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Henrik I. Christensen

Publications and source records attributed to Henrik I. Christensen.

At least 55 records · Page 3Linked to original sources

FashionNTM: Multi-turn Fashion Image Retrieval via Cascaded Memory

Multi-turn textual feedback-based fashion image retrieval focuses on a real-world setting, where users can iteratively provide information to refine retrieval results until they find an item that fits all their requirements. In this work, we present a novel memory-based method, called FashionNTM, for such a multi-turn system. Our framework incorporates a new Cascaded Memory Neural Turing Machine (CM-NTM) approach for implicit state management, thereby learning to integrate information across all past turns to retrieve new images, for a given turn. Unlike vanilla Neural Turing Machine (NTM), our CM-NTM operates on multiple inputs, which interact with their respective memories via individual read and write heads, to learn complex relationships. Extensive evaluation results show that our proposed method outperforms the previous state-of-the-art algorithm by 50.5%, on Multi-turn FashionIQ -- the only existing multi-turn fashion dataset currently, in addition to having a relative improvement of 12.6% on Multi-turn Shoes -- an extension of the single-turn Shoes dataset that we created in this work. Further analysis of the model in a real-world interactive setting demonstrates two important capabilities of our model -- memory retention across turns, and agnosticity to turn order for non-contradictory feedback. Finally, user study results show that images retrieved by FashionNTM were favored by 83.1% over other multi-turn models. Project page: https://sites.google.com/eng.ucsd.edu/fashionntm

cs.CV↗

3D Scene Graph Prediction on Point Clouds Using Knowledge Graphs

3D scene graph prediction is a task that aims to concurrently predict object classes and their relationships within a 3D environment. As these environments are primarily designed by and for humans, incorporating commonsense knowledge regarding objects and their relationships can significantly constrain and enhance the prediction of the scene graph. In this paper, we investigate the application of commonsense knowledge graphs for 3D scene graph prediction on point clouds of indoor scenes. Through experiments conducted on a real-world indoor dataset, we demonstrate that integrating external commonsense knowledge via the message-passing method leads to a 15.0 % improvement in scene graph prediction accuracy with external knowledge and $7.96\%$ with internal knowledge when compared to state-of-the-art algorithms. We also tested in the real world with 10 frames per second for scene graph generation to show the usage of the model in a more realistic robotics setting.

cs.RO↗

CLiNet: Joint Detection of Road Network Centerlines in 2D and 3D

This work introduces a new approach for joint detection of centerlines based on image data by localizing the features jointly in 2D and 3D. In contrast to existing work that focuses on detection of visual cues, we explore feature extraction methods that are directly amenable to the urban driving task. To develop and evaluate our approach, a large urban driving dataset dubbed AV Breadcrumbs is automatically labeled by leveraging vector map representations and projective geometry to annotate over 900,000 images. Our results demonstrate potential for dynamic scene modeling across various urban driving scenarios. Our model achieves an F1 score of 0.684 and an average normalized depth error of 2.083. The code and data annotations are publicly available.

cs.CV↗

Robust Human Identity Anonymization using Pose Estimation

Many outdoor autonomous mobile platforms require more human identity anonymized data to power their data-driven algorithms. The human identity anonymization should be robust so that less manual intervention is needed, which remains a challenge for current face detection and anonymization systems. In this paper, we propose to use the skeleton generated from the state-of-the-art human pose estimation model to help localize human heads. We develop criteria to evaluate the performance and compare it with the face detection approach. We demonstrate that the proposed algorithm can reduce missed faces and thus better protect the identity information for the pedestrians. We also develop a confidence-based fusion method to further improve the performance.

cs.CV↗

Role of reward shaping in object-goal navigation

Deep reinforcement learning approaches have been a popular method for visual navigation tasks in the computer vision and robotics community of late. In most cases, the reward function has a binary structure, i.e., a large positive reward is provided when the agent reaches goal state, and a negative step penalty is assigned for every other state in the environment. A sparse signal like this makes the learning process challenging, specially in big environments, where a large number of sequential actions need to be taken to reach the target. We introduce a reward shaping mechanism which gradually adjusts the reward signal based on distance to the goal. Detailed experiments conducted using the AI2-THOR simulation environment demonstrate the efficacy of the proposed approach for object-goal navigation tasks.

cs.RO↗

TridentNet: A Conditional Generative Model for Dynamic Trajectory Generation

In recent years, various state of the art autonomous vehicle systems and architectures have been introduced. These methods include planners that depend on high-definition (HD) maps and models that learn an autonomous agent's controls in an end-to-end fashion. While end-to-end models are geared towards solving the scalability constraints from HD maps, they do not generalize for different vehicles and sensor configurations. To address these shortcomings, we introduce an approach that leverages lightweight map representations, explicitly enforcing geometric constraints, and learns feasible trajectories using a conditional generative model. Additional contributions include a new dataset that is used to verify our proposed models quantitatively. The results indicate low relative errors that can potentially translate to traversable trajectories. The dataset created as part of this work has been made available online.

cs.RO↗

TridentNetV2: Lightweight Graphical Global Plan Representations for Dynamic Trajectory Generation

We present a framework for dynamic trajectory generation for autonomous navigation, which does not rely on HD maps as the underlying representation. High Definition (HD) maps have become a key component in most autonomous driving frameworks, which include complete road network information annotated at a centimeter-level that include traversable waypoints, lane information, and traffic signals. Instead, the presented approach models the distributions of feasible ego-centric trajectories in real-time given a nominal graph-based global plan and a lightweight scene representation. By embedding contextual information, such as crosswalks, stop signs, and traffic signals, our approach achieves low errors across multiple urban navigation datasets that include diverse intersection maneuvers, while maintaining real-time performance and reducing network complexity. Underlying datasets introduced are available online.

cs.RO↗

Lessons Learned Developing an Assembly System for WRS 2020 Assembly Challenge

The World Robot Summit (WRS) 2020 Assembly Challenge is designed to allow teams to demonstrate how one can build flexible, robust systems for assembly of machined objects. We present our approach to assembly based on integration of machine vision, robust planning and execution using behavior trees and a hierarchy of recovery strategies to ensure robust operation. Our system was selected for the WRS 2020 Assembly Challenge finals based on robust performance in the qualifying rounds. We present the systems approach adopted for the challenge.

cs.RO↗

Meta-Modeling of Assembly Contingencies and Planning for Repair

The World Robotics Challenge (2018 & 2020) was designed to challenge teams to design systems that are easy to adapt to new tasks and to ensure robust operation in a semi-structured environment. We present a layered strategy to transform missions into tasks and actions and provide a set of strategies to address simple and complex failures. We propose a model for characterizing failures using this model and discuss repairs. Simple failures are by far the most common in our WRC system and we also present how we repaired them.

cs.RO↗

Learning hierarchical relationships for object-goal navigation

Direct search for objects as part of navigation poses a challenge for small items. Utilizing context in the form of object-object relationships enable hierarchical search for targets efficiently. Most of the current approaches tend to directly incorporate sensory input into a reward-based learning approach, without learning about object relationships in the natural environment, and thus generalize poorly across domains. We present Memory-utilized Joint hierarchical Object Learning for Navigation in Indoor Rooms (MJOLNIR), a target-driven navigation algorithm, which considers the inherent relationship between target objects, and the more salient contextual objects occurring in its surrounding. Extensive experiments conducted across multiple environment settings show an $82.9\%$ and $93.5\%$ gain over existing state-of-the-art navigation methods in terms of the success rate (SR), and success weighted by path length (SPL), respectively. We also show that our model learns to converge much faster than other algorithms, without suffering from the well-known overfitting problem. Additional details regarding the supplementary material and code are available at https://sites.google.com/eng.ucsd.edu/mjolnir.

cs.RO↗

Autonomous Vehicle Benchmarking using Unbiased Metrics

With the recent development of autonomous vehicle technology, there have been active efforts on the deployment of this technology at different scales that include urban and highway driving. While many of the prototypes showcased have been shown to operate under specific cases, little effort has been made to better understand their shortcomings and generalizability to new areas. Distance, uptime and number of manual disengagements performed during autonomous driving provide a high-level idea on the performance of an autonomous system but without proper data normalization, testing location information, and the number of vehicles involved in testing, the disengagement reports alone do not fully encompass system performance and robustness. Thus, in this study a complete set of metrics are applied for benchmarking autonomous vehicle systems in a variety of scenarios that can be extended for comparison with human drivers and other autonomous vehicle systems. These metrics have been used to benchmark UC San Diego's autonomous vehicle platforms during early deployments for micro-transit and autonomous mail delivery applications.

cs.RO↗

Looking at the right stuff: Guided semantic-gaze for autonomous driving

In recent years, predicting driver's focus of attention has been a very active area of research in the autonomous driving community. Unfortunately, existing state-of-the-art techniques achieve this by relying only on human gaze information, thereby ignoring scene semantics. We propose a novel Semantics Augmented GazE (SAGE) detection approach that captures driving specific contextual information, in addition to the raw gaze. Such a combined attention mechanism serves as a powerful tool to focus on the relevant regions in an image frame in order to make driving both safe and efficient. Using this, we design a complete saliency prediction framework - SAGE-Net, which modifies the initial prediction from SAGE by taking into account vital aspects such as distance to objects (depth), ego vehicle speed, and pedestrian crossing intent. Exhaustive experiments conducted through four popular saliency algorithms show that on $\mathbf{49/56\text{ }(87.5\%)}$ cases - considering both the overall dataset and crucial driving scenarios, SAGE outperforms existing techniques without any additional computational overhead during the training process. The augmented dataset along with the relevant code are available as part of the supplementary material.

cs.CV↗

DEDUCE: Diverse scEne Detection methods in Unseen Challenging Environments

In recent years, there has been a rapid increase in the number of service robots deployed for aiding people in their daily activities. Unfortunately, most of these robots require human input for training in order to do tasks in indoor environments. Successful domestic navigation often requires access to semantic information about the environment, which can be learned without human guidance. In this paper, we propose a set of DEDUCE - Diverse scEne Detection methods in Unseen Challenging Environments algorithms which incorporate deep fusion models derived from scene recognition systems and object detectors. The five methods described here have been evaluated on several popular recent image datasets, as well as real-world videos acquired through multiple mobile platforms. The final results show an improvement over the existing state-of-the-art visual place recognition systems.

cs.RO↗

How to pick the domain randomization parameters for sim-to-real transfer of reinforcement learning policies?

Recently, reinforcement learning (RL) algorithms have demonstrated remarkable success in learning complicated behaviors from minimally processed input. However, most of this success is limited to simulation. While there are promising successes in applying RL algorithms directly on real systems, their performance on more complex systems remains bottle-necked by the relative data inefficiency of RL algorithms. Domain randomization is a promising direction of research that has demonstrated impressive results using RL algorithms to control real robots. At a high level, domain randomization works by training a policy on a distribution of environmental conditions in simulation. If the environments are diverse enough, then the policy trained on this distribution will plausibly generalize to the real world. A human-specified design choice in domain randomization is the form and parameters of the distribution of simulated environments. It is unclear how to the best pick the form and parameters of this distribution and prior work uses hand-tuned distributions. This extended abstract demonstrates that the choice of the distribution plays a major role in the performance of the trained policies in the real world and that the parameter of this distribution can be optimized to maximize the performance of the trained policies in the real world

cs.LG↗

Procedurally Provisioned Access Control for Robotic Systems

Security of robotics systems, as well as of the related middleware infrastructures, is a critical issue for industrial and domestic IoT, and it needs to be continuously assessed throughout the whole development lifecycle. The next generation open source robotic software stack, ROS2, is now targeting support for Secure DDS, providing the community with valuable tools for secure real world robotic deployments. In this work, we introduce a framework for procedural provisioning access control policies for robotic software, as well as for verifying the compliance of generated transport artifacts and decision point implementations.

cs.RO↗

Purely Geometric Scene Association and Retrieval - A Case for Macro Scale 3D Geometry

We address the problems of measuring geometric similarity between 3D scenes, represented through point clouds or range data frames, and associating them. Our approach leverages macro-scale 3D structural geometry - the relative configuration of arbitrary surfaces and relationships among structures that are potentially far apart. We express such discriminative information in a viewpoint-invariant feature space. These are subsequently encoded in a frame-level signature that can be utilized to measure geometric similarity. Such a characterization is robust to noise, incomplete and partially overlapping data besides viewpoint changes. We show how it can be employed to select a diverse set of data frames which have structurally similar content, and how to validate whether views with similar geometric content are from the same scene. The problem is formulated as one of general purpose retrieval from an unannotated, spatio-temporally unordered database. Empirical analysis indicates that the presented approach thoroughly outperforms baselines on depth / range data. Its depth-only performance is competitive with state-of-the-art approaches with RGB or RGB-D inputs, including ones based on deep learning. Experiments show retrieval performance to hold up well with much sparser databases, which is indicative of the approach's robustness. The approach generalized well - it did not require dataset specific training, and scaled up in our experiments. Finally, we also demonstrate how geometrically diverse selection of views can result in richer 3D reconstructions.

cs.CV↗

Distributed Mapping with Privacy and Communication Constraints: Lightweight Algorithms and Object-based Models

We consider the following problem: a team of robots is deployed in an unknown environment and it has to collaboratively build a map of the area without a reliable infrastructure for communication. The backbone for modern mapping techniques is pose graph optimization, which estimates the trajectory of the robots, from which the map can be easily built. The first contribution of this paper is a set of distributed algorithms for pose graph optimization: rather than sending all sensor data to a remote sensor fusion server, the robots exchange very partial and noisy information to reach an agreement on the pose graph configuration. Our approach can be considered as a distributed implementation of the two-stage approach of Carlone et al., where we use the Successive Over-Relaxation (SOR) and the Jacobi Over-Relaxation (JOR) as workhorses to split the computation among the robots. As a second contribution, we extend %and demonstrate the applicability of the proposed distributed algorithms to work with object-based map models. The use of object-based models avoids the exchange of raw sensor measurements (e.g., point clouds) further reducing the communication burden. Our third contribution is an extensive experimental evaluation of the proposed techniques, including tests in realistic Gazebo simulations and field experiments in a military test facility. Abundant experimental evidence suggests that one of the proposed algorithms (the Distributed Gauss-Seidel method or DGS) has excellent performance. The DGS requires minimal information exchange, has an anytime flavor, scales well to large teams, is robust to noise, and is easy to implement. Our field tests show that the combined use of our distributed algorithms and object-based models reduces the communication requirements by several orders of magnitude and enables distributed mapping with large teams of robots in real-world problems.

cs.RO↗

StuffNet: Using 'Stuff' to Improve Object Detection

We propose a Convolutional Neural Network (CNN) based algorithm - StuffNet - for object detection. In addition to the standard convolutional features trained for region proposal and object detection [31], StuffNet uses convolutional features trained for segmentation of objects and 'stuff' (amorphous categories such as ground and water). Through experiments on Pascal VOC 2010, we show the importance of features learnt from stuff segmentation for improving object detection performance. StuffNet improves performance from 18.8% mAP to 23.9% mAP for small objects. We also devise a method to train StuffNet on datasets that do not have stuff segmentation labels. Through experiments on Pascal VOC 2007 and 2012, we demonstrate the effectiveness of this method and show that StuffNet also significantly improves object detection performance on such datasets.

cs.CV↗