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Mustafa Mukadam

Publications and source records attributed to Mustafa Mukadam.

At least 37 records · Page 2Linked to original sources

USA-Net: Unified Semantic and Affordance Representations for Robot Memory

In order for robots to follow open-ended instructions like "go open the brown cabinet over the sink", they require an understanding of both the scene geometry and the semantics of their environment. Robotic systems often handle these through separate pipelines, sometimes using very different representation spaces, which can be suboptimal when the two objectives conflict. In this work, we present USA-Net, a simple method for constructing a world representation that encodes both the semantics and spatial affordances of a scene in a differentiable map. This allows us to build a gradient-based planner which can navigate to locations in the scene specified using open-ended vocabulary. We use this planner to consistently generate trajectories which are both shorter 5-10% shorter and 10-30% closer to our goal query in CLIP embedding space than paths from comparable grid-based planners which don't leverage gradient information. To our knowledge, this is the first end-to-end differentiable planner optimizes for both semantics and affordance in a single implicit map. Code and visuals are available at our website: https://usa.bolte.cc/

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Learning to Read Braille: Bridging the Tactile Reality Gap with Diffusion Models

Simulating vision-based tactile sensors enables learning models for contact-rich tasks when collecting real world data at scale can be prohibitive. However, modeling the optical response of the gel deformation as well as incorporating the dynamics of the contact makes sim2real challenging. Prior works have explored data augmentation, fine-tuning, or learning generative models to reduce the sim2real gap. In this work, we present the first method to leverage probabilistic diffusion models for capturing complex illumination changes from gel deformations. Our tactile diffusion model is able to generate realistic tactile images from simulated contact depth bridging the reality gap for vision-based tactile sensing. On real braille reading task with a DIGIT sensor, a classifier trained with our diffusion model achieves 75.74% accuracy outperforming classifiers trained with simulation and other approaches. Project page: https://github.com/carolinahiguera/Tactile-Diffusion

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Neural Contact Fields: Tracking Extrinsic Contact with Tactile Sensing

We present Neural Contact Fields, a method that brings together neural fields and tactile sensing to address the problem of tracking extrinsic contact between object and environment. Knowing where the external contact occurs is a first step towards methods that can actively control it in facilitating downstream manipulation tasks. Prior work for localizing environmental contacts typically assume a contact type (e.g. point or line), does not capture contact/no-contact transitions, and only works with basic geometric-shaped objects. Neural Contact Fields are the first method that can track arbitrary multi-modal extrinsic contacts without making any assumptions about the contact type. Our key insight is to estimate the probability of contact for any 3D point in the latent space of object shapes, given vision-based tactile inputs that sense the local motion resulting from the external contact. In experiments, we find that Neural Contact Fields are able to localize multiple contact patches without making any assumptions about the geometry of the contact, and capture contact/no-contact transitions for known categories of objects with unseen shapes in unseen environment configurations. In addition to Neural Contact Fields, we also release our YCB-Extrinsic-Contact dataset of simulated extrinsic contact interactions to enable further research in this area. Project page: https://github.com/carolinahiguera/NCF

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Theseus: A Library for Differentiable Nonlinear Optimization

We present Theseus, an efficient application-agnostic open source library for differentiable nonlinear least squares (DNLS) optimization built on PyTorch, providing a common framework for end-to-end structured learning in robotics and vision. Existing DNLS implementations are application specific and do not always incorporate many ingredients important for efficiency. Theseus is application-agnostic, as we illustrate with several example applications that are built using the same underlying differentiable components, such as second-order optimizers, standard costs functions, and Lie groups. For efficiency, Theseus incorporates support for sparse solvers, automatic vectorization, batching, GPU acceleration, and gradient computation with implicit differentiation and direct loss minimization. We do extensive performance evaluation in a set of applications, demonstrating significant efficiency gains and better scalability when these features are incorporated. Project page: https://sites.google.com/view/theseus-ai

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MidasTouch: Monte-Carlo inference over distributions across sliding touch

We present MidasTouch, a tactile perception system for online global localization of a vision-based touch sensor sliding on an object surface. This framework takes in posed tactile images over time, and outputs an evolving distribution of sensor pose on the object's surface, without the need for visual priors. Our key insight is to estimate local surface geometry with tactile sensing, learn a compact representation for it, and disambiguate these signals over a long time horizon. The backbone of MidasTouch is a Monte-Carlo particle filter, with a measurement model based on a tactile code network learned from tactile simulation. This network, inspired by LIDAR place recognition, compactly summarizes local surface geometries. These generated codes are efficiently compared against a precomputed tactile codebook per-object, to update the pose distribution. We further release the YCB-Slide dataset of real-world and simulated forceful sliding interactions between a vision-based tactile sensor and standard YCB objects. While single-touch localization can be inherently ambiguous, we can quickly localize our sensor by traversing salient surface geometries. Project page: https://suddhu.github.io/midastouch-tactile/

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In-Hand Gravitational Pivoting Using Tactile Sensing

We study gravitational pivoting, a constrained version of in-hand manipulation, where we aim to control the rotation of an object around the grip point of a parallel gripper. To achieve this, instead of controlling the gripper to avoid slip, we embrace slip to allow the object to rotate in-hand. We collect two real-world datasets, a static tracking dataset and a controller-in-the loop dataset, both annotated with object angle and angular velocity labels. Both datasets contain force-based tactile information on ten different household objects. We train an LSTM model to predict the angular position and velocity of the held object from purely tactile data. We integrate this model with a controller that opens and closes the gripper allowing the object to rotate to desired relative angles. We conduct real-world experiments where the robot is tasked to achieve a relative target angle. We show that our approach outperforms a sliding-window based MLP in a zero-shot generalization setting with unseen objects. Furthermore, we show a 16.6% improvement in performance when the LSTM model is fine-tuned on a small set of data collected with both the LSTM model and the controller in-the-loop. Code and videos are available at https://rhys-newbury.github.io/projects/pivoting/

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TASKOGRAPHY: Evaluating robot task planning over large 3D scene graphs

3D scene graphs (3DSGs) are an emerging description; unifying symbolic, topological, and metric scene representations. However, typical 3DSGs contain hundreds of objects and symbols even for small environments; rendering task planning on the full graph impractical. We construct TASKOGRAPHY, the first large-scale robotic task planning benchmark over 3DSGs. While most benchmarking efforts in this area focus on vision-based planning, we systematically study symbolic planning, to decouple planning performance from visual representation learning. We observe that, among existing methods, neither classical nor learning-based planners are capable of real-time planning over full 3DSGs. Enabling real-time planning demands progress on both (a) sparsifying 3DSGs for tractable planning and (b) designing planners that better exploit 3DSG hierarchies. Towards the former goal, we propose SCRUB, a task-conditioned 3DSG sparsification method; enabling classical planners to match and in some cases surpass state-of-the-art learning-based planners. Towards the latter goal, we propose SEEK, a procedure enabling learning-based planners to exploit 3DSG structure, reducing the number of replanning queries required by current best approaches by an order of magnitude. We will open-source all code and baselines to spur further research along the intersections of robot task planning, learning and 3DSGs.

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Habitat 2.0: Training Home Assistants to Rearrange their Habitat

We introduce Habitat 2.0 (H2.0), a simulation platform for training virtual robots in interactive 3D environments and complex physics-enabled scenarios. We make comprehensive contributions to all levels of the embodied AI stack - data, simulation, and benchmark tasks. Specifically, we present: (i) ReplicaCAD: an artist-authored, annotated, reconfigurable 3D dataset of apartments (matching real spaces) with articulated objects (e.g. cabinets and drawers that can open/close); (ii) H2.0: a high-performance physics-enabled 3D simulator with speeds exceeding 25,000 simulation steps per second (850x real-time) on an 8-GPU node, representing 100x speed-ups over prior work; and, (iii) Home Assistant Benchmark (HAB): a suite of common tasks for assistive robots (tidy the house, prepare groceries, set the table) that test a range of mobile manipulation capabilities. These large-scale engineering contributions allow us to systematically compare deep reinforcement learning (RL) at scale and classical sense-plan-act (SPA) pipelines in long-horizon structured tasks, with an emphasis on generalization to new objects, receptacles, and layouts. We find that (1) flat RL policies struggle on HAB compared to hierarchical ones; (2) a hierarchy with independent skills suffers from 'hand-off problems', and (3) SPA pipelines are more brittle than RL policies.

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iSDF: Real-Time Neural Signed Distance Fields for Robot Perception

We present iSDF, a continual learning system for real-time signed distance field (SDF) reconstruction. Given a stream of posed depth images from a moving camera, it trains a randomly initialised neural network to map input 3D coordinate to approximate signed distance. The model is self-supervised by minimising a loss that bounds the predicted signed distance using the distance to the closest sampled point in a batch of query points that are actively sampled. In contrast to prior work based on voxel grids, our neural method is able to provide adaptive levels of detail with plausible filling in of partially observed regions and denoising of observations, all while having a more compact representation. In evaluations against alternative methods on real and synthetic datasets of indoor environments, we find that iSDF produces more accurate reconstructions, and better approximations of collision costs and gradients useful for downstream planners in domains from navigation to manipulation. Code and video results can be found at our project page: https://joeaortiz.github.io/iSDF/ .

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PatchGraph: In-hand tactile tracking with learned surface normals

We address the problem of tracking 3D object poses from touch during in-hand manipulations. Specifically, we look at tracking small objects using vision-based tactile sensors that provide high-dimensional tactile image measurements at the point of contact. While prior work has relied on a-priori information about the object being localized, we remove this requirement. Our key insight is that an object is composed of several local surface patches, each informative enough to achieve reliable object tracking. Moreover, we can recover the geometry of this local patch online by extracting local surface normal information embedded in each tactile image. We propose a novel two-stage approach. First, we learn a mapping from tactile images to surface normals using an image translation network. Second, we use these surface normals within a factor graph to both reconstruct a local patch map and use it to infer 3D object poses. We demonstrate reliable object tracking for over $100$ contact sequences across unique shapes with four objects in simulation and two objects in the real-world. Supplementary video: https://youtu.be/FHks--haOGY

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LEO: Learning Energy-based Models in Factor Graph Optimization

We address the problem of learning observation models end-to-end for estimation. Robots operating in partially observable environments must infer latent states from multiple sensory inputs using observation models that capture the joint distribution between latent states and observations. This inference problem can be formulated as an objective over a graph that optimizes for the most likely sequence of states using all previous measurements. Prior work uses observation models that are either known a-priori or trained on surrogate losses independent of the graph optimizer. In this paper, we propose a method to directly optimize end-to-end tracking performance by learning observation models with the graph optimizer in the loop. This direct approach may appear, however, to require the inference algorithm to be fully differentiable, which many state-of-the-art graph optimizers are not. Our key insight is to instead formulate the problem as that of energy-based learning. We propose a novel approach, LEO, for learning observation models end-to-end with graph optimizers that may be non-differentiable. LEO alternates between sampling trajectories from the graph posterior and updating the model to match these samples to ground truth trajectories. We propose a way to generate such samples efficiently using incremental Gauss-Newton solvers. We compare LEO against baselines on datasets drawn from two distinct tasks: navigation and real-world planar pushing. We show that LEO is able to learn complex observation models with lower errors and fewer samples. Supplementary video: https://youtu.be/YqzlUPudfkA

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A Differentiable Recipe for Learning Visual Non-Prehensile Planar Manipulation

Specifying tasks with videos is a powerful technique towards acquiring novel and general robot skills. However, reasoning over mechanics and dexterous interactions can make it challenging to scale learning contact-rich manipulation. In this work, we focus on the problem of visual non-prehensile planar manipulation: given a video of an object in planar motion, find contact-aware robot actions that reproduce the same object motion. We propose a novel architecture, Differentiable Learning for Manipulation (\ours), that combines video decoding neural models with priors from contact mechanics by leveraging differentiable optimization and finite difference based simulation. Through extensive simulated experiments, we investigate the interplay between traditional model-based techniques and modern deep learning approaches. We find that our modular and fully differentiable architecture performs better than learning-only methods on unseen objects and motions. \url{https://github.com/baceituno/dlm}.

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No RL, No Simulation: Learning to Navigate without Navigating

Most prior methods for learning navigation policies require access to simulation environments, as they need online policy interaction and rely on ground-truth maps for rewards. However, building simulators is expensive (requires manual effort for each and every scene) and creates challenges in transferring learned policies to robotic platforms in the real-world, due to the sim-to-real domain gap. In this paper, we pose a simple question: Do we really need active interaction, ground-truth maps or even reinforcement-learning (RL) in order to solve the image-goal navigation task? We propose a self-supervised approach to learn to navigate from only passive videos of roaming. Our approach, No RL, No Simulator (NRNS), is simple and scalable, yet highly effective. NRNS outperforms RL-based formulations by a significant margin. We present NRNS as a strong baseline for any future image-based navigation tasks that use RL or Simulation.

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Revitalizing Optimization for 3D Human Pose and Shape Estimation: A Sparse Constrained Formulation

We propose a novel sparse constrained formulation and from it derive a real-time optimization method for 3D human pose and shape estimation. Our optimization method, SCOPE (Sparse Constrained Optimization for 3D human Pose and shapE estimation), is orders of magnitude faster (avg. 4 ms convergence) than existing optimization methods, while being mathematically equivalent to their dense unconstrained formulation under mild assumptions. We achieve this by exploiting the underlying sparsity and constraints of our formulation to efficiently compute the Gauss-Newton direction. We show that this computation scales linearly with the number of joints and measurements of a complex 3D human model, in contrast to prior work where it scales cubically due to their dense unconstrained formulation. Based on our optimization method, we present a real-time motion capture framework that estimates 3D human poses and shapes from a single image at over 30 FPS. In benchmarks against state-of-the-art methods on multiple public datasets, our framework outperforms other optimization methods and achieves competitive accuracy against regression methods. Project page with code and videos: https://sites.google.com/view/scope-human/.

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Where2Act: From Pixels to Actions for Articulated 3D Objects

One of the fundamental goals of visual perception is to allow agents to meaningfully interact with their environment. In this paper, we take a step towards that long-term goal -- we extract highly localized actionable information related to elementary actions such as pushing or pulling for articulated objects with movable parts. For example, given a drawer, our network predicts that applying a pulling force on the handle opens the drawer. We propose, discuss, and evaluate novel network architectures that given image and depth data, predict the set of actions possible at each pixel, and the regions over articulated parts that are likely to move under the force. We propose a learning-from-interaction framework with an online data sampling strategy that allows us to train the network in simulation (SAPIEN) and generalizes across categories. Check the website for code and data release: https://cs.stanford.edu/~kaichun/where2act/

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Joint Sampling and Trajectory Optimization over Graphs for Online Motion Planning

Among the most prevalent motion planning techniques, sampling and trajectory optimization have emerged successful due to their ability to handle tight constraints and high-dimensional systems, respectively. However, limitations in sampling in higher dimensions and local minima issues in optimization have hindered their ability to excel beyond static scenes in offline settings. Here we consider highly dynamic environments with long horizons that necessitate a fast online solution. We present a unified approach that leverages the complementary strengths of sampling and optimization, and interleaves them both in a manner that is well suited to this challenging problem. With benchmarks in multiple synthetic and realistic simulated environments, we show that our approach performs significantly better on various metrics against baselines that employ either only sampling or only optimization. Project page: https://sites.google.com/view/jistplanner

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Batteries, camera, action! Learning a semantic control space for expressive robot cinematography

Aerial vehicles are revolutionizing the way film-makers can capture shots of actors by composing novel aerial and dynamic viewpoints. However, despite great advancements in autonomous flight technology, generating expressive camera behaviors is still a challenge and requires non-technical users to edit a large number of unintuitive control parameters. In this work, we develop a data-driven framework that enables editing of these complex camera positioning parameters in a semantic space (e.g. calm, enjoyable, establishing). First, we generate a database of video clips with a diverse range of shots in a photo-realistic simulator, and use hundreds of participants in a crowd-sourcing framework to obtain scores for a set of semantic descriptors for each clip. Next, we analyze correlations between descriptors and build a semantic control space based on cinematography guidelines and human perception studies. Finally, we learn a generative model that can map a set of desired semantic video descriptors into low-level camera trajectory parameters. We evaluate our system by demonstrating that our model successfully generates shots that are rated by participants as having the expected degrees of expression for each descriptor. We also show that our models generalize to different scenes in both simulation and real-world experiments. Data and video found at: https://sites.google.com/view/robotcam.

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Learning Tactile Models for Factor Graph-based Estimation

We're interested in the problem of estimating object states from touch during manipulation under occlusions. In this work, we address the problem of estimating object poses from touch during planar pushing. Vision-based tactile sensors provide rich, local image measurements at the point of contact. A single such measurement, however, contains limited information and multiple measurements are needed to infer latent object state. We solve this inference problem using a factor graph. In order to incorporate tactile measurements in the graph, we need local observation models that can map high-dimensional tactile images onto a low-dimensional state space. Prior work has used low-dimensional force measurements or engineered functions to interpret tactile measurements. These methods, however, can be brittle and difficult to scale across objects and sensors. Our key insight is to directly learn tactile observation models that predict the relative pose of the sensor given a pair of tactile images. These relative poses can then be incorporated as factors within a factor graph. We propose a two-stage approach: first we learn local tactile observation models supervised with ground truth data, and then integrate these models along with physics and geometric factors within a factor graph optimizer. We demonstrate reliable object tracking using only tactile feedback for 150 real-world planar pushing sequences with varying trajectories across three object shapes. Supplementary video: https://youtu.be/y1kBfSmi8w0

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