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Helge Ritter

Publications and source records attributed to Helge Ritter.

At least 19 recordsLinked to original sources

GeoSceneGraph: Geometric Scene Graph Diffusion Model for Text-guided 3D Indoor Scene Synthesis

Methods that synthesize indoor 3D scenes from text prompts have wide-ranging applications in film production, interior design, video games, virtual reality, and synthetic data generation for training embodied agents. Existing approaches typically either train generative models from scratch or leverage vision-language models (VLMs). While VLMs achieve strong performance, particularly for complex or open-ended prompts, smaller task-specific models remain necessary for deployment on resource-constrained devices such as extended reality (XR) glasses or mobile phones. However, many generative approaches that train from scratch overlook the inherent graph structure of indoor scenes, which can limit scene coherence and realism. Conversely, methods that incorporate scene graphs either demand a user-provided semantic graph, which is generally inconvenient and restrictive, or rely on ground-truth relationship annotations, limiting their capacity to capture more varied object interactions. To address these challenges, we introduce GeoSceneGraph, a method that synthesizes 3D scenes from text prompts by leveraging the graph structure and geometric symmetries of 3D scenes, without relying on predefined relationship classes. Despite not using ground-truth relationships, GeoSceneGraph achieves performance comparable to methods that do. Our model is built on equivariant graph neural networks (EGNNs), but existing EGNN approaches are typically limited to low-dimensional conditioning and are not designed to handle complex modalities such as text. We propose a simple and effective strategy for conditioning EGNNs on text features, and we validate our design through ablation studies.

cs.CV

City Models: Past, Present and Future Prospects

We attempt to take a comprehensive look at the challenges of representing the spatio-temporal structures and dynamic processes defining a city's overall characteristics. For the task of urban planning and urban operation, we take the stance that even if the necessary representations of these structures and processes can be achieved, the most important representation of the relevant mindsets of the citizens are, unfortunately, mostly neglected. After a review of major "traditional" urban models of structures behind urban scale, form, and dynamics, we turn to major recent modeling approaches triggered by recent advances in AI that enable multi-modal generative models. Some of these models can create representations of geometries, networks and images, and reason flexibly at a human-compatible semantic level. They provide huge amounts of knowledge extracted from Terabytes of text and image documents and cover the required rich representation spectrum including geographic knowledge by different knowledge sources, degrees of granularity and scales. We then discuss what these new opportunities mean for the modeling challenges posed by cities, in particular with regard to the role and impact of citizens and their interactions within the city infrastructure. We propose to integrate these possibilities with existing approaches, such as agent-based models, which opens up new modeling spaces including rich citizen models which are able to also represent social interactions. Finally, we put forward some thoughts about a vision of a "social AI in a city ecosystem" that adds relevant citizen models to state-of-the-art structural and process models. This extended city representation will enable urban planners to establish citizen-oriented planning of city infrastructures for human culture, city resilience and sustainability.

cs.ET

Motion Analysis of Upper Limb and Hand in a Haptic Rotation Task

Humans seem to have a bias to overshoot when rotating a rotary knob blindfolded around a specified target angle (i.e. during haptic rotation). Whereas some influence factors that strengthen or weaken such an effect are already known, the underlying reasons for the overshoot are still unknown. This work approaches the topic of haptic rotations by analyzing a detailed recording of the movement. We propose an experimental framework and an approach to investigate which upper limb and hand joint movements contribute significantly to a haptic rotation task and to the angle overshoot based on the acquired data. With stepwise regression with backward elimination, we analyze a rotation around 90 degrees counterclockwise with two fingers under different grasping orientations. Our results showed that the wrist joint, the sideways finger movement in the proximal joints, and the distal finger joints contributed significantly to overshooting. This suggests that two phenomena are behind the overshooting: 1) The significant contribution of the wrist joint indicates a bias of a hand-centered egocentric reference frame. 2) Significant contribution of the finger joints indicates a rolling of the fingertips over the rotary knob surface and, thus, a change of contact point for which probably the human does not compensate.

cs.HC

Adaptive Kinematic Modeling for Improved Hand Posture Estimates Using a Haptic Glove

Most commercially available haptic gloves compromise the accuracy of hand-posture measurements in favor of a simpler design with fewer sensors. While inaccurate posture data is often sufficient for the task at hand in biomedical settings such as VR-therapy-aided rehabilitation, measurements should be as precise as possible to digitally recreate hand postures as accurately as possible. With these applications in mind, we have added extra sensors to the commercially available Dexmo haptic glove by Dexta Robotics and applied kinematic models of the haptic glove and the user's hand to improve the accuracy of hand-posture measurements. In this work, we describe the augmentations and the kinematic modeling approach. Additionally, we present and discuss an evaluation of hand posture measurements as a proof of concept.

cs.HC

Generating Piano Practice Policy with a Gaussian Process

A typical process of learning to play a piece on a piano consists of a progression through a series of practice units that focus on individual dimensions of the skill, the so-called practice modes. Practice modes in learning to play music comprise a particularly large set of possibilities, such as hand coordination, posture, articulation, ability to read a music score, correct timing or pitch, etc. Self-guided practice is known to be suboptimal, and a model that schedules optimal practice to maximize a learner's progress still does not exist. Because we each learn differently and there are many choices for possible piano practice tasks and methods, the set of practice modes should be dynamically adapted to the human learner, a process typically guided by a teacher. However, having a human teacher guide individual practice is not always feasible since it is time-consuming, expensive, and often unavailable. In this work, we present a modeling framework to guide the human learner through the learning process by choosing the practice modes generated by a policy model. To this end, we present a computational architecture building on a Gaussian process that incorporates 1) the learner state, 2) a policy that selects a suitable practice mode, 3) performance evaluation, and 4) expert knowledge. The proposed policy model is trained to approximate the expert-learner interaction during a practice session. In our future work, we will test different Bayesian optimization techniques, e.g., different acquisition functions, and evaluate their effect on the learning progress.

cs.LG

Video Diffusion Models: A Survey

Diffusion generative models have recently become a powerful technique for creating and modifying high-quality, coherent video content. This survey provides a comprehensive overview of the critical components of diffusion models for video generation, including their applications, architectural design, and temporal dynamics modeling. The paper begins by discussing the core principles and mathematical formulations, then explores various architectural choices and methods for maintaining temporal consistency. A taxonomy of applications is presented, categorizing models based on input modalities such as text prompts, images, videos, and audio signals. Advancements in text-to-video generation are discussed to illustrate the state-of-the-art capabilities and limitations of current approaches. Additionally, the survey summarizes recent developments in training and evaluation practices, including the use of diverse video and image datasets and the adoption of various evaluation metrics to assess model performance. The survey concludes with an examination of ongoing challenges, such as generating longer videos and managing computational costs, and offers insights into potential future directions for the field. By consolidating the latest research and developments, this survey aims to serve as a valuable resource for researchers and practitioners working with video diffusion models. Website: https://github.com/ndrwmlnk/Awesome-Video-Diffusion-Models

cs.CV

Lane Graph Extraction from Aerial Imagery via Lane Segmentation Refinement with Diffusion Models

The lane graph is critical for applications such as autonomous driving and lane-level route planning. While previous research has focused on extracting lane-level graphs from aerial imagery using convolutional neural networks (CNNs) followed by post-processing segmentation-to-graph algorithms, these methods often face challenges in producing sharp and complete segmentation masks. Challenges such as occlusions, variations in lighting, and changes in road texture can lead to incomplete and inaccurate lane masks, resulting in poor-quality lane graphs. To address these challenges, we propose a novel approach that refines the lane masks, output by a CNN, using diffusion models. Experimental results on a publicly available dataset demonstrate that our method outperforms existing methods based solely on CNNs or diffusion models, particularly in terms of graph connectivity. Our lane mask refinement approach enhances the quality of the extracted lane graph, yielding gains of approximately 1.5\% in GEO F1 and 3.5\% in TOPO F1 scores over the best-performing CNN-based method, and improvements of 28\% and 34\%, respectively, compared to a prior diffusion-based approach. Both GEO F1 and TOPO F1 scores are critical metrics for evaluating lane graph quality. Additionally, ablation studies are conducted to evaluate the individual components of our approach, providing insights into their respective contributions and effectiveness.

cs.CV

Benchmarks for Physical Reasoning AI

Physical reasoning is a crucial aspect in the development of general AI systems, given that human learning starts with interacting with the physical world before progressing to more complex concepts. Although researchers have studied and assessed the physical reasoning of AI approaches through various specific benchmarks, there is no comprehensive approach to evaluating and measuring progress. Therefore, we aim to offer an overview of existing benchmarks and their solution approaches and propose a unified perspective for measuring the physical reasoning capacity of AI systems. We select benchmarks that are designed to test algorithmic performance in physical reasoning tasks. While each of the selected benchmarks poses a unique challenge, their ensemble provides a comprehensive proving ground for an AI generalist agent with a measurable skill level for various physical reasoning concepts. This gives an advantage to such an ensemble of benchmarks over other holistic benchmarks that aim to simulate the real world by intertwining its complexity and many concepts. We group the presented set of physical reasoning benchmarks into subcategories so that more narrow generalist AI agents can be tested first on these groups.

cs.AI

Towards Transferring Tactile-based Continuous Force Control Policies from Simulation to Robot

The advent of tactile sensors in robotics has sparked many ideas on how robots can leverage direct contact measurements of their environment interactions to improve manipulation tasks. An important line of research in this regard is that of grasp force control, which aims to manipulate objects safely by limiting the amount of force exerted on the object. While prior works have either hand-modeled their force controllers, employed model-based approaches, or have not shown sim-to-real transfer, we propose a model-free deep reinforcement learning approach trained in simulation and then transferred to the robot without further fine-tuning. We therefore present a simulation environment that produces realistic normal forces, which we use to train continuous force control policies. An evaluation in which we compare against a baseline and perform an ablation study shows that our approach outperforms the hand-modeled baseline and that our proposed inductive bias and domain randomization facilitate sim-to-real transfer. Code, models, and supplementary videos are available on https://sites.google.com/view/rl-force-ctrl

cs.RO

Bio-Inspired Grasping Controller for Sensorized 2-DoF Grippers

We present a holistic grasping controller, combining free-space position control and in-contact force-control for reliable grasping given uncertain object pose estimates. Employing tactile fingertip sensors, undesired object displacement during grasping is minimized by pausing the finger closing motion for individual joints on first contact until force-closure is established. While holding an object, the controller is compliant with external forces to avoid high internal object forces and prevent object damage. Gravity as an external force is explicitly considered and compensated for, thus preventing gravity-induced object drift. We evaluate the controller in two experiments on the TIAGo robot and its parallel-jaw gripper proving the effectiveness of the approach for robust grasping and minimizing object displacement. In a series of ablation studies, we demonstrate the utility of the individual controller components.

cs.RO

Shape complexity estimation using VAE

In this paper, we compare methods for estimating the complexity of two-dimensional shapes and introduce a method that exploits reconstruction loss of Variational Autoencoders with different sizes of latent vectors. Although complexity of a shape is not a well defined attribute, different aspects of it can be estimated. We demonstrate that our methods captures some aspects of shape complexity. Code and training details will be publicly available.

cs.CV

Stroke-based Rendering: From Heuristics to Deep Learning

In the last few years, artistic image-making with deep learning models has gained a considerable amount of traction. A large number of these models operate directly in the pixel space and generate raster images. This is however not how most humans would produce artworks, for example, by planning a sequence of shapes and strokes to draw. Recent developments in deep learning methods help to bridge the gap between stroke-based paintings and pixel photo generation. With this survey, we aim to provide a structured introduction and understanding of common challenges and approaches in stroke-based rendering algorithms. These algorithms range from simple rule-based heuristics to stroke optimization and deep reinforcement agents, trained to paint images with differentiable vector graphics and neural rendering.

cs.CV

Face Generation and Editing with StyleGAN: A Survey

Our goal with this survey is to provide an overview of the state of the art deep learning methods for face generation and editing using StyleGAN. The survey covers the evolution of StyleGAN, from PGGAN to StyleGAN3, and explores relevant topics such as suitable metrics for training, different latent representations, GAN inversion to latent spaces of StyleGAN, face image editing, cross-domain face stylization, face restoration, and even Deepfake applications. We aim to provide an entry point into the field for readers that have basic knowledge about the field of deep learning and are looking for an accessible introduction and overview.

cs.CV

Solving Learn-to-Race Autonomous Racing Challenge by Planning in Latent Space

Learn-to-Race Autonomous Racing Virtual Challenge hosted on www aicrowd com platform consisted of two tracks: Single and Multi Camera. Our UniTeam team was among the final winners in the Single Camera track. The agent is required to pass the previously unknown F1-style track in the minimum time with the least amount of off-road driving violations. In our approach, we used the U-Net architecture for road segmentation, variational autocoder for encoding a road binary mask, and a nearest-neighbor search strategy that selects the best action for a given state. Our agent achieved an average speed of 105 km/h on stage 1 (known track) and 73 km/h on stage 2 (unknown track) without any off-road driving violations. Here we present our solution and results.

cs.AI

YOLO -- You only look 10647 times

With this work we are explaining the "You Only Look Once" (YOLO) single-stage object detection approach as a parallel classification of 10647 fixed region proposals. We support this view by showing that each of YOLOs output pixel is attentive to a specific sub-region of previous layers, comparable to a local region proposal. This understanding reduces the conceptual gap between YOLO-like single-stage object detection models, RCNN-like two-stage region proposal based models, and ResNet-like image classification models. In addition, we created interactive exploration tools for a better visual understanding of the YOLO information processing streams: https://limchr.github.io/yolo_visualization

cs.CV

Critic Guided Segmentation of Rewarding Objects in First-Person Views

This work discusses a learning approach to mask rewarding objects in images using sparse reward signals from an imitation learning dataset. For that, we train an Hourglass network using only feedback from a critic model. The Hourglass network learns to produce a mask to decrease the critic's score of a high score image and increase the critic's score of a low score image by swapping the masked areas between these two images. We trained the model on an imitation learning dataset from the NeurIPS 2020 MineRL Competition Track, where our model learned to mask rewarding objects in a complex interactive 3D environment with a sparse reward signal. This approach was part of the 1st place winning solution in this competition. Video demonstration and code: https://rebrand.ly/critic-guided-segmentation

cs.CV

Optimizing piano practice with a utility-based scaffold

A typical part of learning to play the piano is the progression through a series of practice units that focus on individual dimensions of the skill, such as hand coordination, correct posture, or correct timing. Ideally, a focus on a particular practice method should be made in a way to maximize the learner's progress in learning to play the piano. Because we each learn differently, and because there are many choices for possible piano practice tasks and methods, the set of practice tasks should be dynamically adapted to the human learner. However, having a human teacher guide individual practice is not always feasible since it is time consuming, expensive, and not always available. Instead, we suggest to optimize in the space of practice methods, the so-called practice modes. The proposed optimization process takes into account the skills of the individual learner and their history of learning. In this work we present a modeling framework to guide the human learner through the learning process by choosing practice modes that have the highest expected utility (i.e., improvement in piano playing skill). To this end, we propose a human learner utility model based on a Gaussian process, and exemplify the model training and its application for practice scaffolding on an example of simulated human learners.

cs.HC

Towards robust and domain agnostic reinforcement learning competitions

Reinforcement learning competitions have formed the basis for standard research benchmarks, galvanized advances in the state-of-the-art, and shaped the direction of the field. Despite this, a majority of challenges suffer from the same fundamental problems: participant solutions to the posed challenge are usually domain-specific, biased to maximally exploit compute resources, and not guaranteed to be reproducible. In this paper, we present a new framework of competition design that promotes the development of algorithms that overcome these barriers. We propose four central mechanisms for achieving this end: submission retraining, domain randomization, desemantization through domain obfuscation, and the limitation of competition compute and environment-sample budget. To demonstrate the efficacy of this design, we proposed, organized, and ran the MineRL 2020 Competition on Sample-Efficient Reinforcement Learning. In this work, we describe the organizational outcomes of the competition and show that the resulting participant submissions are reproducible, non-specific to the competition environment, and sample/resource efficient, despite the difficult competition task.

cs.LG