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Hermann Blum

Publications and source records attributed to Hermann Blum.

At least 37 records · Page 2Linked to original sources

FrontierNet: Learning Visual Cues to Explore

Exploration of unknown environments is crucial for autonomous robots; it allows them to actively reason and decide on what new data to acquire for different tasks, such as mapping, object discovery, and environmental assessment. Existing solutions, such as frontier-based exploration approaches, rely heavily on 3D map operations, which are limited by map quality and, more critically, often overlook valuable context from visual cues. This work aims at leveraging 2D visual cues for efficient autonomous exploration, addressing the limitations of extracting goal poses from a 3D map. We propose a visual-only frontier-based exploration system, with FrontierNet as its core component. FrontierNet is a learning-based model that (i) proposes frontiers, and (ii) predicts their information gain, from posed RGB images enhanced by monocular depth priors. Our approach provides an alternative to existing 3D-dependent goal-extraction approaches, achieving a 15\% improvement in early-stage exploration efficiency, as validated through extensive simulations and real-world experiments. The project is available at https://github.com/cvg/FrontierNet.

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DepthSplat: Connecting Gaussian Splatting and Depth

Gaussian splatting and single-view depth estimation are typically studied in isolation. In this paper, we present DepthSplat to connect Gaussian splatting and depth estimation and study their interactions. More specifically, we first contribute a robust multi-view depth model by leveraging pre-trained monocular depth features, leading to high-quality feed-forward 3D Gaussian splatting reconstructions. We also show that Gaussian splatting can serve as an unsupervised pre-training objective for learning powerful depth models from large-scale multi-view posed datasets. We validate the synergy between Gaussian splatting and depth estimation through extensive ablation and cross-task transfer experiments. Our DepthSplat achieves state-of-the-art performance on ScanNet, RealEstate10K and DL3DV datasets in terms of both depth estimation and novel view synthesis, demonstrating the mutual benefits of connecting both tasks. In addition, DepthSplat enables feed-forward reconstruction from 12 input views (512x960 resolutions) in 0.6 seconds.

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ARKit LabelMaker: A New Scale for Indoor 3D Scene Understanding

Neural network performance scales with both model size and data volume, as shown in both language and image processing. This requires scaling-friendly architectures and large datasets. While transformers have been adapted for 3D vision, a `GPT-moment' remains elusive due to limited training data. We introduce ARKit LabelMaker, a large-scale real-world 3D dataset with dense semantic annotation that is more than three times larger than prior largest dataset. Specifically, we extend ARKitScenes with automatically generated dense 3D labels using an extended LabelMaker pipeline, tailored for large-scale pre-training. Training on our dataset improves accuracy across architectures, achieving state-of-the-art 3D semantic segmentation scores on ScanNet and ScanNet200, with notable gains on tail classes. Our code is available at https://labelmaker.org and our dataset at https://huggingface.co/datasets/labelmaker/arkit_labelmaker.

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Lost & Found: Tracking Changes from Egocentric Observations in 3D Dynamic Scene Graphs

Recent approaches have successfully focused on the segmentation of static reconstructions, thereby equipping downstream applications with semantic 3D understanding. However, the world in which we live is dynamic, characterized by numerous interactions between the environment and humans or robotic agents. Static semantic maps are unable to capture this information, and the naive solution of rescanning the environment after every change is both costly and ineffective in tracking e.g. objects being stored away in drawers. With Lost & Found we present an approach that addresses this limitation. Based solely on egocentric recordings with corresponding hand position and camera pose estimates, we are able to track the 6DoF poses of the moving object within the detected interaction interval. These changes are applied online to a transformable scene graph that captures object-level relations. Compared to state-of-the-art object pose trackers, our approach is more reliable in handling the challenging egocentric viewpoint and the lack of depth information. It outperforms the second-best approach by 34% and 56% for translational and orientational error, respectively, and produces visibly smoother 6DoF object trajectories. In addition, we illustrate how the acquired interaction information in the dynamic scene graph can be employed in the context of robotic applications that would otherwise be unfeasible: We show how our method allows to command a mobile manipulator through teach & repeat, and how information about prior interaction allows a mobile manipulator to retrieve an object hidden in a drawer. Code, videos and corresponding data are accessible at https://behretj.github.io/LostAndFound.

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"Where am I?" Scene Retrieval with Language

Natural language interfaces to embodied AI are becoming more ubiquitous in our daily lives. This opens up further opportunities for language-based interaction with embodied agents, such as a user verbally instructing an agent to execute some task in a specific location. For example, "put the bowls back in the cupboard next to the fridge" or "meet me at the intersection under the red sign." As such, we need methods that interface between natural language and map representations of the environment. To this end, we explore the question of whether we can use an open-set natural language query to identify a scene represented by a 3D scene graph. We define this task as "language-based scene-retrieval" and it is closely related to "coarse-localization," but we are instead searching for a match from a collection of disjoint scenes and not necessarily a large-scale continuous map. We present Text2SceneGraphMatcher, a "scene-retrieval" pipeline that learns joint embeddings between text descriptions and scene graphs to determine if they are a match. The code, trained models, and datasets will be made public.

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OpenDAS: Open-Vocabulary Domain Adaptation for 2D and 3D Segmentation

Recently, Vision-Language Models (VLMs) have advanced segmentation techniques by shifting from the traditional segmentation of a closed-set of predefined object classes to open-vocabulary segmentation (OVS), allowing users to segment novel classes and concepts unseen during training of the segmentation model. However, this flexibility comes with a trade-off: fully-supervised closed-set methods still outperform OVS methods on base classes, that is on classes on which they have been explicitly trained. This is due to the lack of pixel-aligned training masks for VLMs (which are trained on image-caption pairs), and the absence of domain-specific knowledge, such as autonomous driving. Therefore, we propose the task of open-vocabulary domain adaptation to infuse domain-specific knowledge into VLMs while preserving their open-vocabulary nature. By doing so, we achieve improved performance in base and novel classes. Existing VLM adaptation methods improve performance on base (training) queries, but fail to fully preserve the open-set capabilities of VLMs on novel queries. To address this shortcoming, we combine parameter-efficient prompt tuning with a triplet-loss-based training strategy that uses auxiliary negative queries. Notably, our approach is the only parameter-efficient method that consistently surpasses the original VLM on novel classes. Our adapted VLMs can seamlessly be integrated into existing OVS pipelines, e.g., improving OVSeg by +6.0% mIoU on ADE20K for open-vocabulary 2D segmentation, and OpenMask3D by +4.1% AP on ScanNet++ Offices for open-vocabulary 3D instance segmentation without other changes. The project page is available at https://open-das.github.io/.

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HoloSpot: Intuitive Object Manipulation via Mixed Reality Drag-and-Drop

Human-robot interaction through mixed reality (MR) technologies enables novel, intuitive interfaces to control robots in remote operations. Such interfaces facilitate operations in hazardous environments, where human presence is risky, yet human oversight remains crucial. Potential environments include disaster response scenarios and areas with high radiation or toxic chemicals. In this paper we present an interface system projecting a 3D representation of a scanned room as a scaled-down 'dollhouse' hologram, allowing users to select and manipulate objects using a straightforward drag-and-drop interface. We then translate these drag-and-drop user commands into real-time robot actions based on the recent Spot-Compose framework. The Unity-based application provides an interactive tutorial and a user-friendly experience, ensuring ease of use. Through comprehensive end-to-end testing, we validate the system's capability in executing pick-and-place tasks and a complementary user study affirms the interface's intuitive controls. Our findings highlight the advantages of this interface in improving user experience and operational efficiency. This work lays the groundwork for a robust framework that advances the potential for seamless human-robot collaboration in diverse applications. Paper website: https://holospot.github.io/

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SpotLight: Robotic Scene Understanding through Interaction and Affordance Detection

Despite increasing research efforts on household robotics, robots intended for deployment in domestic settings still struggle with more complex tasks such as interacting with functional elements like drawers or light switches, largely due to limited task-specific understanding and interaction capabilities. These tasks require not only detection and pose estimation but also an understanding of the affordances these elements provide. To address these challenges and enhance robotic scene understanding, we introduce SpotLight: A comprehensive framework for robotic interaction with functional elements, specifically light switches. Furthermore, this framework enables robots to improve their environmental understanding through interaction. Leveraging VLM-based affordance prediction to estimate motion primitives for light switch interaction, we achieve up to 84% operation success in real world experiments. We further introduce a specialized dataset containing 715 images as well as a custom detection model for light switch detection. We demonstrate how the framework can facilitate robot learning through physical interaction by having the robot explore the environment and discover previously unknown relationships in a scene graph representation. Lastly, we propose an extension to the framework to accommodate other functional interactions such as swing doors, showcasing its flexibility. Videos and Code: timengelbracht.github.io/SpotLight/

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Active Visual Localization for Multi-Agent Collaboration: A Data-Driven Approach

Rather than having each newly deployed robot create its own map of its surroundings, the growing availability of SLAM-enabled devices provides the option of simply localizing in a map of another robot or device. In cases such as multi-robot or human-robot collaboration, localizing all agents in the same map is even necessary. However, localizing e.g. a ground robot in the map of a drone or head-mounted MR headset presents unique challenges due to viewpoint changes. This work investigates how active visual localization can be used to overcome such challenges of viewpoint changes. Specifically, we focus on the problem of selecting the optimal viewpoint at a given location. We compare existing approaches in the literature with additional proposed baselines and propose a novel data-driven approach. The result demonstrates the superior performance of the data-driven approach when compared to existing methods, both in controlled simulation experiments and real-world deployment.

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Learning Where to Look: Self-supervised Viewpoint Selection for Active Localization using Geometrical Information

Accurate localization in diverse environments is a fundamental challenge in computer vision and robotics. The task involves determining a sensor's precise position and orientation, typically a camera, within a given space. Traditional localization methods often rely on passive sensing, which may struggle in scenarios with limited features or dynamic environments. In response, this paper explores the domain of active localization, emphasizing the importance of viewpoint selection to enhance localization accuracy. Our contributions involve using a data-driven approach with a simple architecture designed for real-time operation, a self-supervised data training method, and the capability to consistently integrate our map into a planning framework tailored for real-world robotics applications. Our results demonstrate that our method performs better than the existing one, targeting similar problems and generalizing on synthetic and real data. We also release an open-source implementation to benefit the community.

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NeuSurfEmb: A Complete Pipeline for Dense Correspondence-based 6D Object Pose Estimation without CAD Models

State-of-the-art approaches for 6D object pose estimation assume the availability of CAD models and require the user to manually set up physically-based rendering (PBR) pipelines for synthetic training data generation. Both factors limit the application of these methods in real-world scenarios. In this work, we present a pipeline that does not require CAD models and allows training a state-of-the-art pose estimator requiring only a small set of real images as input. Our method is based on a NeuS2 object representation, that we learn through a semi-automated procedure based on Structure-from-Motion (SfM) and object-agnostic segmentation. We exploit the novel-view synthesis ability of NeuS2 and simple cut-and-paste augmentation to automatically generate photorealistic object renderings, which we use to train the correspondence-based SurfEmb pose estimator. We evaluate our method on the LINEMOD-Occlusion dataset, extensively studying the impact of its individual components and showing competitive performance with respect to approaches based on CAD models and PBR data. We additionally demonstrate the ease of use and effectiveness of our pipeline on self-collected real-world objects, showing that our method outperforms state-of-the-art CAD-model-free approaches, with better accuracy and robustness to mild occlusions. To allow the robotics community to benefit from this system, we will publicly release it at https://www.github.com/ethz-asl/neusurfemb.

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Spot-Compose: A Framework for Open-Vocabulary Object Retrieval and Drawer Manipulation in Point Clouds

In recent years, modern techniques in deep learning and large-scale datasets have led to impressive progress in 3D instance segmentation, grasp pose estimation, and robotics. This allows for accurate detection directly in 3D scenes, object- and environment-aware grasp prediction, as well as robust and repeatable robotic manipulation. This work aims to integrate these recent methods into a comprehensive framework for robotic interaction and manipulation in human-centric environments. Specifically, we leverage 3D reconstructions from a commodity 3D scanner for open-vocabulary instance segmentation, alongside grasp pose estimation, to demonstrate dynamic picking of objects, and opening of drawers. We show the performance and robustness of our model in two sets of real-world experiments including dynamic object retrieval and drawer opening, reporting a 51% and 82% success rate respectively. Code of our framework as well as videos are available on: https://spot-compose.github.io/.

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SNI-SLAM: Semantic Neural Implicit SLAM

We propose SNI-SLAM, a semantic SLAM system utilizing neural implicit representation, that simultaneously performs accurate semantic mapping, high-quality surface reconstruction, and robust camera tracking. In this system, we introduce hierarchical semantic representation to allow multi-level semantic comprehension for top-down structured semantic mapping of the scene. In addition, to fully utilize the correlation between multiple attributes of the environment, we integrate appearance, geometry and semantic features through cross-attention for feature collaboration. This strategy enables a more multifaceted understanding of the environment, thereby allowing SNI-SLAM to remain robust even when single attribute is defective. Then, we design an internal fusion-based decoder to obtain semantic, RGB, Truncated Signed Distance Field (TSDF) values from multi-level features for accurate decoding. Furthermore, we propose a feature loss to update the scene representation at the feature level. Compared with low-level losses such as RGB loss and depth loss, our feature loss is capable of guiding the network optimization on a higher-level. Our SNI-SLAM method demonstrates superior performance over all recent NeRF-based SLAM methods in terms of mapping and tracking accuracy on Replica and ScanNet datasets, while also showing excellent capabilities in accurate semantic segmentation and real-time semantic mapping.

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LABELMAKER: Automatic Semantic Label Generation from RGB-D Trajectories

Semantic annotations are indispensable to train or evaluate perception models, yet very costly to acquire. This work introduces a fully automated 2D/3D labeling framework that, without any human intervention, can generate labels for RGB-D scans at equal (or better) level of accuracy than comparable manually annotated datasets such as ScanNet. Our approach is based on an ensemble of state-of-the-art segmentation models and 3D lifting through neural rendering. We demonstrate the effectiveness of our LabelMaker pipeline by generating significantly better labels for the ScanNet datasets and automatically labelling the previously unlabeled ARKitScenes dataset. Code and models are available at https://labelmaker.org

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A 3D Mixed Reality Interface for Human-Robot Teaming

This paper presents a mixed-reality human-robot teaming system. It allows human operators to see in real-time where robots are located, even if they are not in line of sight. The operator can also visualize the map that the robots create of their environment and can easily send robots to new goal positions. The system mainly consists of a mapping and a control module. The mapping module is a real-time multi-agent visual SLAM system that co-localizes all robots and mixed-reality devices to a common reference frame. Visualizations in the mixed-reality device then allow operators to see a virtual life-sized representation of the cumulative 3D map overlaid onto the real environment. As such, the operator can effectively "see through" walls into other rooms. To control robots and send them to new locations, we propose a drag-and-drop interface. An operator can grab any robot hologram in a 3D mini map and drag it to a new desired goal pose. We validate the proposed system through a user study and real-world deployments. We make the mixed-reality application publicly available at https://github.com/cvg/HoloLens_ros.

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Unsupervised Continual Semantic Adaptation through Neural Rendering

An increasing amount of applications rely on data-driven models that are deployed for perception tasks across a sequence of scenes. Due to the mismatch between training and deployment data, adapting the model on the new scenes is often crucial to obtain good performance. In this work, we study continual multi-scene adaptation for the task of semantic segmentation, assuming that no ground-truth labels are available during deployment and that performance on the previous scenes should be maintained. We propose training a Semantic-NeRF network for each scene by fusing the predictions of a segmentation model and then using the view-consistent rendered semantic labels as pseudo-labels to adapt the model. Through joint training with the segmentation model, the Semantic-NeRF model effectively enables 2D-3D knowledge transfer. Furthermore, due to its compact size, it can be stored in a long-term memory and subsequently used to render data from arbitrary viewpoints to reduce forgetting. We evaluate our approach on ScanNet, where we outperform both a voxel-based baseline and a state-of-the-art unsupervised domain adaptation method.

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SCIM: Simultaneous Clustering, Inference, and Mapping for Open-World Semantic Scene Understanding

In order to operate in human environments, a robot's semantic perception has to overcome open-world challenges such as novel objects and domain gaps. Autonomous deployment to such environments therefore requires robots to update their knowledge and learn without supervision. We investigate how a robot can autonomously discover novel semantic classes and improve accuracy on known classes when exploring an unknown environment. To this end, we develop a general framework for mapping and clustering that we then use to generate a self-supervised learning signal to update a semantic segmentation model. In particular, we show how clustering parameters can be optimized during deployment and that fusion of multiple observation modalities improves novel object discovery compared to prior work. Models, data, and implementations can be found at https://github.com/hermannsblum/scim

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SL Sensor: An Open-Source, ROS-Based, Real-Time Structured Light Sensor for High Accuracy Construction Robotic Applications

High accuracy 3D surface information is required for many construction robotics tasks such as automated cement polishing or robotic plaster spraying. However, consumer-grade depth cameras currently found in the market are not accurate enough for these tasks where millimeter (mm)-level accuracy is required. This paper presents SL Sensor, a structured light sensing solution capable of producing high fidelity point clouds at 5 Hz by leveraging on phase shifting profilometry (PSP) codification techniques. The SL Sensor was compared with to two commercial depth cameras - the Azure Kinect and RealSense L515. Experiments showed that the SL Sensor surpasses the two devices in both precision and accuracy for indoor surface reconstruction applications. Furthermore, to demonstrate SL Sensor's ability to be a structured light sensing research platform for robotic applications, a motion compensation strategy was developed that allows the SL Sensor to operate during linear motion when traditional PSP methods only work when the sensor is static. Field experiments show that the SL Sensor is able to produce highly detailed reconstructions of spray plastered surfaces. The robot operating system (ROS)-based software and a sample hardware build of the SL Sensor are made open-source with the objective to make structured light sensing more accessible to the construction robotics community. All documentation and code is available at https://github.com/ethz-asl/sl_sensor/ .

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