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Edward H. Adelson

Publications and source records attributed to Edward H. Adelson.

26 records · Page 2Linked to original sources

FingerSLAM: Closed-loop Unknown Object Localization and Reconstruction from Visuo-tactile Feedback

In this paper, we address the problem of using visuo-tactile feedback for 6-DoF localization and 3D reconstruction of unknown in-hand objects. We propose FingerSLAM, a closed-loop factor graph-based pose estimator that combines local tactile sensing at finger-tip and global vision sensing from a wrist-mount camera. FingerSLAM is constructed with two constituent pose estimators: a multi-pass refined tactile-based pose estimator that captures movements from detailed local textures, and a single-pass vision-based pose estimator that predicts from a global view of the object. We also design a loop closure mechanism that actively matches current vision and tactile images to previously stored key-frames to reduce accumulated error. FingerSLAM incorporates the two sensing modalities of tactile and vision, as well as the loop closure mechanism with a factor graph-based optimization framework. Such a framework produces an optimized pose estimation solution that is more accurate than the standalone estimators. The estimated poses are then used to reconstruct the shape of the unknown object incrementally by stitching the local point clouds recovered from tactile images. We train our system on real-world data collected with 20 objects. We demonstrate reliable visuo-tactile pose estimation and shape reconstruction through quantitative and qualitative real-world evaluations on 6 objects that are unseen during training.

cs.RO↗

GelSight Fin Ray: Incorporating Tactile Sensing into a Soft Compliant Robotic Gripper

To adapt to constantly changing environments and be safe for human interaction, robots should have compliant and soft characteristics as well as the ability to sense the world around them. Even so, the incorporation of tactile sensing into a soft compliant robot, like the Fin Ray finger, is difficult due to its deformable structure. Not only does the frame need to be modified to allow room for a vision sensor, which enables intricate tactile sensing, the robot must also retain its original mechanically compliant properties. However, adding high-resolution tactile sensors to soft fingers is difficult since many sensorized fingers, such as GelSight-based ones, are rigid and function under the assumption that changes in the sensing region are only from tactile contact and not from finger compliance. A sensorized soft robotic finger needs to be able to separate its overall proprioceptive changes from its tactile information. To this end, this paper introduces the novel design of a GelSight Fin Ray, which embodies both the ability to passively adapt to any object it grasps and the ability to perform high-resolution tactile reconstruction, object orientation estimation, and marker tracking for shear and torsional forces. Having these capabilities allow soft and compliant robots to perform more manipulation tasks that require sensing. One such task the finger is able to perform successfully is a kitchen task: wine glass reorientation and placement, which is difficult to do with external vision sensors but is easy with tactile sensing. The development of this sensing technology could also potentially be applied to other soft compliant grippers, increasing their viability in many different fields.

cs.RO↗

3D Shape Perception from Monocular Vision, Touch, and Shape Priors

Perceiving accurate 3D object shape is important for robots to interact with the physical world. Current research along this direction has been primarily relying on visual observations. Vision, however useful, has inherent limitations due to occlusions and the 2D-3D ambiguities, especially for perception with a monocular camera. In contrast, touch gets precise local shape information, though its efficiency for reconstructing the entire shape could be low. In this paper, we propose a novel paradigm that efficiently perceives accurate 3D object shape by incorporating visual and tactile observations, as well as prior knowledge of common object shapes learned from large-scale shape repositories. We use vision first, applying neural networks with learned shape priors to predict an object's 3D shape from a single-view color image. We then use tactile sensing to refine the shape; the robot actively touches the object regions where the visual prediction has high uncertainty. Our method efficiently builds the 3D shape of common objects from a color image and a small number of tactile explorations (around 10). Our setup is easy to apply and has potentials to help robots better perform grasping or manipulation tasks on real-world objects.

cs.CV↗

More Than a Feeling: Learning to Grasp and Regrasp using Vision and Touch

For humans, the process of grasping an object relies heavily on rich tactile feedback. Most recent robotic grasping work, however, has been based only on visual input, and thus cannot easily benefit from feedback after initiating contact. In this paper, we investigate how a robot can learn to use tactile information to iteratively and efficiently adjust its grasp. To this end, we propose an end-to-end action-conditional model that learns regrasping policies from raw visuo-tactile data. This model -- a deep, multimodal convolutional network -- predicts the outcome of a candidate grasp adjustment, and then executes a grasp by iteratively selecting the most promising actions. Our approach requires neither calibration of the tactile sensors, nor any analytical modeling of contact forces, thus reducing the engineering effort required to obtain efficient grasping policies. We train our model with data from about 6,450 grasping trials on a two-finger gripper equipped with GelSight high-resolution tactile sensors on each finger. Across extensive experiments, our approach outperforms a variety of baselines at (i) estimating grasp adjustment outcomes, (ii) selecting efficient grasp adjustments for quick grasping, and (iii) reducing the amount of force applied at the fingers, while maintaining competitive performance. Finally, we study the choices made by our model and show that it has successfully acquired useful and interpretable grasping behaviors.

cs.RO↗

Shape-independent Hardness Estimation Using Deep Learning and a GelSight Tactile Sensor

Hardness is among the most important attributes of an object that humans learn about through touch. However, approaches for robots to estimate hardness are limited, due to the lack of information provided by current tactile sensors. In this work, we address these limitations by introducing a novel method for hardness estimation, based on the GelSight tactile sensor, and the method does not require accurate control of contact conditions or the shape of objects. A GelSight has a soft contact interface, and provides high resolution tactile images of contact geometry, as well as contact force and slip conditions. In this paper, we try to use the sensor to measure hardness of objects with multiple shapes, under a loosely controlled contact condition. The contact is made manually or by a robot hand, while the force and trajectory are unknown and uneven. We analyze the data using a deep constitutional (and recurrent) neural network. Experiments show that the neural net model can estimate the hardness of objects with different shapes and hardness ranging from 8 to 87 in Shore 00 scale.

cs.RO↗

Visually Indicated Sounds

Objects make distinctive sounds when they are hit or scratched. These sounds reveal aspects of an object's material properties, as well as the actions that produced them. In this paper, we propose the task of predicting what sound an object makes when struck as a way of studying physical interactions within a visual scene. We present an algorithm that synthesizes sound from silent videos of people hitting and scratching objects with a drumstick. This algorithm uses a recurrent neural network to predict sound features from videos and then produces a waveform from these features with an example-based synthesis procedure. We show that the sounds predicted by our model are realistic enough to fool participants in a "real or fake" psychophysical experiment, and that they convey significant information about material properties and physical interactions.

cs.CV↗

Learning visual groups from co-occurrences in space and time

We propose a self-supervised framework that learns to group visual entities based on their rate of co-occurrence in space and time. To model statistical dependencies between the entities, we set up a simple binary classification problem in which the goal is to predict if two visual primitives occur in the same spatial or temporal context. We apply this framework to three domains: learning patch affinities from spatial adjacency in images, learning frame affinities from temporal adjacency in videos, and learning photo affinities from geospatial proximity in image collections. We demonstrate that in each case the learned affinities uncover meaningful semantic groupings. From patch affinities we generate object proposals that are competitive with state-of-the-art supervised methods. From frame affinities we generate movie scene segmentations that correlate well with DVD chapter structure. Finally, from geospatial affinities we learn groups that relate well to semantic place categories.

cs.LG↗

Sparkle Vision: Seeing the World through Random Specular Microfacets

In this paper, we study the problem of reproducing the world lighting from a single image of an object covered with random specular microfacets on the surface. We show that such reflectors can be interpreted as a randomized mapping from the lighting to the image. Such specular objects have very different optical properties from both diffuse surfaces and smooth specular objects like metals, so we design special imaging system to robustly and effectively photograph them. We present simple yet reliable algorithms to calibrate the proposed system and do the inference. We conduct experiments to verify the correctness of our model assumptions and prove the effectiveness of our pipeline.

cs.CV↗