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Jiajun Wu

Publications and source records attributed to Jiajun Wu.

At least 307 records · Page 17Linked to original sources

RoboCraft: Learning to See, Simulate, and Shape Elasto-Plastic Objects with Graph Networks

Modeling and manipulating elasto-plastic objects are essential capabilities for robots to perform complex industrial and household interaction tasks (e.g., stuffing dumplings, rolling sushi, and making pottery). However, due to the high degree of freedom of elasto-plastic objects, significant challenges exist in virtually every aspect of the robotic manipulation pipeline, e.g., representing the states, modeling the dynamics, and synthesizing the control signals. We propose to tackle these challenges by employing a particle-based representation for elasto-plastic objects in a model-based planning framework. Our system, RoboCraft, only assumes access to raw RGBD visual observations. It transforms the sensing data into particles and learns a particle-based dynamics model using graph neural networks (GNNs) to capture the structure of the underlying system. The learned model can then be coupled with model-predictive control (MPC) algorithms to plan the robot's behavior. We show through experiments that with just 10 minutes of real-world robotic interaction data, our robot can learn a dynamics model that can be used to synthesize control signals to deform elasto-plastic objects into various target shapes, including shapes that the robot has never encountered before. We perform systematic evaluations in both simulation and the real world to demonstrate the robot's manipulation capabilities and ability to generalize to a more complex action space, different tool shapes, and a mixture of motion modes. We also conduct comparisons between RoboCraft and untrained human subjects controlling the gripper to manipulate deformable objects in both simulation and the real world. Our learned model-based planning framework is comparable to and sometimes better than human subjects on the tested tasks.

cs.RO↗

ObjectFolder 2.0: A Multisensory Object Dataset for Sim2Real Transfer

Objects play a crucial role in our everyday activities. Though multisensory object-centric learning has shown great potential lately, the modeling of objects in prior work is rather unrealistic. ObjectFolder 1.0 is a recent dataset that introduces 100 virtualized objects with visual, acoustic, and tactile sensory data. However, the dataset is small in scale and the multisensory data is of limited quality, hampering generalization to real-world scenarios. We present ObjectFolder 2.0, a large-scale, multisensory dataset of common household objects in the form of implicit neural representations that significantly enhances ObjectFolder 1.0 in three aspects. First, our dataset is 10 times larger in the amount of objects and orders of magnitude faster in rendering time. Second, we significantly improve the multisensory rendering quality for all three modalities. Third, we show that models learned from virtual objects in our dataset successfully transfer to their real-world counterparts in three challenging tasks: object scale estimation, contact localization, and shape reconstruction. ObjectFolder 2.0 offers a new path and testbed for multisensory learning in computer vision and robotics. The dataset is available at https://github.com/rhgao/ObjectFolder.

cs.CV↗

Unsupervised Discovery of Object Radiance Fields

We study the problem of inferring an object-centric scene representation from a single image, aiming to derive a representation that explains the image formation process, captures the scene's 3D nature, and is learned without supervision. Most existing methods on scene decomposition lack one or more of these characteristics, due to the fundamental challenge in integrating the complex 3D-to-2D image formation process into powerful inference schemes like deep networks. In this paper, we propose unsupervised discovery of Object Radiance Fields (uORF), integrating recent progresses in neural 3D scene representations and rendering with deep inference networks for unsupervised 3D scene decomposition. Trained on multi-view RGB images without annotations, uORF learns to decompose complex scenes with diverse, textured background from a single image. We show that uORF enables novel tasks, such as scene segmentation and editing in 3D, and it performs well on these tasks and on novel view synthesis on three datasets.

cs.CV↗

Vision-Based Manipulators Need to Also See from Their Hands

We study how the choice of visual perspective affects learning and generalization in the context of physical manipulation from raw sensor observations. Compared with the more commonly used global third-person perspective, a hand-centric (eye-in-hand) perspective affords reduced observability, but we find that it consistently improves training efficiency and out-of-distribution generalization. These benefits hold across a variety of learning algorithms, experimental settings, and distribution shifts, and for both simulated and real robot apparatuses. However, this is only the case when hand-centric observability is sufficient; otherwise, including a third-person perspective is necessary for learning, but also harms out-of-distribution generalization. To mitigate this, we propose to regularize the third-person information stream via a variational information bottleneck. On six representative manipulation tasks with varying hand-centric observability adapted from the Meta-World benchmark, this results in a state-of-the-art reinforcement learning agent operating from both perspectives improving its out-of-distribution generalization on every task. While some practitioners have long put cameras in the hands of robots, our work systematically analyzes the benefits of doing so and provides simple and broadly applicable insights for improving end-to-end learned vision-based robotic manipulation.

cs.RO↗

SDEdit: Guided Image Synthesis and Editing with Stochastic Differential Equations

Guided image synthesis enables everyday users to create and edit photo-realistic images with minimum effort. The key challenge is balancing faithfulness to the user input (e.g., hand-drawn colored strokes) and realism of the synthesized image. Existing GAN-based methods attempt to achieve such balance using either conditional GANs or GAN inversions, which are challenging and often require additional training data or loss functions for individual applications. To address these issues, we introduce a new image synthesis and editing method, Stochastic Differential Editing (SDEdit), based on a diffusion model generative prior, which synthesizes realistic images by iteratively denoising through a stochastic differential equation (SDE). Given an input image with user guide of any type, SDEdit first adds noise to the input, then subsequently denoises the resulting image through the SDE prior to increase its realism. SDEdit does not require task-specific training or inversions and can naturally achieve the balance between realism and faithfulness. SDEdit significantly outperforms state-of-the-art GAN-based methods by up to 98.09% on realism and 91.72% on overall satisfaction scores, according to a human perception study, on multiple tasks, including stroke-based image synthesis and editing as well as image compositing.

cs.CV↗

Improving Learning Efficiency for Wireless Resource Allocation with Symmetric Prior

Improving learning efficiency is paramount for learning resource allocation with deep neural networks (DNNs) in wireless communications over highly dynamic environments. Incorporating domain knowledge into learning is a promising way of dealing with this issue, which is an emerging topic in the wireless community. In this article, we first briefly summarize two classes of approaches to using domain knowledge: introducing mathematical models or prior knowledge to deep learning. Then, we consider a kind of symmetric prior, permutation equivariance, which widely exists in wireless tasks. To explain how such a generic prior is harnessed to improve learning efficiency, we resort to ranking, which jointly sorts the input and output of a DNN. We use power allocation among subcarriers, probabilistic content caching, and interference coordination to illustrate the improvement of learning efficiency by exploiting the property. From the case study, we find that the required training samples to achieve given system performance decreases with the number of subcarriers or contents, owing to an interesting phenomenon: "sample hardening". Simulation results show that the training samples, the free parameters in DNNs and the training time can be reduced dramatically by harnessing the prior knowledge. The samples required to train a DNN after ranking can be reduced by $15 \sim 2,400$ folds to achieve the same system performance as the counterpart without using prior.

eess.SP↗

ObjectFolder: A Dataset of Objects with Implicit Visual, Auditory, and Tactile Representations

Multisensory object-centric perception, reasoning, and interaction have been a key research topic in recent years. However, the progress in these directions is limited by the small set of objects available -- synthetic objects are not realistic enough and are mostly centered around geometry, while real object datasets such as YCB are often practically challenging and unstable to acquire due to international shipping, inventory, and financial cost. We present ObjectFolder, a dataset of 100 virtualized objects that addresses both challenges with two key innovations. First, ObjectFolder encodes the visual, auditory, and tactile sensory data for all objects, enabling a number of multisensory object recognition tasks, beyond existing datasets that focus purely on object geometry. Second, ObjectFolder employs a uniform, object-centric, and implicit representation for each object's visual textures, acoustic simulations, and tactile readings, making the dataset flexible to use and easy to share. We demonstrate the usefulness of our dataset as a testbed for multisensory perception and control by evaluating it on a variety of benchmark tasks, including instance recognition, cross-sensory retrieval, 3D reconstruction, and robotic grasping.

cs.RO↗

iGibson 2.0: Object-Centric Simulation for Robot Learning of Everyday Household Tasks

Recent research in embodied AI has been boosted by the use of simulation environments to develop and train robot learning approaches. However, the use of simulation has skewed the attention to tasks that only require what robotics simulators can simulate: motion and physical contact. We present iGibson 2.0, an open-source simulation environment that supports the simulation of a more diverse set of household tasks through three key innovations. First, iGibson 2.0 supports object states, including temperature, wetness level, cleanliness level, and toggled and sliced states, necessary to cover a wider range of tasks. Second, iGibson 2.0 implements a set of predicate logic functions that map the simulator states to logic states like Cooked or Soaked. Additionally, given a logic state, iGibson 2.0 can sample valid physical states that satisfy it. This functionality can generate potentially infinite instances of tasks with minimal effort from the users. The sampling mechanism allows our scenes to be more densely populated with small objects in semantically meaningful locations. Third, iGibson 2.0 includes a virtual reality (VR) interface to immerse humans in its scenes to collect demonstrations. As a result, we can collect demonstrations from humans on these new types of tasks, and use them for imitation learning. We evaluate the new capabilities of iGibson 2.0 to enable robot learning of novel tasks, in the hope of demonstrating the potential of this new simulator to support new research in embodied AI. iGibson 2.0 and its new dataset are publicly available at http://svl.stanford.edu/igibson/.

cs.RO↗

Learning Temporal Dynamics from Cycles in Narrated Video

Learning to model how the world changes as time elapses has proven a challenging problem for the computer vision community. We propose a self-supervised solution to this problem using temporal cycle consistency jointly in vision and language, training on narrated video. Our model learns modality-agnostic functions to predict forward and backward in time, which must undo each other when composed. This constraint leads to the discovery of high-level transitions between moments in time, since such transitions are easily inverted and shared across modalities. We justify the design of our model with an ablation study on different configurations of the cycle consistency problem. We then show qualitatively and quantitatively that our approach yields a meaningful, high-level model of the future and past. We apply the learned dynamics model without further training to various tasks, such as predicting future action and temporally ordering sets of images. Project page: https://dave.ml/mmcc

cs.CV↗

Neural Radiance Flow for 4D View Synthesis and Video Processing

We present a method, Neural Radiance Flow (NeRFlow),to learn a 4D spatial-temporal representation of a dynamic scene from a set of RGB images. Key to our approach is the use of a neural implicit representation that learns to capture the 3D occupancy, radiance, and dynamics of the scene. By enforcing consistency across different modalities, our representation enables multi-view rendering in diverse dynamic scenes, including water pouring, robotic interaction, and real images, outperforming state-of-the-art methods for spatial-temporal view synthesis. Our approach works even when inputs images are captured with only one camera. We further demonstrate that the learned representation can serve as an implicit scene prior, enabling video processing tasks such as image super-resolution and de-noising without any additional supervision.

cs.CV↗

De-rendering the World's Revolutionary Artefacts

Recent works have shown exciting results in unsupervised image de-rendering -- learning to decompose 3D shape, appearance, and lighting from single-image collections without explicit supervision. However, many of these assume simplistic material and lighting models. We propose a method, termed RADAR, that can recover environment illumination and surface materials from real single-image collections, relying neither on explicit 3D supervision, nor on multi-view or multi-light images. Specifically, we focus on rotationally symmetric artefacts that exhibit challenging surface properties including specular reflections, such as vases. We introduce a novel self-supervised albedo discriminator, which allows the model to recover plausible albedo without requiring any ground-truth during training. In conjunction with a shape reconstruction module exploiting rotational symmetry, we present an end-to-end learning framework that is able to de-render the world's revolutionary artefacts. We conduct experiments on a real vase dataset and demonstrate compelling decomposition results, allowing for applications including free-viewpoint rendering and relighting.

cs.CV↗

3D Shape Generation and Completion through Point-Voxel Diffusion

We propose a novel approach for probabilistic generative modeling of 3D shapes. Unlike most existing models that learn to deterministically translate a latent vector to a shape, our model, Point-Voxel Diffusion (PVD), is a unified, probabilistic formulation for unconditional shape generation and conditional, multi-modal shape completion. PVD marries denoising diffusion models with the hybrid, point-voxel representation of 3D shapes. It can be viewed as a series of denoising steps, reversing the diffusion process from observed point cloud data to Gaussian noise, and is trained by optimizing a variational lower bound to the (conditional) likelihood function. Experiments demonstrate that PVD is capable of synthesizing high-fidelity shapes, completing partial point clouds, and generating multiple completion results from single-view depth scans of real objects.

cs.CV↗

DASH: Modularized Human Manipulation Simulation with Vision and Language for Embodied AI

Creating virtual humans with embodied, human-like perceptual and actuation constraints has the promise to provide an integrated simulation platform for many scientific and engineering applications. We present Dynamic and Autonomous Simulated Human (DASH), an embodied virtual human that, given natural language commands, performs grasp-and-stack tasks in a physically-simulated cluttered environment solely using its own visual perception, proprioception, and touch, without requiring human motion data. By factoring the DASH system into a vision module, a language module, and manipulation modules of two skill categories, we can mix and match analytical and machine learning techniques for different modules so that DASH is able to not only perform randomly arranged tasks with a high success rate, but also do so under anthropomorphic constraints and with fluid and diverse motions. The modular design also favors analysis and extensibility to more complex manipulation skills.

cs.GR↗

BEHAVIOR: Benchmark for Everyday Household Activities in Virtual, Interactive, and Ecological Environments

We introduce BEHAVIOR, a benchmark for embodied AI with 100 activities in simulation, spanning a range of everyday household chores such as cleaning, maintenance, and food preparation. These activities are designed to be realistic, diverse, and complex, aiming to reproduce the challenges that agents must face in the real world. Building such a benchmark poses three fundamental difficulties for each activity: definition (it can differ by time, place, or person), instantiation in a simulator, and evaluation. BEHAVIOR addresses these with three innovations. First, we propose an object-centric, predicate logic-based description language for expressing an activity's initial and goal conditions, enabling generation of diverse instances for any activity. Second, we identify the simulator-agnostic features required by an underlying environment to support BEHAVIOR, and demonstrate its realization in one such simulator. Third, we introduce a set of metrics to measure task progress and efficiency, absolute and relative to human demonstrators. We include 500 human demonstrations in virtual reality (VR) to serve as the human ground truth. Our experiments demonstrate that even state of the art embodied AI solutions struggle with the level of realism, diversity, and complexity imposed by the activities in our benchmark. We make BEHAVIOR publicly available at behavior.stanford.edu to facilitate and calibrate the development of new embodied AI solutions.

cs.RO↗

When is Particle Filtering Efficient for Planning in Partially Observed Linear Dynamical Systems?

Particle filtering is a popular method for inferring latent states in stochastic dynamical systems, whose theoretical properties have been well studied in machine learning and statistics communities. In many control problems, e.g., partially observed linear dynamical systems (POLDS), oftentimes the inferred latent state is further used for planning at each step. This paper initiates a rigorous study on the efficiency of particle filtering for sequential planning, and gives the first particle complexity bounds. Though errors in past actions may affect the future, we are able to bound the number of particles needed so that the long-run reward of the policy based on particle filtering is close to that based on exact inference. In particular, we show that, in stable systems, polynomially many particles suffice. Key in our proof is a coupling of the ideal sequence based on the exact planning and the sequence generated by approximate planning based on particle filtering. We believe this technique can be useful in other sequential decision-making problems.

cs.LG↗

Temporal and Object Quantification Networks

We present Temporal and Object Quantification Networks (TOQ-Nets), a new class of neuro-symbolic networks with a structural bias that enables them to learn to recognize complex relational-temporal events. This is done by including reasoning layers that implement finite-domain quantification over objects and time. The structure allows them to generalize directly to input instances with varying numbers of objects in temporal sequences of varying lengths. We evaluate TOQ-Nets on input domains that require recognizing event-types in terms of complex temporal relational patterns. We demonstrate that TOQ-Nets can generalize from small amounts of data to scenarios containing more objects than were present during training and to temporal warpings of input sequences.

cs.LG↗

Language-Mediated, Object-Centric Representation Learning

We present Language-mediated, Object-centric Representation Learning (LORL), a paradigm for learning disentangled, object-centric scene representations from vision and language. LORL builds upon recent advances in unsupervised object discovery and segmentation, notably MONet and Slot Attention. While these algorithms learn an object-centric representation just by reconstructing the input image, LORL enables them to further learn to associate the learned representations to concepts, i.e., words for object categories, properties, and spatial relationships, from language input. These object-centric concepts derived from language facilitate the learning of object-centric representations. LORL can be integrated with various unsupervised object discovery algorithms that are language-agnostic. Experiments show that the integration of LORL consistently improves the performance of unsupervised object discovery methods on two datasets via the help of language. We also show that concepts learned by LORL, in conjunction with object discovery methods, aid downstream tasks such as referring expression comprehension.

cs.LG↗

Augmenting Policy Learning with Routines Discovered from a Single Demonstration

Humans can abstract prior knowledge from very little data and use it to boost skill learning. In this paper, we propose routine-augmented policy learning (RAPL), which discovers routines composed of primitive actions from a single demonstration and uses discovered routines to augment policy learning. To discover routines from the demonstration, we first abstract routine candidates by identifying grammar over the demonstrated action trajectory. Then, the best routines measured by length and frequency are selected to form a routine library. We propose to learn policy simultaneously at primitive-level and routine-level with discovered routines, leveraging the temporal structure of routines. Our approach enables imitating expert behavior at multiple temporal scales for imitation learning and promotes reinforcement learning exploration. Extensive experiments on Atari games demonstrate that RAPL improves the state-of-the-art imitation learning method SQIL and reinforcement learning method A2C. Further, we show that discovered routines can generalize to unseen levels and difficulties on the CoinRun benchmark.

cs.LG↗