oriented bounding box (OBB), Discrete Oriented Polytope (DOP), and Quickhull \cite{quickhull}, needs to be done for each configuration provided by the IK solver to ensure every goal configuration for motion planning is available. This means the classical IK solver and CC algorithm should be executed repeatedly for every configuration. Thus, the preparation time is long when the required number of goal configurations is large, e.g. motion planning in cluster environments. Moreover, structured maps, which might be difficult to obtain, were required by classical collision-checking algorithms. To sidestep such two issues, we propose a flow-based vision method that can output diverse available configurations by fusing inverse kinematics and collision checking, named Vision Inverse Kinematics solver (ViIK). Moreover, ViIK uses RGB images as the perception of environments. ViIK can output 1000 configurations within 40 ms, and the accuracy is about 3 millimeters and 1.5 degrees. The higher accuracy can be obtained by being refined by the classical IK solver within a few iterations. The self-collision rates can be lower than 2%. The collision-with-env rates can be lower than 10% in most scenes. The code is available at: https://github.com/AdamQLMeng/ViIK.

cs.RO

Visual-tactile Fusion for Transparent Object Grasping in Complex Backgrounds

The accurate detection and grasping of transparent objects are challenging but of significance to robots. Here, a visual-tactile fusion framework for transparent object grasping under complex backgrounds and variant light conditions is proposed, including the grasping position detection, tactile calibration, and visual-tactile fusion based classification. First, a multi-scene synthetic grasping dataset generation method with a Gaussian distribution based data annotation is proposed. Besides, a novel grasping network named TGCNN is proposed for grasping position detection, showing good results in both synthetic and real scenes. In tactile calibration, inspired by human grasping, a fully convolutional network based tactile feature extraction method and a central location based adaptive grasping strategy are designed, improving the success rate by 36.7% compared to direct grasping. Furthermore, a visual-tactile fusion method is proposed for transparent objects classification, which improves the classification accuracy by 34%. The proposed framework synergizes the advantages of vision and touch, and greatly improves the grasping efficiency of transparent objects.

cs.RO

PPNet: A Two-Stage Neural Network for End-to-end Path Planning

The classical path planners, such as sampling-based path planners, can provide probabilistic completeness guarantees in the sense that the probability that the planner fails to return a solution if one exists, decays to zero as the number of samples approaches infinity. However, finding a near-optimal feasible solution in a given period is challenging in many applications such as the autonomous vehicle. To achieve an end-to-end near-optimal path planner, we first divide the path planning problem into two subproblems, which are path space segmentation and waypoints generation in the given path's space. We further propose a two-stage neural network named Path Planning Network (PPNet) each stage solves one of the subproblems abovementioned. Moreover, we propose a novel efficient data generation method for path planning named EDaGe-PP. EDaGe-PP can generate data with continuous-curvature paths with analytical expression while satisfying the clearance requirement. The results show the total computation time of generating random 2D path planning data is less than 1/33 and the success rate of PPNet trained by the dataset that is generated by EDaGe-PP is about 2 times compared to other methods. We validate PPNet against state-of-the-art path planning methods. The results show that PPNet can find a near-optimal solution in 15.3ms, which is much shorter than the state-of-the-art path planners.

cs.RO

PaddingFlow: Improving Normalizing Flows with Padding-Dimensional Noise

Normalizing flow is a generative modeling approach with efficient sampling. However, Flow-based models suffer two issues: 1) If the target distribution is manifold, due to the unmatch between the dimensions of the latent target distribution and the data distribution, flow-based models might perform badly. 2) Discrete data might make flow-based models collapse into a degenerate mixture of point masses. To sidestep such two issues, we propose PaddingFlow, a novel dequantization method, which improves normalizing flows with padding-dimensional noise. To implement PaddingFlow, only the dimension of normalizing flows needs to be modified. Thus, our method is easy to implement and computationally cheap. Moreover, the padding-dimensional noise is only added to the padding dimension, which means PaddingFlow can dequantize without changing data distributions. Implementing existing dequantization methods needs to change data distributions, which might degrade performance. We validate our method on the main benchmarks of unconditional density estimation, including five tabular datasets and four image datasets for Variational Autoencoder (VAE) models, and the Inverse Kinematics (IK) experiments which are conditional density estimation. The results show that PaddingFlow can perform better in all experiments in this paper, which means PaddingFlow is widely suitable for various tasks. The code is available at: https://github.com/AdamQLMeng/PaddingFlow.

cs.LG

Learning Language-Conditioned Deformable Object Manipulation with Graph Dynamics

Multi-task learning of deformable object manipulation is a challenging problem in robot manipulation. Most previous works address this problem in a goal-conditioned way and adapt goal images to specify different tasks, which limits the multi-task learning performance and can not generalize to new tasks. Thus, we adapt language instruction to specify deformable object manipulation tasks and propose a learning framework. We first design a unified Transformer-based architecture to understand multi-modal data and output picking and placing action. Besides, we have introduced the visible connectivity graph to tackle nonlinear dynamics and complex configuration of the deformable object. Both simulated and real experiments have demonstrated that the proposed method is effective and can generalize to unseen instructions and tasks. Compared with the state-of-the-art method, our method achieves higher success rates (87.2% on average) and has a 75.6% shorter inference time. We also demonstrate that our method performs well in real-world experiments.

cs.RO

Transparent Shape from a Single View Polarization Image

This paper presents a learning-based method for transparent surface estimation from a single view polarization image. Existing shape from polarization(SfP) methods have the difficulty in estimating transparent shape since the inherent transmission interference heavily reduces the reliability of physics-based prior. To address this challenge, we propose the concept of physics-based prior, which is inspired by the characteristic that the transmission component in the polarization image has more noise than reflection. The confidence is used to determine the contribution of the interfered physics-based prior. Then, we build a network(TransSfP) with multi-branch architecture to avoid the destruction of relationships between different hierarchical inputs. To train and test our method, we construct a dataset for transparent shape from polarization with paired polarization images and ground-truth normal maps. Extensive experiments and comparisons demonstrate the superior accuracy of our method.

cs.CV

Deep Reinforcement Learning Based on Local GNN for Goal-conditioned Deformable Object Rearranging

Object rearranging is one of the most common deformable manipulation tasks, where the robot needs to rearrange a deformable object into a goal configuration. Previous studies focus on designing an expert system for each specific task by model-based or data-driven approaches and the application scenarios are therefore limited. Some research has been attempting to design a general framework to obtain more advanced manipulation capabilities for deformable rearranging tasks, with lots of progress achieved in simulation. However, transferring from simulation to reality is difficult due to the limitation of the end-to-end CNN architecture. To address these challenges, we design a local GNN (Graph Neural Network) based learning method, which utilizes two representation graphs to encode keypoints detected from images. Self-attention is applied for graph updating and cross-attention is applied for generating manipulation actions. Extensive experiments have been conducted to demonstrate that our framework is effective in multiple 1-D (rope, rope ring) and 2-D (cloth) rearranging tasks in simulation and can be easily transferred to a real robot by fine-tuning a keypoint detector.

cs.RO

Graph-Transporter: A Graph-based Learning Method for Goal-Conditioned Deformable Object Rearranging Task

Rearranging deformable objects is a long-standing challenge in robotic manipulation for the high dimensionality of configuration space and the complex dynamics of deformable objects. We present a novel framework, Graph-Transporter, for goal-conditioned deformable object rearranging tasks. To tackle the challenge of complex configuration space and dynamics, we represent the configuration space of a deformable object with a graph structure and the graph features are encoded by a graph convolution network. Our framework adopts an architecture based on Fully Convolutional Network (FCN) to output pixel-wise pick-and-place actions from only visual input. Extensive experiments have been conducted to validate the effectiveness of the graph representation of deformable object configuration. The experimental results also demonstrate that our framework is effective and general in handling goal-conditioned deformable object rearranging tasks.

cs.RO

Foldsformer: Learning Sequential Multi-Step Cloth Manipulation With Space-Time Attention

Sequential multi-step cloth manipulation is a challenging problem in robotic manipulation, requiring a robot to perceive the cloth state and plan a sequence of chained actions leading to the desired state. Most previous works address this problem in a goal-conditioned way, and goal observation must be given for each specific task and cloth configuration, which is not practical and efficient. Thus, we present a novel multi-step cloth manipulation planning framework named Foldformer. Foldformer can complete similar tasks with only a general demonstration and utilize a space-time attention mechanism to capture the instruction information behind this demonstration. We experimentally evaluate Foldsformer on four representative sequential multi-step manipulation tasks and show that Foldsformer significantly outperforms state-of-the-art approaches in simulation. Foldformer can complete multi-step cloth manipulation tasks even when configurations of the cloth (e.g., size and pose) vary from configurations in the general demonstrations. Furthermore, our approach can be transferred from simulation to the real world without additional training or domain randomization. Despite training on rectangular clothes, we also show that our approach can generalize to unseen cloth shapes (T-shirts and shorts). Videos and source code are available at: https://sites.google.com/view/foldsformer.

cs.RO

Polarimetric Inverse Rendering for Transparent Shapes Reconstruction

In this work, we propose a novel method for the detailed reconstruction of transparent objects by exploiting polarimetric cues. Most of the existing methods usually lack sufficient constraints and suffer from the over-smooth problem. Hence, we introduce polarization information as a complementary cue. We implicitly represent the object's geometry as a neural network, while the polarization render is capable of rendering the object's polarization images from the given shape and illumination configuration. Direct comparison of the rendered polarization images to the real-world captured images will have additional errors due to the transmission in the transparent object. To address this issue, the concept of reflection percentage which represents the proportion of the reflection component is introduced. The reflection percentage is calculated by a ray tracer and then used for weighting the polarization loss. We build a polarization dataset for multi-view transparent shapes reconstruction to verify our method. The experimental results show that our method is capable of recovering detailed shapes and improving the reconstruction quality of transparent objects. Our dataset and code will be publicly available at https://github.com/shaomq2187/TransPIR.

cs.CV