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Jiangmiao Pang

Publications and source records attributed to Jiangmiao Pang.

At least 145 records · Page 8Linked to original sources

CooHOI: Learning Cooperative Human-Object Interaction with Manipulated Object Dynamics

Enabling humanoid robots to clean rooms has long been a pursued dream within humanoid research communities. However, many tasks require multi-humanoid collaboration, such as carrying large and heavy furniture together. Given the scarcity of motion capture data on multi-humanoid collaboration and the efficiency challenges associated with multi-agent learning, these tasks cannot be straightforwardly addressed using training paradigms designed for single-agent scenarios. In this paper, we introduce Cooperative Human-Object Interaction (CooHOI), a framework designed to tackle the challenge of multi-humanoid object transportation problem through a two-phase learning paradigm: individual skill learning and subsequent policy transfer. First, a single humanoid character learns to interact with objects through imitation learning from human motion priors. Then, the humanoid learns to collaborate with others by considering the shared dynamics of the manipulated object using centralized training and decentralized execution (CTDE) multi-agent RL algorithms. When one agent interacts with the object, resulting in specific object dynamics changes, the other agents learn to respond appropriately, thereby achieving implicit communication and coordination between teammates. Unlike previous approaches that relied on tracking-based methods for multi-humanoid HOI, CooHOI is inherently efficient, does not depend on motion capture data of multi-humanoid interactions, and can be seamlessly extended to include more participants and a wide range of object types.

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What Makes CLIP More Robust to Long-Tailed Pre-Training Data? A Controlled Study for Transferable Insights

Severe data imbalance naturally exists among web-scale vision-language datasets. Despite this, we find CLIP pre-trained thereupon exhibits notable robustness to the data imbalance compared to supervised learning, and demonstrates significant effectiveness in learning generalizable representations. With an aim to investigate the reasons behind this finding, we conduct controlled experiments to study various underlying factors, and reveal that CLIP's pretext task forms a dynamic classification problem wherein only a subset of classes is present in training. This isolates the bias from dominant classes and implicitly balances the learning signal. Furthermore, the robustness and discriminability of CLIP improve with more descriptive language supervision, larger data scale, and broader open-world concepts, which are inaccessible to supervised learning. Our study not only uncovers the mechanisms behind CLIP's generalizability beyond data imbalance but also provides transferable insights for the research community. The findings are validated in both supervised and self-supervised learning, enabling models trained on imbalanced data to achieve CLIP-level performance on diverse recognition tasks. Code and data are available at: https://github.com/CVMI-Lab/clip-beyond-tail.

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VLM-Grounder: A VLM Agent for Zero-Shot 3D Visual Grounding

3D visual grounding is crucial for robots, requiring integration of natural language and 3D scene understanding. Traditional methods depending on supervised learning with 3D point clouds are limited by scarce datasets. Recently zero-shot methods leveraging LLMs have been proposed to address the data issue. While effective, these methods only use object-centric information, limiting their ability to handle complex queries. In this work, we present VLM-Grounder, a novel framework using vision-language models (VLMs) for zero-shot 3D visual grounding based solely on 2D images. VLM-Grounder dynamically stitches image sequences, employs a grounding and feedback scheme to find the target object, and uses a multi-view ensemble projection to accurately estimate 3D bounding boxes. Experiments on ScanRefer and Nr3D datasets show VLM-Grounder outperforms previous zero-shot methods, achieving 51.6% Acc@0.25 on ScanRefer and 48.0% Acc on Nr3D, without relying on 3D geometry or object priors. Codes are available at https://github.com/OpenRobotLab/VLM-Grounder .

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Chat-Scene: Bridging 3D Scene and Large Language Models with Object Identifiers

Recent advancements in 3D Large Language Models (LLMs) have demonstrated promising capabilities for 3D scene understanding. However, previous methods exhibit deficiencies in general referencing and grounding capabilities for intricate scene comprehension. In this paper, we introduce the use of object identifiers and object-centric representations to interact with scenes at the object level. Specifically, we decompose the input 3D scene into a set of object proposals, each assigned a unique identifier token, which enables efficient object referencing and grounding during user-assistant interactions. Given the scarcity of scene-language data, we model the scene embeddings as a sequence of explicit object-level embeddings, derived from semantic-rich 2D or 3D representations. By employing object identifiers, we transform diverse 3D scene-language tasks into a unified question-answering format, facilitating joint training without the need for additional task-specific heads. With minimal fine-tuning on all downstream tasks, our model significantly outperforms existing methods on benchmarks including ScanRefer, Multi3DRefer, Scan2Cap, ScanQA, and SQA3D.

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PointLLM: Empowering Large Language Models to Understand Point Clouds

The unprecedented advancements in Large Language Models (LLMs) have shown a profound impact on natural language processing but are yet to fully embrace the realm of 3D understanding. This paper introduces PointLLM, a preliminary effort to fill this gap, enabling LLMs to understand point clouds and offering a new avenue beyond 2D visual data. PointLLM understands colored object point clouds with human instructions and generates contextually appropriate responses, illustrating its grasp of point clouds and common sense. Specifically, it leverages a point cloud encoder with a powerful LLM to effectively fuse geometric, appearance, and linguistic information. We collect a novel dataset comprising 660K simple and 70K complex point-text instruction pairs to enable a two-stage training strategy: aligning latent spaces and subsequently instruction-tuning the unified model. To rigorously evaluate the perceptual and generalization capabilities of PointLLM, we establish two benchmarks: Generative 3D Object Classification and 3D Object Captioning, assessed through three different methods, including human evaluation, GPT-4/ChatGPT evaluation, and traditional metrics. Experimental results reveal PointLLM's superior performance over existing 2D and 3D baselines, with a notable achievement in human-evaluated object captioning tasks where it surpasses human annotators in over 50% of the samples. Codes, datasets, and benchmarks are available at https://github.com/OpenRobotLab/PointLLM .

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Transformer-Based Visual Segmentation: A Survey

Visual segmentation seeks to partition images, video frames, or point clouds into multiple segments or groups. This technique has numerous real-world applications, such as autonomous driving, image editing, robot sensing, and medical analysis. Over the past decade, deep learning-based methods have made remarkable strides in this area. Recently, transformers, a type of neural network based on self-attention originally designed for natural language processing, have considerably surpassed previous convolutional or recurrent approaches in various vision processing tasks. Specifically, vision transformers offer robust, unified, and even simpler solutions for various segmentation tasks. This survey provides a thorough overview of transformer-based visual segmentation, summarizing recent advancements. We first review the background, encompassing problem definitions, datasets, and prior convolutional methods. Next, we summarize a meta-architecture that unifies all recent transformer-based approaches. Based on this meta-architecture, we examine various method designs, including modifications to the meta-architecture and associated applications. We also present several closely related settings, including 3D point cloud segmentation, foundation model tuning, domain-aware segmentation, efficient segmentation, and medical segmentation. Additionally, we compile and re-evaluate the reviewed methods on several well-established datasets. Finally, we identify open challenges in this field and propose directions for future research. The project page can be found at https://github.com/lxtGH/Awesome-Segmentation-With-Transformer. We will also continually monitor developments in this rapidly evolving field.

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GenNBV: Generalizable Next-Best-View Policy for Active 3D Reconstruction

While recent advances in neural radiance field enable realistic digitization for large-scale scenes, the image-capturing process is still time-consuming and labor-intensive. Previous works attempt to automate this process using the Next-Best-View (NBV) policy for active 3D reconstruction. However, the existing NBV policies heavily rely on hand-crafted criteria, limited action space, or per-scene optimized representations. These constraints limit their cross-dataset generalizability. To overcome them, we propose GenNBV, an end-to-end generalizable NBV policy. Our policy adopts a reinforcement learning (RL)-based framework and extends typical limited action space to 5D free space. It empowers our agent drone to scan from any viewpoint, and even interact with unseen geometries during training. To boost the cross-dataset generalizability, we also propose a novel multi-source state embedding, including geometric, semantic, and action representations. We establish a benchmark using the Isaac Gym simulator with the Houses3K and OmniObject3D datasets to evaluate this NBV policy. Experiments demonstrate that our policy achieves a 98.26% and 97.12% coverage ratio on unseen building-scale objects from these datasets, respectively, outperforming prior solutions.

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GRUtopia: Dream General Robots in a City at Scale

Recent works have been exploring the scaling laws in the field of Embodied AI. Given the prohibitive costs of collecting real-world data, we believe the Simulation-to-Real (Sim2Real) paradigm is a crucial step for scaling the learning of embodied models. This paper introduces project GRUtopia, the first simulated interactive 3D society designed for various robots. It features several advancements: (a) The scene dataset, GRScenes, includes 100k interactive, finely annotated scenes, which can be freely combined into city-scale environments. In contrast to previous works mainly focusing on home, GRScenes covers 89 diverse scene categories, bridging the gap of service-oriented environments where general robots would be initially deployed. (b) GRResidents, a Large Language Model (LLM) driven Non-Player Character (NPC) system that is responsible for social interaction, task generation, and task assignment, thus simulating social scenarios for embodied AI applications. (c) The benchmark, GRBench, supports various robots but focuses on legged robots as primary agents and poses moderately challenging tasks involving Object Loco-Navigation, Social Loco-Navigation, and Loco-Manipulation. We hope that this work can alleviate the scarcity of high-quality data in this field and provide a more comprehensive assessment of Embodied AI research. The project is available at https://github.com/OpenRobotLab/GRUtopia.

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Learning H-Infinity Locomotion Control

Stable locomotion in precipitous environments is an essential task for quadruped robots, requiring the ability to resist various external disturbances. Recent neural policies enhance robustness against disturbances by learning to resist external forces sampled from a fixed distribution in the simulated environment. However, the force generation process doesn't consider the robot's current state, making it difficult to identify the most effective direction and magnitude that can push the robot to the most unstable but recoverable state. Thus, challenging cases in the buffer are insufficient to optimize robustness. In this paper, we propose to model the robust locomotion learning process as an adversarial interaction between the locomotion policy and a learnable disturbance that is conditioned on the robot state to generate appropriate external forces. To make the joint optimization stable, our novel $H_{\infty}$ constraint mandates the bound of the ratio between the cost and the intensity of the external forces. We verify the robustness of our approach in both simulated environments and real-world deployment, on quadrupedal locomotion tasks and a more challenging task where the quadruped performs locomotion merely on hind legs. Training and deployment code will be made public.

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RoboKeyGen: Robot Pose and Joint Angles Estimation via Diffusion-based 3D Keypoint Generation

Estimating robot pose and joint angles is significant in advanced robotics, enabling applications like robot collaboration and online hand-eye calibration.However, the introduction of unknown joint angles makes prediction more complex than simple robot pose estimation, due to its higher dimensionality.Previous methods either regress 3D keypoints directly or utilise a render&compare strategy. These approaches often falter in terms of performance or efficiency and grapple with the cross-camera gap problem.This paper presents a novel framework that bifurcates the high-dimensional prediction task into two manageable subtasks: 2D keypoints detection and lifting 2D keypoints to 3D. This separation promises enhanced performance without sacrificing the efficiency innate to keypoint-based techniques.A vital component of our method is the lifting of 2D keypoints to 3D keypoints. Common deterministic regression methods may falter when faced with uncertainties from 2D detection errors or self-occlusions.Leveraging the robust modeling potential of diffusion models, we reframe this issue as a conditional 3D keypoints generation task. To bolster cross-camera adaptability, we introduce theNormalised Camera Coordinate Space (NCCS), ensuring alignment of estimated 2D keypoints across varying camera intrinsics.Experimental results demonstrate that the proposed method outperforms the state-of-the-art render\&compare method and achieves higher inference speed.Furthermore, the tests accentuate our method's robust cross-camera generalisation capabilities.We intend to release both the dataset and code in https://nimolty.github.io/Robokeygen/

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Multi-Object Tracking by Hierarchical Visual Representations

We propose a new visual hierarchical representation paradigm for multi-object tracking. It is more effective to discriminate between objects by attending to objects' compositional visual regions and contrasting with the background contextual information instead of sticking to only the semantic visual cue such as bounding boxes. This compositional-semantic-contextual hierarchy is flexible to be integrated in different appearance-based multi-object tracking methods. We also propose an attention-based visual feature module to fuse the hierarchical visual representations. The proposed method achieves state-of-the-art accuracy and time efficiency among query-based methods on multiple multi-object tracking benchmarks.

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Hybrid Internal Model: Learning Agile Legged Locomotion with Simulated Robot Response

Robust locomotion control depends on accurate state estimations. However, the sensors of most legged robots can only provide partial and noisy observations, making the estimation particularly challenging, especially for external states like terrain frictions and elevation maps. Inspired by the classical Internal Model Control principle, we consider these external states as disturbances and introduce Hybrid Internal Model (HIM) to estimate them according to the response of the robot. The response, which we refer to as the hybrid internal embedding, contains the robot's explicit velocity and implicit stability representation, corresponding to two primary goals for locomotion tasks: explicitly tracking velocity and implicitly maintaining stability. We use contrastive learning to optimize the embedding to be close to the robot's successor state, in which the response is naturally embedded. HIM has several appealing benefits: It only needs the robot's proprioceptions, i.e., those from joint encoders and IMU as observations. It innovatively maintains consistent observations between simulation reference and reality that avoids information loss in mimicking learning. It exploits batch-level information that is more robust to noises and keeps better sample efficiency. It only requires 1 hour of training on an RTX 4090 to enable a quadruped robot to traverse any terrain under any disturbances. A wealth of real-world experiments demonstrates its agility, even in high-difficulty tasks and cases never occurred during the training process, revealing remarkable open-world generalizability.

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EmbodiedScan: A Holistic Multi-Modal 3D Perception Suite Towards Embodied AI

In the realm of computer vision and robotics, embodied agents are expected to explore their environment and carry out human instructions. This necessitates the ability to fully understand 3D scenes given their first-person observations and contextualize them into language for interaction. However, traditional research focuses more on scene-level input and output setups from a global view. To address the gap, we introduce EmbodiedScan, a multi-modal, ego-centric 3D perception dataset and benchmark for holistic 3D scene understanding. It encompasses over 5k scans encapsulating 1M ego-centric RGB-D views, 1M language prompts, 160k 3D-oriented boxes spanning over 760 categories, some of which partially align with LVIS, and dense semantic occupancy with 80 common categories. Building upon this database, we introduce a baseline framework named Embodied Perceptron. It is capable of processing an arbitrary number of multi-modal inputs and demonstrates remarkable 3D perception capabilities, both within the two series of benchmarks we set up, i.e., fundamental 3D perception tasks and language-grounded tasks, and in the wild. Codes, datasets, and benchmarks will be available at https://github.com/OpenRobotLab/EmbodiedScan.

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Understanding Masked Autoencoders From a Local Contrastive Perspective

Masked AutoEncoder (MAE) has revolutionized the field of self-supervised learning with its simple yet effective masking and reconstruction strategies. However, despite achieving state-of-the-art performance across various downstream vision tasks, the underlying mechanisms that drive MAE's efficacy are less well-explored compared to the canonical contrastive learning paradigm. In this paper, we first propose a local perspective to explicitly extract a local contrastive form from MAE's reconstructive objective at the patch level. And then we introduce a new empirical framework, called Local Contrastive MAE (LC-MAE), to analyze both reconstructive and contrastive aspects of MAE. LC-MAE reveals that MAE learns invariance to random masking and ensures distribution consistency between the learned token embeddings and the original images. Furthermore, we dissect the contribution of the decoder and random masking to MAE's success, revealing both the decoder's learning mechanism and the dual role of random masking as data augmentation and effective receptive field restriction. Our experimental analysis sheds light on the intricacies of MAE and summarizes some useful design methodologies, which can inspire more powerful visual self-supervised methods.

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OV-PARTS: Towards Open-Vocabulary Part Segmentation

Segmenting and recognizing diverse object parts is a crucial ability in applications spanning various computer vision and robotic tasks. While significant progress has been made in object-level Open-Vocabulary Semantic Segmentation (OVSS), i.e., segmenting objects with arbitrary text, the corresponding part-level research poses additional challenges. Firstly, part segmentation inherently involves intricate boundaries, while limited annotated data compounds the challenge. Secondly, part segmentation introduces an open granularity challenge due to the diverse and often ambiguous definitions of parts in the open world. Furthermore, the large-scale vision and language models, which play a key role in the open vocabulary setting, struggle to recognize parts as effectively as objects. To comprehensively investigate and tackle these challenges, we propose an Open-Vocabulary Part Segmentation (OV-PARTS) benchmark. OV-PARTS includes refined versions of two publicly available datasets: Pascal-Part-116 and ADE20K-Part-234. And it covers three specific tasks: Generalized Zero-Shot Part Segmentation, Cross-Dataset Part Segmentation, and Few-Shot Part Segmentation, providing insights into analogical reasoning, open granularity and few-shot adapting abilities of models. Moreover, we analyze and adapt two prevailing paradigms of existing object-level OVSS methods for OV-PARTS. Extensive experimental analysis is conducted to inspire future research in leveraging foundational models for OV-PARTS. The code and dataset are available at https://github.com/OpenRobotLab/OV_PARTS.

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QDTrack: Quasi-Dense Similarity Learning for Appearance-Only Multiple Object Tracking

Similarity learning has been recognized as a crucial step for object tracking. However, existing multiple object tracking methods only use sparse ground truth matching as the training objective, while ignoring the majority of the informative regions in images. In this paper, we present Quasi-Dense Similarity Learning, which densely samples hundreds of object regions on a pair of images for contrastive learning. We combine this similarity learning with multiple existing object detectors to build Quasi-Dense Tracking (QDTrack), which does not require displacement regression or motion priors. We find that the resulting distinctive feature space admits a simple nearest neighbor search at inference time for object association. In addition, we show that our similarity learning scheme is not limited to video data, but can learn effective instance similarity even from static input, enabling a competitive tracking performance without training on videos or using tracking supervision. We conduct extensive experiments on a wide variety of popular MOT benchmarks. We find that, despite its simplicity, QDTrack rivals the performance of state-of-the-art tracking methods on all benchmarks and sets a new state-of-the-art on the large-scale BDD100K MOT benchmark, while introducing negligible computational overhead to the detector.

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Tube-Link: A Flexible Cross Tube Framework for Universal Video Segmentation

Video segmentation aims to segment and track every pixel in diverse scenarios accurately. In this paper, we present Tube-Link, a versatile framework that addresses multiple core tasks of video segmentation with a unified architecture. Our framework is a near-online approach that takes a short subclip as input and outputs the corresponding spatial-temporal tube masks. To enhance the modeling of cross-tube relationships, we propose an effective way to perform tube-level linking via attention along the queries. In addition, we introduce temporal contrastive learning to instance-wise discriminative features for tube-level association. Our approach offers flexibility and efficiency for both short and long video inputs, as the length of each subclip can be varied according to the needs of datasets or scenarios. Tube-Link outperforms existing specialized architectures by a significant margin on five video segmentation datasets. Specifically, it achieves almost 13% relative improvements on VIPSeg and 4% improvements on KITTI-STEP over the strong baseline Video K-Net. When using a ResNet50 backbone on Youtube-VIS-2019 and 2021, Tube-Link boosts IDOL by 3% and 4%, respectively.

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Dense Distinct Query for End-to-End Object Detection

One-to-one label assignment in object detection has successfully obviated the need for non-maximum suppression (NMS) as postprocessing and makes the pipeline end-to-end. However, it triggers a new dilemma as the widely used sparse queries cannot guarantee a high recall, while dense queries inevitably bring more similar queries and encounter optimization difficulties. As both sparse and dense queries are problematic, then what are the expected queries in end-to-end object detection? This paper shows that the solution should be Dense Distinct Queries (DDQ). Concretely, we first lay dense queries like traditional detectors and then select distinct ones for one-to-one assignments. DDQ blends the advantages of traditional and recent end-to-end detectors and significantly improves the performance of various detectors including FCN, R-CNN, and DETRs. Most impressively, DDQ-DETR achieves 52.1 AP on MS-COCO dataset within 12 epochs using a ResNet-50 backbone, outperforming all existing detectors in the same setting. DDQ also shares the benefit of end-to-end detectors in crowded scenes and achieves 93.8 AP on CrowdHuman. We hope DDQ can inspire researchers to consider the complementarity between traditional methods and end-to-end detectors. The source code can be found at \url{https://github.com/jshilong/DDQ}.

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