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Kostas Daniilidis

Publications and source records attributed to Kostas Daniilidis.

At least 73 records · Page 4Linked to original sources

Equivariant Light Field Convolution and Transformer

3D reconstruction and novel view rendering can greatly benefit from geometric priors when the input views are not sufficient in terms of coverage and inter-view baselines. Deep learning of geometric priors from 2D images often requires each image to be represented in a $2D$ canonical frame and the prior to be learned in a given or learned $3D$ canonical frame. In this paper, given only the relative poses of the cameras, we show how to learn priors from multiple views equivariant to coordinate frame transformations by proposing an $SE(3)$-equivariant convolution and transformer in the space of rays in 3D. This enables the creation of a light field that remains equivariant to the choice of coordinate frame. The light field as defined in our work, refers both to the radiance field and the feature field defined on the ray space. We model the ray space, the domain of the light field, as a homogeneous space of $SE(3)$ and introduce the $SE(3)$-equivariant convolution in ray space. Depending on the output domain of the convolution, we present convolution-based $SE(3)$-equivariant maps from ray space to ray space and to $\mathbb{R}^3$. Our mathematical framework allows us to go beyond convolution to $SE(3)$-equivariant attention in the ray space. We demonstrate how to tailor and adapt the equivariant convolution and transformer in the tasks of equivariant neural rendering and $3D$ reconstruction from multiple views. We demonstrate $SE(3)$-equivariance by obtaining robust results in roto-translated datasets without performing transformation augmentation.

cs.CV↗

Learning to Navigate in Turbulent Flows with Aerial Robot Swarms: A Cooperative Deep Reinforcement Learning Approach

Aerial operation in turbulent environments is a challenging problem due to the chaotic behavior of the flow. This problem is made even more complex when a team of aerial robots is trying to achieve coordinated motion in turbulent wind conditions. In this paper, we present a novel multi-robot controller to navigate in turbulent flows, decoupling the trajectory-tracking control from the turbulence compensation via a nested control architecture. Unlike previous works, our method does not learn to compensate for the air-flow at a specific time and space. Instead, our method learns to compensate for the flow based on its effect on the team. This is made possible via a deep reinforcement learning approach, implemented via a Graph Convolutional Neural Network (GCNN)-based architecture, which enables robots to achieve better wind compensation by processing the spatial-temporal correlation of wind flows across the team. Our approach scales well to large robot teams -- as each robot only uses information from its nearest neighbors -- , and generalizes well to robot teams larger than seen in training. Simulated experiments demonstrate how information sharing improves turbulence compensation in a team of aerial robots and demonstrate the flexibility of our method over different team configurations.

cs.RO↗

Banana: Banach Fixed-Point Network for Pointcloud Segmentation with Inter-Part Equivariance

Equivariance has gained strong interest as a desirable network property that inherently ensures robust generalization. However, when dealing with complex systems such as articulated objects or multi-object scenes, effectively capturing inter-part transformations poses a challenge, as it becomes entangled with the overall structure and local transformations. The interdependence of part assignment and per-part group action necessitates a novel equivariance formulation that allows for their co-evolution. In this paper, we present Banana, a Banach fixed-point network for equivariant segmentation with inter-part equivariance by construction. Our key insight is to iteratively solve a fixed-point problem, where point-part assignment labels and per-part SE(3)-equivariance co-evolve simultaneously. We provide theoretical derivations of both per-step equivariance and global convergence, which induces an equivariant final convergent state. Our formulation naturally provides a strict definition of inter-part equivariance that generalizes to unseen inter-part configurations. Through experiments conducted on both articulated objects and multi-object scans, we demonstrate the efficacy of our approach in achieving strong generalization under inter-part transformations, even when confronted with substantial changes in pointcloud geometry and topology.

cs.CV↗

NAP: Neural 3D Articulation Prior

We propose Neural 3D Articulation Prior (NAP), the first 3D deep generative model to synthesize 3D articulated object models. Despite the extensive research on generating 3D objects, compositions, or scenes, there remains a lack of focus on capturing the distribution of articulated objects, a common object category for human and robot interaction. To generate articulated objects, we first design a novel articulation tree/graph parameterization and then apply a diffusion-denoising probabilistic model over this representation where articulated objects can be generated via denoising from random complete graphs. In order to capture both the geometry and the motion structure whose distribution will affect each other, we design a graph-attention denoising network for learning the reverse diffusion process. We propose a novel distance that adapts widely used 3D generation metrics to our novel task to evaluate generation quality, and experiments demonstrate our high performance in articulated object generation. We also demonstrate several conditioned generation applications, including Part2Motion, PartNet-Imagination, Motion2Part, and GAPart2Object.

cs.CV↗

EV-Catcher: High-Speed Object Catching Using Low-latency Event-based Neural Networks

Event-based sensors have recently drawn increasing interest in robotic perception due to their lower latency, higher dynamic range, and lower bandwidth requirements compared to standard CMOS-based imagers. These properties make them ideal tools for real-time perception tasks in highly dynamic environments. In this work, we demonstrate an application where event cameras excel: accurately estimating the impact location of fast-moving objects. We introduce a lightweight event representation called Binary Event History Image (BEHI) to encode event data at low latency, as well as a learning-based approach that allows real-time inference of a confidence-enabled control signal to the robot. To validate our approach, we present an experimental catching system in which we catch fast-flying ping-pong balls. We show that the system is capable of achieving a success rate of 81% in catching balls targeted at different locations, with a velocity of up to 13 m/s even on compute-constrained embedded platforms such as the Nvidia Jetson NX.

cs.RO↗

EvAC3D: From Event-based Apparent Contours to 3D Models via Continuous Visual Hulls

3D reconstruction from multiple views is a successful computer vision field with multiple deployments in applications. State of the art is based on traditional RGB frames that enable optimization of photo-consistency cross views. In this paper, we study the problem of 3D reconstruction from event-cameras, motivated by the advantages of event-based cameras in terms of low power and latency as well as by the biological evidence that eyes in nature capture the same data and still perceive well 3D shape. The foundation of our hypothesis that 3D reconstruction is feasible using events lies in the information contained in the occluding contours and in the continuous scene acquisition with events. We propose Apparent Contour Events (ACE), a novel event-based representation that defines the geometry of the apparent contour of an object. We represent ACE by a spatially and temporally continuous implicit function defined in the event x-y-t space. Furthermore, we design a novel continuous Voxel Carving algorithm enabled by the high temporal resolution of the Apparent Contour Events. To evaluate the performance of the method, we collect MOEC-3D, a 3D event dataset of a set of common real-world objects. We demonstrate the ability of EvAC3D to reconstruct high-fidelity mesh surfaces from real event sequences while allowing the refinement of the 3D reconstruction for each individual event.

cs.CV↗

EFEM: Equivariant Neural Field Expectation Maximization for 3D Object Segmentation Without Scene Supervision

We introduce Equivariant Neural Field Expectation Maximization (EFEM), a simple, effective, and robust geometric algorithm that can segment objects in 3D scenes without annotations or training on scenes. We achieve such unsupervised segmentation by exploiting single object shape priors. We make two novel steps in that direction. First, we introduce equivariant shape representations to this problem to eliminate the complexity induced by the variation in object configuration. Second, we propose a novel EM algorithm that can iteratively refine segmentation masks using the equivariant shape prior. We collect a novel real dataset Chairs and Mugs that contains various object configurations and novel scenes in order to verify the effectiveness and robustness of our method. Experimental results demonstrate that our method achieves consistent and robust performance across different scenes where the (weakly) supervised methods may fail. Code and data available at https://www.cis.upenn.edu/~leijh/projects/efem

cs.CV↗

SE(3)-Equivariant Attention Networks for Shape Reconstruction in Function Space

We propose a method for 3D shape reconstruction from unoriented point clouds. Our method consists of a novel SE(3)-equivariant coordinate-based network (TF-ONet), that parametrizes the occupancy field of the shape and respects the inherent symmetries of the problem. In contrast to previous shape reconstruction methods that align the input to a regular grid, we operate directly on the irregular point cloud. Our architecture leverages equivariant attention layers that operate on local tokens. This mechanism enables local shape modelling, a crucial property for scalability to large scenes. Given an unoriented, sparse, noisy point cloud as input, we produce equivariant features for each point. These serve as keys and values for the subsequent equivariant cross-attention blocks that parametrize the occupancy field. By querying an arbitrary point in space, we predict its occupancy score. We show that our method outperforms previous SO(3)-equivariant methods, as well as non-equivariant methods trained on SO(3)-augmented datasets. More importantly, local modelling together with SE(3)-equivariance create an ideal setting for SE(3) scene reconstruction. We show that by training only on single, aligned objects and without any pre-segmentation, we can reconstruct novel scenes containing arbitrarily many objects in random poses without any performance loss.

cs.CV↗

Probabilistic Shape Completion by Estimating Canonical Factors with Hierarchical VAE

We propose a novel method for 3D shape completion from a partial observation of a point cloud. Existing methods either operate on a global latent code, which limits the expressiveness of their model, or autoregressively estimate the local features, which is highly computationally extensive. Instead, our method estimates the entire local feature field by a single feedforward network by formulating this problem as a tensor completion problem on the feature volume of the object. Due to the redundancy of local feature volumes, this tensor completion problem can be further reduced to estimating the canonical factors of the feature volume. A hierarchical variational autoencoder (VAE) with tiny MLPs is used to probabilistically estimate the canonical factors of the complete feature volume. The effectiveness of the proposed method is validated by comparing it with the state-of-the-art method quantitatively and qualitatively. Further ablation studies also show the need to adopt a hierarchical architecture to capture the multimodal distribution of possible shapes.

cs.CV↗

Multi-view Tracking, Re-ID, and Social Network Analysis of a Flock of Visually Similar Birds in an Outdoor Aviary

The ability to capture detailed interactions among individuals in a social group is foundational to our study of animal behavior and neuroscience. Recent advances in deep learning and computer vision are driving rapid progress in methods that can record the actions and interactions of multiple individuals simultaneously. Many social species, such as birds, however, live deeply embedded in a three-dimensional world. This world introduces additional perceptual challenges such as occlusions, orientation-dependent appearance, large variation in apparent size, and poor sensor coverage for 3D reconstruction, that are not encountered by applications studying animals that move and interact only on 2D planes. Here we introduce a system for studying the behavioral dynamics of a group of songbirds as they move throughout a 3D aviary. We study the complexities that arise when tracking a group of closely interacting animals in three dimensions and introduce a novel dataset for evaluating multi-view trackers. Finally, we analyze captured ethogram data and demonstrate that social context affects the distribution of sequential interactions between birds in the aviary.

cs.CV↗

Unified Fourier-based Kernel and Nonlinearity Design for Equivariant Networks on Homogeneous Spaces

We introduce a unified framework for group equivariant networks on homogeneous spaces derived from a Fourier perspective. We consider tensor-valued feature fields, before and after a convolutional layer. We present a unified derivation of kernels via the Fourier domain by leveraging the sparsity of Fourier coefficients of the lifted feature fields. The sparsity emerges when the stabilizer subgroup of the homogeneous space is a compact Lie group. We further introduce a nonlinear activation, via an elementwise nonlinearity on the regular representation after lifting and projecting back to the field through an equivariant convolution. We show that other methods treating features as the Fourier coefficients in the stabilizer subgroup are special cases of our activation. Experiments on $SO(3)$ and $SE(3)$ show state-of-the-art performance in spherical vector field regression, point cloud classification, and molecular completion.

cs.CV↗

Semantic keypoint-based pose estimation from single RGB frames

This paper presents an approach to estimating the continuous 6-DoF pose of an object from a single RGB image. The approach combines semantic keypoints predicted by a convolutional network (convnet) with a deformable shape model. Unlike prior investigators, we are agnostic to whether the object is textured or textureless, as the convnet learns the optimal representation from the available training-image data. Furthermore, the approach can be applied to instance- and class-based pose recovery. Additionally, we accompany our main pipeline with a technique for semi-automatic data generation from unlabeled videos. This procedure allows us to train the learnable components of our method with minimal manual intervention in the labeling process. Empirically, we show that our approach can accurately recover the 6-DoF object pose for both instance- and class-based scenarios even against a cluttered background. We apply our approach both to several, existing, large-scale datasets - including PASCAL3D+, LineMOD-Occluded, YCB-Video, and TUD-Light - and, using our labeling pipeline, to a new dataset with novel object classes that we introduce here. Extensive empirical evaluations show that our approach is able to provide pose estimation results comparable to the state of the art.

cs.CV↗

CaDeX: Learning Canonical Deformation Coordinate Space for Dynamic Surface Representation via Neural Homeomorphism

While neural representations for static 3D shapes are widely studied, representations for deformable surfaces are limited to be template-dependent or lack efficiency. We introduce Canonical Deformation Coordinate Space (CaDeX), a unified representation of both shape and nonrigid motion. Our key insight is the factorization of the deformation between frames by continuous bijective canonical maps (homeomorphisms) and their inverses that go through a learned canonical shape. Our novel deformation representation and its implementation are simple, efficient, and guarantee cycle consistency, topology preservation, and, if needed, volume conservation. Our modelling of the learned canonical shapes provides a flexible and stable space for shape prior learning. We demonstrate state-of-the-art performance in modelling a wide range of deformable geometries: human bodies, animal bodies, and articulated objects.

cs.CV↗

Cross-modal Map Learning for Vision and Language Navigation

We consider the problem of Vision-and-Language Navigation (VLN). The majority of current methods for VLN are trained end-to-end using either unstructured memory such as LSTM, or using cross-modal attention over the egocentric observations of the agent. In contrast to other works, our key insight is that the association between language and vision is stronger when it occurs in explicit spatial representations. In this work, we propose a cross-modal map learning model for vision-and-language navigation that first learns to predict the top-down semantics on an egocentric map for both observed and unobserved regions, and then predicts a path towards the goal as a set of waypoints. In both cases, the prediction is informed by the language through cross-modal attention mechanisms. We experimentally test the basic hypothesis that language-driven navigation can be solved given a map, and then show competitive results on the full VLN-CE benchmark.

cs.CV↗

Learning to Map for Active Semantic Goal Navigation

We consider the problem of object goal navigation in unseen environments. Solving this problem requires learning of contextual semantic priors, a challenging endeavour given the spatial and semantic variability of indoor environments. Current methods learn to implicitly encode these priors through goal-oriented navigation policy functions operating on spatial representations that are limited to the agent's observable areas. In this work, we propose a novel framework that actively learns to generate semantic maps outside the field of view of the agent and leverages the uncertainty over the semantic classes in the unobserved areas to decide on long term goals. We demonstrate that through this spatial prediction strategy, we are able to learn semantic priors in scenes that can be leveraged in unknown environments. Additionally, we show how different objectives can be defined by balancing exploration with exploitation during searching for semantic targets. Our method is validated in the visually realistic environments of the Matterport3D dataset and show improved results on object goal navigation over competitive baselines.

cs.CV↗

Single-Camera 3D Head Fitting for Mixed Reality Clinical Applications

We address the problem of estimating the shape of a person's head, defined as the geometry of the complete head surface, from a video taken with a single moving camera, and determining the alignment of the fitted 3D head for all video frames, irrespective of the person's pose. 3D head reconstructions commonly tend to focus on perfecting the face reconstruction, leaving the scalp to a statistical approximation. Our goal is to reconstruct the head model of each person to enable future mixed reality applications. To do this, we recover a dense 3D reconstruction and camera information via structure-from-motion and multi-view stereo. These are then used in a new two-stage fitting process to recover the 3D head shape by iteratively fitting a 3D morphable model of the head with the dense reconstruction in canonical space and fitting it to each person's head, using both traditional facial landmarks and scalp features extracted from the head's segmentation mask. Our approach recovers consistent geometry for varying head shapes, from videos taken by different people, with different smartphones, and in a variety of environments from living rooms to outdoor spaces.

cs.CV↗

Uncertainty-driven Planner for Exploration and Navigation

We consider the problems of exploration and point-goal navigation in previously unseen environments, where the spatial complexity of indoor scenes and partial observability constitute these tasks challenging. We argue that learning occupancy priors over indoor maps provides significant advantages towards addressing these problems. To this end, we present a novel planning framework that first learns to generate occupancy maps beyond the field-of-view of the agent, and second leverages the model uncertainty over the generated areas to formulate path selection policies for each task of interest. For point-goal navigation the policy chooses paths with an upper confidence bound policy for efficient and traversable paths, while for exploration the policy maximizes model uncertainty over candidate paths. We perform experiments in the visually realistic environments of Matterport3D using the Habitat simulator and demonstrate: 1) Improved results on exploration and map quality metrics over competitive methods, and 2) The effectiveness of our planning module when paired with the state-of-the-art DD-PPO method for the point-goal navigation task.

cs.RO↗

Reinforcement Learning with Videos: Combining Offline Observations with Interaction

Reinforcement learning is a powerful framework for robots to acquire skills from experience, but often requires a substantial amount of online data collection. As a result, it is difficult to collect sufficiently diverse experiences that are needed for robots to generalize broadly. Videos of humans, on the other hand, are a readily available source of broad and interesting experiences. In this paper, we consider the question: can we perform reinforcement learning directly on experience collected by humans? This problem is particularly difficult, as such videos are not annotated with actions and exhibit substantial visual domain shift relative to the robot's embodiment. To address these challenges, we propose a framework for reinforcement learning with videos (RLV). RLV learns a policy and value function using experience collected by humans in combination with data collected by robots. In our experiments, we find that RLV is able to leverage such videos to learn challenging vision-based skills with less than half as many samples as RL methods that learn from scratch.

cs.LG↗