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Richard Cheng

Publications and source records attributed to Richard Cheng.

At least 19 recordsLinked to original sources

Dual-Arm Whole-Body Motion Planning: Leveraging Overlapping Kinematic Chains

High degree-of-freedom dual-arm robots are becoming increasingly common due to their morphology enabling them to operate effectively in human environments. However, motion planning in real-time within unknown, changing environments remains a challenge for such robots due to the high dimensionality of the configuration space and the complex collision-avoidance constraints that must be obeyed. In this work, we propose a novel way to alleviate the curse of dimensionality by leveraging the structure imposed by shared joints (e.g. torso joints) in a dual-arm robot. First, we build two dynamic roadmaps (DRM) for each kinematic chain (i.e. left arm + torso, right arm + torso) with specific structure induced by the shared joints. Then, we show that we can leverage this structure to efficiently search through the composition of the two roadmaps and largely sidestep the curse of dimensionality. Finally, we run several experiments in a real-world grocery store with this motion planner on a 19 DoF mobile manipulation robot executing a grocery fulfillment task, achieving 0.4s average planning times with 99.9% success rate across more than 2000 motion plans.

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Real2Render2Real: Scaling Robot Data Without Dynamics Simulation or Robot Hardware

Scaling robot learning requires vast and diverse datasets. Yet the prevailing data collection paradigm-human teleoperation-remains costly and constrained by manual effort and physical robot access. We introduce Real2Render2Real (R2R2R), a novel approach for generating robot training data without relying on object dynamics simulation or teleoperation of robot hardware. The input is a smartphone-captured scan of one or more objects and a single video of a human demonstration. R2R2R renders thousands of high visual fidelity robot-agnostic demonstrations by reconstructing detailed 3D object geometry and appearance, and tracking 6-DoF object motion. R2R2R uses 3D Gaussian Splatting (3DGS) to enable flexible asset generation and trajectory synthesis for both rigid and articulated objects, converting these representations to meshes to maintain compatibility with scalable rendering engines like IsaacLab but with collision modeling off. Robot demonstration data generated by R2R2R integrates directly with models that operate on robot proprioceptive states and image observations, such as vision-language-action models (VLA) and imitation learning policies. Physical experiments suggest that models trained on R2R2R data from a single human demonstration can match the performance of models trained on 150 human teleoperation demonstrations. Project page: https://real2render2real.com

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Practical Insights on Grasp Strategies for Mobile Manipulation in the Wild

Mobile manipulation robots are continuously advancing, with their grasping capabilities rapidly progressing. However, there are still significant gaps preventing state-of-the-art mobile manipulators from widespread real-world deployments, including their ability to reliably grasp items in unstructured environments. To help bridge this gap, we developed SHOPPER, a mobile manipulation robot platform designed to push the boundaries of reliable and generalizable grasp strategies. We develop these grasp strategies and deploy them in a real-world grocery store -- an exceptionally challenging setting chosen for its vast diversity of manipulable items, fixtures, and layouts. In this work, we present our detailed approach to designing general grasp strategies towards picking any item in a real grocery store. Additionally, we provide an in-depth analysis of our latest real-world field test, discussing key findings related to fundamental failure modes over hundreds of distinct pick attempts. Through our detailed analysis, we aim to offer valuable practical insights and identify key grasping challenges, which can guide the robotics community towards pressing open problems in the field.

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Superfast Configuration-Space Convex Set Computation on GPUs for Online Motion Planning

In this work, we leverage GPUs to construct probabilistically collision-free convex sets in robot configuration space on the fly. This extends the use of modern motion planning algorithms that leverage such representations to changing environments. These planners rapidly and reliably optimize high-quality trajectories, without the burden of challenging nonconvex collision-avoidance constraints. We present an algorithm that inflates collision-free piecewise linear paths into sequences of convex sets (SCS) that are probabilistically collision-free using massive parallelism. We then integrate this algorithm into a motion planning pipeline, which leverages dynamic roadmaps to rapidly find one or multiple collision-free paths, and inflates them. We then optimize the trajectory through the probabilistically collision-free sets, simultaneously using the candidate trajectory to detect and remove collisions from the sets. We demonstrate the efficacy of our approach on a simulation benchmark and a KUKA iiwa 7 robot manipulator with perception in the loop. On our benchmark, our approach runs 17.1 times faster and yields a 27.9% increase in reliability over the nonlinear trajectory optimization baseline, while still producing high-quality motion plans.

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Persistent Object Gaussian Splat (POGS) for Tracking Human and Robot Manipulation of Irregularly Shaped Objects

Tracking and manipulating irregularly-shaped, previously unseen objects in dynamic environments is important for robotic applications in manufacturing, assembly, and logistics. Recently introduced Gaussian Splats efficiently model object geometry, but lack persistent state estimation for task-oriented manipulation. We present Persistent Object Gaussian Splat (POGS), a system that embeds semantics, self-supervised visual features, and object grouping features into a compact representation that can be continuously updated to estimate the pose of scanned objects. POGS updates object states without requiring expensive rescanning or prior CAD models of objects. After an initial multi-view scene capture and training phase, POGS uses a single stereo camera to integrate depth estimates along with self-supervised vision encoder features for object pose estimation. POGS supports grasping, reorientation, and natural language-driven manipulation by refining object pose estimates, facilitating sequential object reset operations with human-induced object perturbations and tool servoing, where robots recover tool pose despite tool perturbations of up to 30{\deg}. POGS achieves up to 12 consecutive successful object resets and recovers from 80% of in-grasp tool perturbations.

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A Direct Semi-Exhaustive Search Method for Robust, Partial-to-Full Point Cloud Registration

Point cloud registration refers to the problem of finding the rigid transformation that aligns two given point clouds, and is crucial for many applications in robotics and computer vision. The main insight of this paper is that we can directly optimize the point cloud registration problem without correspondences by utilizing an algorithmically simple, yet computationally complex, semi-exhaustive search approach that is very well-suited for parallelization on modern GPUs. Our proposed algorithm, Direct Semi-Exhaustive Search (DSES), iterates over potential rotation matrices and efficiently computes the inlier-maximizing translation associated with each rotation. It then computes the optimal rigid transformation based on any desired distance metric by directly computing the error associated with each transformation candidate $\{R, t\}$. By leveraging the parallelism of modern GPUs, DSES outperforms state-of-the-art methods for partial-to-full point cloud registration on the simulated ModelNet40 benchmark and demonstrates high performance and robustness for pose estimation on a real-world robotics problem (https://youtu.be/q0q2-s2KSuA).

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Language-Embedded Gaussian Splats (LEGS): Incrementally Building Room-Scale Representations with a Mobile Robot

Building semantic 3D maps is valuable for searching for objects of interest in offices, warehouses, stores, and homes. We present a mapping system that incrementally builds a Language-Embedded Gaussian Splat (LEGS): a detailed 3D scene representation that encodes both appearance and semantics in a unified representation. LEGS is trained online as a robot traverses its environment to enable localization of open-vocabulary object queries. We evaluate LEGS on 4 room-scale scenes where we query for objects in the scene to assess how LEGS can capture semantic meaning. We compare LEGS to LERF and find that while both systems have comparable object query success rates, LEGS trains over 3.5x faster than LERF. Results suggest that a multi-camera setup and incremental bundle adjustment can boost visual reconstruction quality in constrained robot trajectories, and suggest LEGS can localize open-vocabulary and long-tail object queries with up to 66% accuracy.

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RoVi-Aug: Robot and Viewpoint Augmentation for Cross-Embodiment Robot Learning

Scaling up robot learning requires large and diverse datasets, and how to efficiently reuse collected data and transfer policies to new embodiments remains an open question. Emerging research such as the Open-X Embodiment (OXE) project has shown promise in leveraging skills by combining datasets including different robots. However, imbalances in the distribution of robot types and camera angles in many datasets make policies prone to overfit. To mitigate this issue, we propose RoVi-Aug, which leverages state-of-the-art image-to-image generative models to augment robot data by synthesizing demonstrations with different robots and camera views. Through extensive physical experiments, we show that, by training on robot- and viewpoint-augmented data, RoVi-Aug can zero-shot deploy on an unseen robot with significantly different camera angles. Compared to test-time adaptation algorithms such as Mirage, RoVi-Aug requires no extra processing at test time, does not assume known camera angles, and allows policy fine-tuning. Moreover, by co-training on both the original and augmented robot datasets, RoVi-Aug can learn multi-robot and multi-task policies, enabling more efficient transfer between robots and skills and improving success rates by up to 30%. Project website: https://rovi-aug.github.io.

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Demonstrating Mobile Manipulation in the Wild: A Metrics-Driven Approach

We present our general-purpose mobile manipulation system consisting of a custom robot platform and key algorithms spanning perception and planning. To extensively test the system in the wild and benchmark its performance, we choose a grocery shopping scenario in an actual, unmodified grocery store. We derive key performance metrics from detailed robot log data collected during six week-long field tests, spread across 18 months. These objective metrics, gained from complex yet repeatable tests, drive the direction of our research efforts and let us continuously improve our system's performance. We find that thorough end-to-end system-level testing of a complex mobile manipulation system can serve as a reality-check for state-of-the-art methods in robotics. This effectively grounds robotics research efforts in real world needs and challenges, which we deem highly useful for the advancement of the field. To this end, we share our key insights and takeaways to inspire and accelerate similar system-level research projects.

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The Teenager's Problem: Efficient Garment Decluttering as Probabilistic Set Cover

This paper addresses the "Teenager's Problem": efficiently removing scattered garments from a planar surface into a basket. As grasping and transporting individual garments is highly inefficient, we propose policies to select grasp locations for multiple garments using an overhead camera. Our core approach is segment-based, which uses segmentation on the overhead RGB image of the scene. We propose a Probabilistic Set Cover formulation of the problem, aiming to minimize the number of grasps that clear all garments off the surface. Grasp efficiency is measured by Objects per Transport (OpT), which denotes the average number of objects removed per trip to the laundry basket. Additionally, we explore several depth-based methods, which use overhead depth data to find efficient grasps. Experiments suggest that our segment-based method increases OpT by $50\%$ over a random baseline, whereas combined hybrid methods yield improvements of $33\%$. Finally, a method employing consolidation (with segmentation) is considered, which locally moves the garments on the work surface to increase OpT, when the distance to the basket is much greater than the local motion distances. This yields an improvement of $81\%$ over the baseline.

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Bagging by Learning to Singulate Layers Using Interactive Perception

Many fabric handling and 2D deformable material tasks in homes and industry require singulating layers of material such as opening a bag or arranging garments for sewing. In contrast to methods requiring specialized sensing or end effectors, we use only visual observations with ordinary parallel jaw grippers. We propose SLIP: Singulating Layers using Interactive Perception, and apply SLIP to the task of autonomous bagging. We develop SLIP-Bagging, a bagging algorithm that manipulates a plastic or fabric bag from an unstructured state, and uses SLIP to grasp the top layer of the bag to open it for object insertion. In physical experiments, a YuMi robot achieves a success rate of 67% to 81% across bags of a variety of materials, shapes, and sizes, significantly improving in success rate and generality over prior work. Experiments also suggest that SLIP can be applied to tasks such as singulating layers of folded cloth and garments. Supplementary material is available at https://sites.google.com/view/slip-bagging/.

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HANDLOOM: Learned Tracing of One-Dimensional Objects for Inspection and Manipulation

Tracing - estimating the spatial state of - long deformable linear objects such as cables, threads, hoses, or ropes, is useful for a broad range of tasks in homes, retail, factories, construction, transportation, and healthcare. For long deformable linear objects (DLOs or simply cables) with many (over 25) crossings, we present HANDLOOM (Heterogeneous Autoregressive Learned Deformable Linear Object Observation and Manipulation), a learning-based algorithm that fits a trace to a greyscale image of cables. We evaluate HANDLOOM on semi-planar DLO configurations where each crossing involves at most 2 segments. HANDLOOM makes use of neural networks trained with 30,000 simulated examples and 568 real examples to autoregressively estimate traces of cables and classify crossings. Experiments find that in settings with multiple identical cables, HANDLOOM can trace each cable with 80% accuracy. In single-cable images, HANDLOOM can trace and identify knots with 77% accuracy. When HANDLOOM is incorporated into a bimanual robot system, it enables state-based imitation of knot tying with 80% accuracy, and it successfully untangles 64% of cable configurations across 3 levels of difficulty. Additionally, HANDLOOM demonstrates generalization to knot types and materials (rubber, cloth rope) not present in the training dataset with 85% accuracy. Supplementary material, including all code and an annotated dataset of RGB-D images of cables along with ground-truth traces, is at https://sites.google.com/view/cable-tracing.

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AutoBag: Learning to Open Plastic Bags and Insert Objects

Thin plastic bags are ubiquitous in retail stores, healthcare, food handling, recycling, homes, and school lunchrooms. They are challenging both for perception (due to specularities and occlusions) and for manipulation (due to the dynamics of their 3D deformable structure). We formulate the task of "bagging:" manipulating common plastic shopping bags with two handles from an unstructured initial state to an open state where at least one solid object can be inserted into the bag and lifted for transport. We propose a self-supervised learning framework where a dual-arm robot learns to recognize the handles and rim of plastic bags using UV-fluorescent markings; at execution time, the robot does not use UV markings or UV light. We propose the AutoBag algorithm, where the robot uses the learned perception model to open a plastic bag through iterative manipulation. We present novel metrics to evaluate the quality of a bag state and new motion primitives for reorienting and opening bags based on visual observations. In physical experiments, a YuMi robot using AutoBag is able to open bags and achieve a success rate of 16/30 for inserting at least one item across a variety of initial bag configurations. Supplementary material is available at https://sites.google.com/view/autobag.

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SGTM 2.0: Autonomously Untangling Long Cables using Interactive Perception

Cables are commonplace in homes, hospitals, and industrial warehouses and are prone to tangling. This paper extends prior work on autonomously untangling long cables by introducing novel uncertainty quantification metrics and actions that interact with the cable to reduce perception uncertainty. We present Sliding and Grasping for Tangle Manipulation 2.0 (SGTM 2.0), a system that autonomously untangles cables approximately 3 meters in length with a bilateral robot using estimates of uncertainty at each step to inform actions. By interactively reducing uncertainty, Sliding and Grasping for Tangle Manipulation 2.0 (SGTM 2.0) reduces the number of state-resetting moves it must take, significantly speeding up run-time. Experiments suggest that SGTM 2.0 can achieve 83% untangling success on cables with 1 or 2 overhand and figure-8 knots, and 70% termination detection success across these configurations, outperforming SGTM 1.0 by 43% in untangling accuracy and 200% in full rollout speed. Supplementary material, visualizations, and videos can be found at sites.google.com/view/sgtm2.

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Efficiently Learning Single-Arm Fling Motions to Smooth Garments

Recent work has shown that 2-arm "fling" motions can be effective for garment smoothing. We consider single-arm fling motions. Unlike 2-arm fling motions, which require little robot trajectory parameter tuning, single-arm fling motions are very sensitive to trajectory parameters. We consider a single 6-DOF robot arm that learns fling trajectories to achieve high garment coverage. Given a garment grasp point, the robot explores different parameterized fling trajectories in physical experiments. To improve learning efficiency, we propose a coarse-to-fine learning method that first uses a multi-armed bandit (MAB) framework to efficiently find a candidate fling action, which it then refines via a continuous optimization method. Further, we propose novel training and execution-time stopping criteria based on fling outcome uncertainty; the training-time stopping criterion increases data efficiency while the execution-time stopping criteria leverage repeated fling actions to increase performance. Compared to baselines, the proposed method significantly accelerates learning. Moreover, with prior experience on similar garments collected through self-supervision, the MAB learning time for a new garment is reduced by up to 87%. We evaluate on 36 real garments: towels, T-shirts, long-sleeve shirts, dresses, sweat pants, and jeans. Results suggest that using prior experience, a robot requires under 30 minutes to learn a fling action for a novel garment that achieves 60-94% coverage.

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Limits of Probabilistic Safety Guarantees when Considering Human Uncertainty

When autonomous robots interact with humans, such as during autonomous driving, explicit safety guarantees are crucial in order to avoid potentially life-threatening accidents. Many data-driven methods have explored learning probabilistic bounds over human agents' trajectories (i.e. confidence tubes that contain trajectories with probability $\delta$), which can then be used to guarantee safety with probability $1-\delta$. However, almost all existing works consider $\delta \geq 0.001$. The purpose of this paper is to argue that (1) in safety-critical applications, it is necessary to provide safety guarantees with $\delta < 10^{-8}$, and (2) current learning-based methods are ill-equipped to compute accurate confidence bounds at such low $\delta$. Using human driving data (from the highD dataset), as well as synthetically generated data, we show that current uncertainty models use inaccurate distributional assumptions to describe human behavior and/or require infeasible amounts of data to accurately learn confidence bounds for $\delta \leq 10^{-8}$. These two issues result in unreliable confidence bounds, which can have dangerous implications if deployed on safety-critical systems.

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Safe Multi-Agent Interaction through Robust Control Barrier Functions with Learned Uncertainties

Robots operating in real world settings must navigate and maintain safety while interacting with many heterogeneous agents and obstacles. Multi-Agent Control Barrier Functions (CBF) have emerged as a computationally efficient tool to guarantee safety in multi-agent environments, but they assume perfect knowledge of both the robot dynamics and other agents' dynamics. While knowledge of the robot's dynamics might be reasonably well known, the heterogeneity of agents in real-world environments means there will always be considerable uncertainty in our prediction of other agents' dynamics. This work aims to learn high-confidence bounds for these dynamic uncertainties using Matrix-Variate Gaussian Process models, and incorporates them into a robust multi-agent CBF framework. We transform the resulting min-max robust CBF into a quadratic program, which can be efficiently solved in real time. We verify via simulation results that the nominal multi-agent CBF is often violated during agent interactions, whereas our robust formulation maintains safety with a much higher probability and adapts to learned uncertainties

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Human Preference-Based Learning for High-dimensional Optimization of Exoskeleton Walking Gaits

Optimizing lower-body exoskeleton walking gaits for user comfort requires understanding users' preferences over a high-dimensional gait parameter space. However, existing preference-based learning methods have only explored low-dimensional domains due to computational limitations. To learn user preferences in high dimensions, this work presents LineCoSpar, a human-in-the-loop preference-based framework that enables optimization over many parameters by iteratively exploring one-dimensional subspaces. Additionally, this work identifies gait attributes that characterize broader preferences across users. In simulations and human trials, we empirically verify that LineCoSpar is a sample-efficient approach for high-dimensional preference optimization. Our analysis of the experimental data reveals a correspondence between human preferences and objective measures of dynamicity, while also highlighting differences in the utility functions underlying individual users' gait preferences. This result has implications for exoskeleton gait synthesis, an active field with applications to clinical use and patient rehabilitation.

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