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Giuseppe Stracquadanio

Publications and source records attributed to Giuseppe Stracquadanio.

3 recordsLinked to original sources

ReconSplat: Generalizable 3D Scene Reconstruction Beyond Observed Views

We introduce ReconSplat, a feed-forward model for 3D scene reconstruction that aims to address the longstanding trade-off between plausible view generation for unobserved regions and geometric consistency, providing both geometrically aligned novel views and sharp depth estimates. Our approach builds on 3D Gaussian splatting (3DGS) as an intermediate differentiable scene representation and integrates it with a multi-view latent diffusion model (MV-LDM) trained to act simultaneously as a refiner and an inpainter for appearance and scene geometry. We enforce geometric consistency by guiding the diffusion process with variational 3D latent features for appearance and geometry, encoded by the feed-forward 3DGS representation and rasterized to 2D latent space. ReconSplat produces both photorealistic novel views and accurate depth maps on real-world benchmarks, RealEstate10K and DL3DV-10K, outperforming existing methods in challenging extrapolation setups. Notably, ReconSplat allows the extrapolation of unseen and challenging viewpoints jointly with coherent and precise scene geometry.

cs.CV↗

Bring Your Own Grasp Generator: Leveraging Robot Grasp Generation for Prosthetic Grasping

One of the most important research challenges in upper-limb prosthetics is enhancing the user-prosthesis communication to closely resemble the experience of a natural limb. As prosthetic devices become more complex, users often struggle to control the additional degrees of freedom. In this context, leveraging shared-autonomy principles can significantly improve the usability of these systems. In this paper, we present a novel eye-in-hand prosthetic grasping system that follows these principles. Our system initiates the approach-to-grasp action based on user's command and automatically configures the DoFs of a prosthetic hand. First, it reconstructs the 3D geometry of the target object without the need of a depth camera. Then, it tracks the hand motion during the approach-to-grasp action and finally selects a candidate grasp configuration according to user's intentions. We deploy our system on the Hannes prosthetic hand and test it on able-bodied subjects and amputees to validate its effectiveness. We compare it with a multi-DoF prosthetic control baseline and find that our method enables faster grasps, while simplifying the user experience. Code and demo videos are available online at https://hsp-iit.github.io/byogg/.

cs.RO↗

VeriBug: An Attention-based Framework for Bug-Localization in Hardware Designs

In recent years, there has been an exponential growth in the size and complexity of System-on-Chip designs targeting different specialized applications. The cost of an undetected bug in these systems is much higher than in traditional processor systems as it may imply the loss of property or life. The problem is further exacerbated by the ever-shrinking time-to-market and ever-increasing demand to churn out billions of devices. Despite decades of research in simulation and formal methods for debugging and verification, it is still one of the most time-consuming and resource intensive processes in contemporary hardware design cycle. In this work, we propose VeriBug, which leverages recent advances in deep learning to accelerate debugging at the Register-Transfer Level and generates explanations of likely root causes. First, VeriBug uses control-data flow graph of a hardware design and learns to execute design statements by analyzing the context of operands and their assignments. Then, it assigns an importance score to each operand in a design statement and uses that score for generating explanations for failures. Finally, VeriBug produces a heatmap highlighting potential buggy source code portions. Our experiments show that VeriBug can achieve an average bug localization coverage of 82.5% on open-source designs and different types of injected bugs.

cs.AR↗