Searcharxiv⌕ Search

arXiv subjects

Lourdes Agapito

Publications and source records attributed to Lourdes Agapito.

At least 37 records · Page 2Linked to original sources

SeMLaPS: Real-time Semantic Mapping with Latent Prior Networks and Quasi-Planar Segmentation

The availability of real-time semantics greatly improves the core geometric functionality of SLAM systems, enabling numerous robotic and AR/VR applications. We present a new methodology for real-time semantic mapping from RGB-D sequences that combines a 2D neural network and a 3D network based on a SLAM system with 3D occupancy mapping. When segmenting a new frame we perform latent feature re-projection from previous frames based on differentiable rendering. Fusing re-projected feature maps from previous frames with current-frame features greatly improves image segmentation quality, compared to a baseline that processes images independently. For 3D map processing, we propose a novel geometric quasi-planar over-segmentation method that groups 3D map elements likely to belong to the same semantic classes, relying on surface normals. We also describe a novel neural network design for lightweight semantic map post-processing. Our system achieves state-of-the-art semantic mapping quality within 2D-3D networks-based systems and matches the performance of 3D convolutional networks on three real indoor datasets, while working in real-time. Moreover, it shows better cross-sensor generalization abilities compared to 3D CNNs, enabling training and inference with different depth sensors. Code and data will be released on project page: http://jingwenwang95.github.io/SeMLaPS

cs.CV↗

Task-guided Domain Gap Reduction for Monocular Depth Prediction in Endoscopy

Colorectal cancer remains one of the deadliest cancers in the world. In recent years computer-aided methods have aimed to enhance cancer screening and improve the quality and availability of colonoscopies by automatizing sub-tasks. One such task is predicting depth from monocular video frames, which can assist endoscopic navigation. As ground truth depth from standard in-vivo colonoscopy remains unobtainable due to hardware constraints, two approaches have aimed to circumvent the need for real training data: supervised methods trained on labeled synthetic data and self-supervised models trained on unlabeled real data. However, self-supervised methods depend on unreliable loss functions that struggle with edges, self-occlusion, and lighting inconsistency. Methods trained on synthetic data can provide accurate depth for synthetic geometries but do not use any geometric supervisory signal from real data and overfit to synthetic anatomies and properties. This work proposes a novel approach to leverage labeled synthetic and unlabeled real data. While previous domain adaptation methods indiscriminately enforce the distributions of both input data modalities to coincide, we focus on the end task, depth prediction, and translate only essential information between the input domains. Our approach results in more resilient and accurate depth maps of real colonoscopy sequences.

cs.CV↗

RoboTAP: Tracking Arbitrary Points for Few-Shot Visual Imitation

For robots to be useful outside labs and specialized factories we need a way to teach them new useful behaviors quickly. Current approaches lack either the generality to onboard new tasks without task-specific engineering, or else lack the data-efficiency to do so in an amount of time that enables practical use. In this work we explore dense tracking as a representational vehicle to allow faster and more general learning from demonstration. Our approach utilizes Track-Any-Point (TAP) models to isolate the relevant motion in a demonstration, and parameterize a low-level controller to reproduce this motion across changes in the scene configuration. We show this results in robust robot policies that can solve complex object-arrangement tasks such as shape-matching, stacking, and even full path-following tasks such as applying glue and sticking objects together, all from demonstrations that can be collected in minutes.

cs.RO↗

HumanRF: High-Fidelity Neural Radiance Fields for Humans in Motion

Representing human performance at high-fidelity is an essential building block in diverse applications, such as film production, computer games or videoconferencing. To close the gap to production-level quality, we introduce HumanRF, a 4D dynamic neural scene representation that captures full-body appearance in motion from multi-view video input, and enables playback from novel, unseen viewpoints. Our novel representation acts as a dynamic video encoding that captures fine details at high compression rates by factorizing space-time into a temporal matrix-vector decomposition. This allows us to obtain temporally coherent reconstructions of human actors for long sequences, while representing high-resolution details even in the context of challenging motion. While most research focuses on synthesizing at resolutions of 4MP or lower, we address the challenge of operating at 12MP. To this end, we introduce ActorsHQ, a novel multi-view dataset that provides 12MP footage from 160 cameras for 16 sequences with high-fidelity, per-frame mesh reconstructions. We demonstrate challenges that emerge from using such high-resolution data and show that our newly introduced HumanRF effectively leverages this data, making a significant step towards production-level quality novel view synthesis.

cs.CV↗

Co-SLAM: Joint Coordinate and Sparse Parametric Encodings for Neural Real-Time SLAM

We present Co-SLAM, a neural RGB-D SLAM system based on a hybrid representation, that performs robust camera tracking and high-fidelity surface reconstruction in real time. Co-SLAM represents the scene as a multi-resolution hash-grid to exploit its high convergence speed and ability to represent high-frequency local features. In addition, Co-SLAM incorporates one-blob encoding, to encourage surface coherence and completion in unobserved areas. This joint parametric-coordinate encoding enables real-time and robust performance by bringing the best of both worlds: fast convergence and surface hole filling. Moreover, our ray sampling strategy allows Co-SLAM to perform global bundle adjustment over all keyframes instead of requiring keyframe selection to maintain a small number of active keyframes as competing neural SLAM approaches do. Experimental results show that Co-SLAM runs at 10-17Hz and achieves state-of-the-art scene reconstruction results, and competitive tracking performance in various datasets and benchmarks (ScanNet, TUM, Replica, Synthetic RGBD). Project page: https://hengyiwang.github.io/projects/CoSLAM

cs.CV↗

Learning Neural Parametric Head Models

We propose a novel 3D morphable model for complete human heads based on hybrid neural fields. At the core of our model lies a neural parametric representation that disentangles identity and expressions in disjoint latent spaces. To this end, we capture a person's identity in a canonical space as a signed distance field (SDF), and model facial expressions with a neural deformation field. In addition, our representation achieves high-fidelity local detail by introducing an ensemble of local fields centered around facial anchor points. To facilitate generalization, we train our model on a newly-captured dataset of over 5200 head scans from 255 different identities using a custom high-end 3D scanning setup. Our dataset significantly exceeds comparable existing datasets, both with respect to quality and completeness of geometry, averaging around 3.5M mesh faces per scan. Finally, we demonstrate that our approach outperforms state-of-the-art methods in terms of fitting error and reconstruction quality.

cs.CV↗

GNPM: Geometric-Aware Neural Parametric Models

We propose Geometric Neural Parametric Models (GNPM), a learned parametric model that takes into account the local structure of data to learn disentangled shape and pose latent spaces of 4D dynamics, using a geometric-aware architecture on point clouds. Temporally consistent 3D deformations are estimated without the need for dense correspondences at training time, by exploiting cycle consistency. Besides its ability to learn dense correspondences, GNPMs also enable latent-space manipulations such as interpolation and shape/pose transfer. We evaluate GNPMs on various datasets of clothed humans, and show that it achieves comparable performance to state-of-the-art methods that require dense correspondences during training.

cs.CV↗

GO-Surf: Neural Feature Grid Optimization for Fast, High-Fidelity RGB-D Surface Reconstruction

We present GO-Surf, a direct feature grid optimization method for accurate and fast surface reconstruction from RGB-D sequences. We model the underlying scene with a learned hierarchical feature voxel grid that encapsulates multi-level geometric and appearance local information. Feature vectors are directly optimized such that after being tri-linearly interpolated, decoded by two shallow MLPs into signed distance and radiance values, and rendered via surface volume rendering, the discrepancy between synthesized and observed RGB/depth values is minimized. Our supervision signals -- RGB, depth and approximate SDF -- can be obtained directly from input images without any need for fusion or post-processing. We formulate a novel SDF gradient regularization term that encourages surface smoothness and hole filling while maintaining high frequency details. GO-Surf can optimize sequences of $1$-$2$K frames in $15$-$45$ minutes, a speedup of $\times60$ over NeuralRGB-D, the most related approach based on an MLP representation, while maintaining on par performance on standard benchmarks. Project page: https://jingwenwang95.github.io/go_surf/

cs.CV↗

One-Shot Transfer of Affordance Regions? AffCorrs!

In this work, we tackle one-shot visual search of object parts. Given a single reference image of an object with annotated affordance regions, we segment semantically corresponding parts within a target scene. We propose AffCorrs, an unsupervised model that combines the properties of pre-trained DINO-ViT's image descriptors and cyclic correspondences. We use AffCorrs to find corresponding affordances both for intra- and inter-class one-shot part segmentation. This task is more difficult than supervised alternatives, but enables future work such as learning affordances via imitation and assisted teleoperation.

cs.CV↗

Few-Shot Keypoint Detection as Task Adaptation via Latent Embeddings

Dense object tracking, the ability to localize specific object points with pixel-level accuracy, is an important computer vision task with numerous downstream applications in robotics. Existing approaches either compute dense keypoint embeddings in a single forward pass, meaning the model is trained to track everything at once, or allocate their full capacity to a sparse predefined set of points, trading generality for accuracy. In this paper we explore a middle ground based on the observation that the number of relevant points at a given time are typically relatively few, e.g. grasp points on a target object. Our main contribution is a novel architecture, inspired by few-shot task adaptation, which allows a sparse-style network to condition on a keypoint embedding that indicates which point to track. Our central finding is that this approach provides the generality of dense-embedding models, while offering accuracy significantly closer to sparse-keypoint approaches. We present results illustrating this capacity vs. accuracy trade-off, and demonstrate the ability to zero-shot transfer to new object instances (within-class) using a real-robot pick-and-place task.

cs.RO↗

DSP-SLAM: Object Oriented SLAM with Deep Shape Priors

We propose DSP-SLAM, an object-oriented SLAM system that builds a rich and accurate joint map of dense 3D models for foreground objects, and sparse landmark points to represent the background. DSP-SLAM takes as input the 3D point cloud reconstructed by a feature-based SLAM system and equips it with the ability to enhance its sparse map with dense reconstructions of detected objects. Objects are detected via semantic instance segmentation, and their shape and pose is estimated using category-specific deep shape embeddings as priors, via a novel second order optimization. Our object-aware bundle adjustment builds a pose-graph to jointly optimize camera poses, object locations and feature points. DSP-SLAM can operate at 10 frames per second on 3 different input modalities: monocular, stereo, or stereo+LiDAR. We demonstrate DSP-SLAM operating at almost frame rate on monocular-RGB sequences from the Friburg and Redwood-OS datasets, and on stereo+LiDAR sequences on the KITTI odometry dataset showing that it achieves high-quality full object reconstructions, even from partial observations, while maintaining a consistent global map. Our evaluation shows improvements in object pose and shape reconstruction with respect to recent deep prior-based reconstruction methods and reductions in camera tracking drift on the KITTI dataset.

cs.CV↗

CodeNeRF: Disentangled Neural Radiance Fields for Object Categories

CodeNeRF is an implicit 3D neural representation that learns the variation of object shapes and textures across a category and can be trained, from a set of posed images, to synthesize novel views of unseen objects. Unlike the original NeRF, which is scene specific, CodeNeRF learns to disentangle shape and texture by learning separate embeddings. At test time, given a single unposed image of an unseen object, CodeNeRF jointly estimates camera viewpoint, and shape and appearance codes via optimization. Unseen objects can be reconstructed from a single image, and then rendered from new viewpoints or their shape and texture edited by varying the latent codes. We conduct experiments on the SRN benchmark, which show that CodeNeRF generalises well to unseen objects and achieves on-par performance with methods that require known camera pose at test time. Our results on real-world images demonstrate that CodeNeRF can bridge the sim-to-real gap. Project page: \url{https://github.com/wayne1123/code-nerf}

cs.GR↗

Multi-person Implicit Reconstruction from a Single Image

We present a new end-to-end learning framework to obtain detailed and spatially coherent reconstructions of multiple people from a single image. Existing multi-person methods suffer from two main drawbacks: they are often model-based and therefore cannot capture accurate 3D models of people with loose clothing and hair; or they require manual intervention to resolve occlusions or interactions. Our method addresses both limitations by introducing the first end-to-end learning approach to perform model-free implicit reconstruction for realistic 3D capture of multiple clothed people in arbitrary poses (with occlusions) from a single image. Our network simultaneously estimates the 3D geometry of each person and their 6DOF spatial locations, to obtain a coherent multi-human reconstruction. In addition, we introduce a new synthetic dataset that depicts images with a varying number of inter-occluded humans and a variety of clothing and hair styles. We demonstrate robust, high-resolution reconstructions on images of multiple humans with complex occlusions, loose clothing and a large variety of poses and scenes. Our quantitative evaluation on both synthetic and real-world datasets demonstrates state-of-the-art performance with significant improvements in the accuracy and completeness of the reconstructions over competing approaches.

cs.CV↗

SelfPose: 3D Egocentric Pose Estimation from a Headset Mounted Camera

We present a solution to egocentric 3D body pose estimation from monocular images captured from downward looking fish-eye cameras installed on the rim of a head mounted VR device. This unusual viewpoint leads to images with unique visual appearance, with severe self-occlusions and perspective distortions that result in drastic differences in resolution between lower and upper body. We propose an encoder-decoder architecture with a novel multi-branch decoder designed to account for the varying uncertainty in 2D predictions. The quantitative evaluation, on synthetic and real-world datasets, shows that our strategy leads to substantial improvements in accuracy over state of the art egocentric approaches. To tackle the lack of labelled data we also introduced a large photo-realistic synthetic dataset. xR-EgoPose offers high quality renderings of people with diverse skintones, body shapes and clothing, performing a range of actions. Our experiments show that the high variability in our new synthetic training corpus leads to good generalization to real world footage and to state of theart results on real world datasets with ground truth. Moreover, an evaluation on the Human3.6M benchmark shows that the performance of our method is on par with top performing approaches on the more classic problem of 3D human pose from a third person viewpoint.

cs.CV↗

S3K: Self-Supervised Semantic Keypoints for Robotic Manipulation via Multi-View Consistency

A robot's ability to act is fundamentally constrained by what it can perceive. Many existing approaches to visual representation learning utilize general-purpose training criteria, e.g. image reconstruction, smoothness in latent space, or usefulness for control, or else make use of large datasets annotated with specific features (bounding boxes, segmentations, etc.). However, both approaches often struggle to capture the fine-detail required for precision tasks on specific objects, e.g. grasping and mating a plug and socket. We argue that these difficulties arise from a lack of geometric structure in these models. In this work we advocate semantic 3D keypoints as a visual representation, and present a semi-supervised training objective that can allow instance or category-level keypoints to be trained to 1-5 millimeter-accuracy with minimal supervision. Furthermore, unlike local texture-based approaches, our model integrates contextual information from a large area and is therefore robust to occlusion, noise, and lack of discernible texture. We demonstrate that this ability to locate semantic keypoints enables high level scripting of human understandable behaviours. Finally we show that these keypoints provide a good way to define reward functions for reinforcement learning and are a good representation for training agents.

cs.RO↗

DiverseNet: When One Right Answer is not Enough

Many structured prediction tasks in machine vision have a collection of acceptable answers, instead of one definitive ground truth answer. Segmentation of images, for example, is subject to human labeling bias. Similarly, there are multiple possible pixel values that could plausibly complete occluded image regions. State-of-the art supervised learning methods are typically optimized to make a single test-time prediction for each query, failing to find other modes in the output space. Existing methods that allow for sampling often sacrifice speed or accuracy. We introduce a simple method for training a neural network, which enables diverse structured predictions to be made for each test-time query. For a single input, we learn to predict a range of possible answers. We compare favorably to methods that seek diversity through an ensemble of networks. Such stochastic multiple choice learning faces mode collapse, where one or more ensemble members fail to receive any training signal. Our best performing solution can be deployed for various tasks, and just involves small modifications to the existing single-mode architecture, loss function, and training regime. We demonstrate that our method results in quantitative improvements across three challenging tasks: 2D image completion, 3D volume estimation, and flow prediction.

cs.CV↗

FroDO: From Detections to 3D Objects

Object-oriented maps are important for scene understanding since they jointly capture geometry and semantics, allow individual instantiation and meaningful reasoning about objects. We introduce FroDO, a method for accurate 3D reconstruction of object instances from RGB video that infers object location, pose and shape in a coarse-to-fine manner. Key to FroDO is to embed object shapes in a novel learnt space that allows seamless switching between sparse point cloud and dense DeepSDF decoding. Given an input sequence of localized RGB frames, FroDO first aggregates 2D detections to instantiate a category-aware 3D bounding box per object. A shape code is regressed using an encoder network before optimizing shape and pose further under the learnt shape priors using sparse and dense shape representations. The optimization uses multi-view geometric, photometric and silhouette losses. We evaluate on real-world datasets, including Pix3D, Redwood-OS, and ScanNet, for single-view, multi-view, and multi-object reconstruction.

cs.CV↗

xR-EgoPose: Egocentric 3D Human Pose from an HMD Camera

We present a new solution to egocentric 3D body pose estimation from monocular images captured from a downward looking fish-eye camera installed on the rim of a head mounted virtual reality device. This unusual viewpoint, just 2 cm. away from the user's face, leads to images with unique visual appearance, characterized by severe self-occlusions and strong perspective distortions that result in a drastic difference in resolution between lower and upper body. Our contribution is two-fold. Firstly, we propose a new encoder-decoder architecture with a novel dual branch decoder designed specifically to account for the varying uncertainty in the 2D joint locations. Our quantitative evaluation, both on synthetic and real-world datasets, shows that our strategy leads to substantial improvements in accuracy over state of the art egocentric pose estimation approaches. Our second contribution is a new large-scale photorealistic synthetic dataset - xR-EgoPose - offering 383K frames of high quality renderings of people with a diversity of skin tones, body shapes, clothing, in a variety of backgrounds and lighting conditions, performing a range of actions. Our experiments show that the high variability in our new synthetic training corpus leads to good generalization to real world footage and to state of the art results on real world datasets with ground truth. Moreover, an evaluation on the Human3.6M benchmark shows that the performance of our method is on par with top performing approaches on the more classic problem of 3D human pose from a third person viewpoint.

cs.CV↗