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Joe Lin

Publications and source records attributed to Joe Lin.

6 recordsLinked to original sources

Monocular 3D Occupancy Perception for Robots on Sidewalks via Hybrid 2D-3D Learning

Sidewalks in the real world are crowded, cluttered, and less structured than roads, making 3D occupancy prediction a key ingredient for the safe navigation of mobile robots such as delivery bots and electric wheelchairs. Existing occupancy learning pipelines are largely designed for on-road autonomous driving and often train on large-scale paired LiDAR-RGB datasets with dense 3D supervision and multiple camera inputs, which are costly to collect and do not adequately capture sidewalk-specific characteristics. We propose WalkOCC, a hybrid Ray-marching monocular 3D occupancy perception framework for robots operating on sidewalks. WalkOCC explicitly couples geometric grounding from LiDAR-RGB paired data with scalable learning from large-scale unpaired monocular images. It bootstraps pseudo occupancy supervision from paired sequences and jointly learns image-level representations on additional 2D-only data. It yields stable optimization and improved generalization without requiring costly 3D occupancy annotations. Extensive experiments demonstrate consistent gains in prediction accuracy, fine-grained segmentation of subtle urban structures such as curbs and gutters, and robustness to environmental and cross-embodiment shifts compared with self-supervised image-based baselines. To facilitate evaluation and benchmarking, we also introduce Sidewalk3D, a large-scale sidewalk perception dataset with LiDAR-camera paired sequences collected across multiple locations and time periods, along with 3D semantic occupancy annotations for evaluation. Code and data will be made available.

cs.RO

Generalized Event Partonomy Inference with Structured Hierarchical Predictive Learning

Humans naturally perceive continuous experience as a hierarchy of temporally nested events, fine-grained actions embedded within coarser routines. Replicating this structure in computer vision requires models that can segment video not just retrospectively, but predictively and hierarchically. We introduce PARSE, a unified framework that learns multiscale event structure directly from streaming video without supervision. PARSE organizes perception into a hierarchy of recurrent predictors, each operating at its own temporal granularity: lower layers model short-term dynamics while higher layers integrate longer-term context through attention-based feedback. Event boundaries emerge naturally as transient peaks in prediction error, yielding temporally coherent, nested partonomies that mirror the containment relations observed in human event perception. Evaluated across three benchmarks, Breakfast Actions, 50 Salads, and Assembly 101, PARSE achieves state-of-the-art performance among streaming methods and rivals offline baselines in both temporal alignment (H-GEBD) and structural consistency (TED, hF1). The results demonstrate that predictive learning under uncertainty provides a scalable path toward human-like temporal abstraction and compositional event understanding.

cs.CV

CRAFT-E: A Neuro-Symbolic Framework for Embodied Affordance Grounding

Assistive robots operating in unstructured environments must understand not only what objects are, but what they can be used for. This requires grounding language-based action queries to objects that both afford the requested function and can be physically retrieved. Existing approaches often rely on black-box models or fixed affordance labels, limiting transparency, controllability, and reliability for human-facing applications. We introduce CRAFT-E, a modular neuro-symbolic framework that composes a structured verb-property-object knowledge graph with visual-language alignment and energy-based grasp reasoning. The system generates interpretable grounding paths that expose the factors influencing object selection and incorporates grasp feasibility as an integral part of affordance inference. We further construct a benchmark dataset with unified annotations for verb-object compatibility, segmentation, and grasp candidates, and deploy the full pipeline on a physical robot. CRAFT-E achieves competitive performance in static scenes, ImageNet-based functional retrieval, and real-world trials involving 20 verbs and 39 objects. The framework remains robust under perceptual noise and provides transparent, component-level diagnostics. By coupling symbolic reasoning with embodied perception, CRAFT-E offers an interpretable and customizable alternative to end-to-end models for affordance-grounded object selection, supporting trustworthy decision-making in assistive robotic systems.

cs.RO

CRAFT: A Neuro-Symbolic Framework for Visual Functional Affordance Grounding

We introduce CRAFT, a neuro-symbolic framework for interpretable affordance grounding, which identifies the objects in a scene that enable a given action (e.g., "cut"). CRAFT integrates structured commonsense priors from ConceptNet and language models with visual evidence from CLIP, using an energy-based reasoning loop to refine predictions iteratively. This process yields transparent, goal-driven decisions to ground symbolic and perceptual structures. Experiments in multi-object, label-free settings demonstrate that CRAFT enhances accuracy while improving interpretability, providing a step toward robust and trustworthy scene understanding.

cs.CV

Joint Optimization for 4D Human-Scene Reconstruction in the Wild

Reconstructing human motion and its surrounding environment is crucial for understanding human-scene interaction and predicting human movements in the scene. While much progress has been made in capturing human-scene interaction in constrained environments, those prior methods can hardly reconstruct the natural and diverse human motion and scene context from web videos. In this work, we propose JOSH, a novel optimization-based method for 4D human-scene reconstruction in the wild from monocular videos. JOSH uses techniques in both dense scene reconstruction and human mesh recovery as initialization, and then it leverages the human-scene contact constraints to jointly optimize the scene, the camera poses, and the human motion. Experiment results show JOSH achieves better results on both global human motion estimation and dense scene reconstruction by joint optimization of scene geometry and human motion. We further design a more efficient model, JOSH3R, and directly train it with pseudo-labels from web videos. JOSH3R outperforms other optimization-free methods by only training with labels predicted from JOSH, further demonstrating its accuracy and generalization ability.

cs.CV

Learning to Generate Diverse Pedestrian Movements from Web Videos with Noisy Labels

Understanding and modeling pedestrian movements in the real world is crucial for applications like motion forecasting and scene simulation. Many factors influence pedestrian movements, such as scene context, individual characteristics, and goals, which are often ignored by the existing human generation methods. Web videos contain natural pedestrian behavior and rich motion context, but annotating them with pre-trained predictors leads to noisy labels. In this work, we propose learning diverse pedestrian movements from web videos. We first curate a large-scale dataset called CityWalkers that captures diverse real-world pedestrian movements in urban scenes. Then, based on CityWalkers, we propose a generative model called PedGen for diverse pedestrian movement generation. PedGen introduces automatic label filtering to remove the low-quality labels and a mask embedding to train with partial labels. It also contains a novel context encoder that lifts the 2D scene context to 3D and can incorporate various context factors in generating realistic pedestrian movements in urban scenes. Experiments show that PedGen outperforms existing baseline methods for pedestrian movement generation by learning from noisy labels and incorporating the context factors. In addition, PedGen achieves zero-shot generalization in both real-world and simulated environments. The code, model, and data will be made publicly available at https://genforce.github.io/PedGen/ .

cs.CV