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Srinath Sridhar

Publications and source records attributed to Srinath Sridhar.

At least 37 records · Page 2Linked to original sources

V-HOP: Visuo-Haptic 6D Object Pose Tracking

Humans naturally integrate vision and haptics for robust object perception during manipulation. The loss of either modality significantly degrades performance. Inspired by this multisensory integration, prior object pose estimation research has attempted to combine visual and haptic/tactile feedback. Although these works demonstrate improvements in controlled environments or synthetic datasets, they often underperform vision-only approaches in real-world settings due to poor generalization across diverse grippers, sensor layouts, or sim-to-real environments. Furthermore, they typically estimate the object pose for each frame independently, resulting in less coherent tracking over sequences in real-world deployments. To address these limitations, we introduce a novel unified haptic representation that effectively handles multiple gripper embodiments. Building on this representation, we introduce a new visuo-haptic transformer-based object pose tracker that seamlessly integrates visual and haptic input. We validate our framework in our dataset and the Feelsight dataset, demonstrating significant performance improvement on challenging sequences. Notably, our method achieves superior generalization and robustness across novel embodiments, objects, and sensor types (both taxel-based and vision-based tactile sensors). In real-world experiments, we demonstrate that our approach outperforms state-of-the-art visual trackers by a large margin. We further show that we can achieve precise manipulation tasks by incorporating our real-time object tracking result into motion plans, underscoring the advantages of visuo-haptic perception. Project website: https://ivl.cs.brown.edu/research/v-hop

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UniTac: Whole-Robot Touch Sensing Without Tactile Sensors

Robots can better interact with humans and unstructured environments through touch sensing. However, most commercial robots are not equipped with tactile skins, making it challenging to achieve even basic touch-sensing functions, such as contact localization. We present UniTac, a data-driven whole-body touch-sensing approach that uses only proprioceptive joint sensors and does not require the installation of additional sensors. Our approach enables a robot equipped solely with joint sensors to localize contacts. Our goal is to democratize touch sensing and provide an off-the-shelf tool for HRI researchers to provide their robots with touch-sensing capabilities. We validate our approach on two platforms: the Franka robot arm and the Spot quadruped. On Franka, we can localize contact to within 8.0 centimeters, and on Spot, we can localize to within 7.2 centimeters at around 2,000 Hz on an RTX 3090 GPU without adding any additional sensors to the robot. Project website: https://ivl.cs.brown.edu/research/unitac.

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MotionGlot: A Multi-Embodied Motion Generation Model

This paper introduces MotionGlot, a model that can generate motion across multiple embodiments with different action dimensions, such as quadruped robots and human bodies. By leveraging the well-established training procedures commonly used in large language models (LLMs), we introduce an instruction-tuning template specifically designed for motionrelated tasks. Our approach demonstrates that the principles underlying LLM training can be successfully adapted to learn a wide range of motion generation tasks across multiple embodiments with different action dimensions. We demonstrate the various abilities of MotionGlot on a set of 6 tasks and report an average improvement of 35.3% across tasks. Additionally, we contribute two new datasets: (1) a dataset of expert-controlled quadruped locomotion with approximately 48,000 trajectories paired with direction-based text annotations, and (2) a dataset of over 23,000 situational text prompts for human motion generation tasks. Finally, we conduct hardware experiments to validate the capabilities of our system in real-world applications.

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ViTa-Zero: Zero-shot Visuotactile Object 6D Pose Estimation

Object 6D pose estimation is a critical challenge in robotics, particularly for manipulation tasks. While prior research combining visual and tactile (visuotactile) information has shown promise, these approaches often struggle with generalization due to the limited availability of visuotactile data. In this paper, we introduce ViTa-Zero, a zero-shot visuotactile pose estimation framework. Our key innovation lies in leveraging a visual model as its backbone and performing feasibility checking and test-time optimization based on physical constraints derived from tactile and proprioceptive observations. Specifically, we model the gripper-object interaction as a spring-mass system, where tactile sensors induce attractive forces, and proprioception generates repulsive forces. We validate our framework through experiments on a real-world robot setup, demonstrating its effectiveness across representative visual backbones and manipulation scenarios, including grasping, object picking, and bimanual handover. Compared to the visual models, our approach overcomes some drastic failure modes while tracking the in-hand object pose. In our experiments, our approach shows an average increase of 55% in AUC of ADD-S and 60% in ADD, along with an 80% lower position error compared to FoundationPose.

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InteractAvatar: Modeling Hand-Face Interaction in Photorealistic Avatars with Deformable Gaussians

With the rising interest from the community in digital avatars coupled with the importance of expressions and gestures in communication, modeling natural avatar behavior remains an important challenge across many industries such as teleconferencing, gaming, and AR/VR. Human hands are the primary tool for interacting with the environment and essential for realistic human behavior modeling, yet existing 3D hand and head avatar models often overlook the crucial aspect of hand-body interactions, such as between hand and face. We present InteracttAvatar, the first model to faithfully capture the photorealistic appearance of dynamic hand and non-rigid hand-face interactions. Our novel Dynamic Gaussian Hand model, combining template model and 3D Gaussian Splatting as well as a dynamic refinement module, captures pose-dependent change, e.g. the fine wrinkles and complex shadows that occur during articulation. Importantly, our hand-face interaction module models the subtle geometry and appearance dynamics that underlie common gestures. Through experiments of novel view synthesis, self reenactment and cross-identity reenactment, we demonstrate that InteracttAvatar can reconstruct hand and hand-face interactions from monocular or multiview videos with high-fidelity details and be animated with novel poses.

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GigaHands: A Massive Annotated Dataset of Bimanual Hand Activities

Understanding bimanual human hand activities is a critical problem in AI and robotics. We cannot build large models of bimanual activities because existing datasets lack the scale, coverage of diverse hand activities, and detailed annotations. We introduce GigaHands, a massive annotated dataset capturing 34 hours of bimanual hand activities from 56 subjects and 417 objects, totaling 14k motion clips derived from 183 million frames paired with 84k text annotations. Our markerless capture setup and data acquisition protocol enable fully automatic 3D hand and object estimation while minimizing the effort required for text annotation. The scale and diversity of GigaHands enable broad applications, including text-driven action synthesis, hand motion captioning, and dynamic radiance field reconstruction. Our website are avaliable at https://ivl.cs.brown.edu/research/gigahands.html .

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GeoDiffuser: Geometry-Based Image Editing with Diffusion Models

The success of image generative models has enabled us to build methods that can edit images based on text or other user input. However, these methods are bespoke, imprecise, require additional information, or are limited to only 2D image edits. We present GeoDiffuser, a zero-shot optimization-based method that unifies common 2D and 3D image-based object editing capabilities into a single method. Our key insight is to view image editing operations as geometric transformations. We show that these transformations can be directly incorporated into the attention layers in diffusion models to implicitly perform editing operations. Our training-free optimization method uses an objective function that seeks to preserve object style but generate plausible images, for instance with accurate lighting and shadows. It also inpaints disoccluded parts of the image where the object was originally located. Given a natural image and user input, we segment the foreground object using SAM and estimate a corresponding transform which is used by our optimization approach for editing. GeoDiffuser can perform common 2D and 3D edits like object translation, 3D rotation, and removal. We present quantitative results, including a perceptual study, that shows how our approach is better than existing methods. Visit https://ivl.cs.brown.edu/research/geodiffuser.html for more information.

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EgoSonics: Generating Synchronized Audio for Silent Egocentric Videos

We introduce EgoSonics, a method to generate semantically meaningful and synchronized audio tracks conditioned on silent egocentric videos. Generating audio for silent egocentric videos could open new applications in virtual reality, assistive technologies, or for augmenting existing datasets. Existing work has been limited to domains like speech, music, or impact sounds and cannot capture the broad range of audio frequencies found in egocentric videos. EgoSonics addresses these limitations by building on the strengths of latent diffusion models for conditioned audio synthesis. We first encode and process paired audio-video data to make them suitable for generation. The encoded data is then used to train a model that can generate an audio track that captures the semantics of the input video. Our proposed SyncroNet builds on top of ControlNet to provide control signals that enables generation of temporally synchronized audio. Extensive evaluations and a comprehensive user study show that our model outperforms existing work in audio quality, and in our proposed synchronization evaluation method. Furthermore, we demonstrate downstream applications of our model in improving video summarization.

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FoundHand: Large-Scale Domain-Specific Learning for Controllable Hand Image Generation

Despite remarkable progress in image generation models, generating realistic hands remains a persistent challenge due to their complex articulation, varying viewpoints, and frequent occlusions. We present FoundHand, a large-scale domain-specific diffusion model for synthesizing single and dual hand images. To train our model, we introduce FoundHand-10M, a large-scale hand dataset with 2D keypoints and segmentation mask annotations. Our insight is to use 2D hand keypoints as a universal representation that encodes both hand articulation and camera viewpoint. FoundHand learns from image pairs to capture physically plausible hand articulations, natively enables precise control through 2D keypoints, and supports appearance control. Our model exhibits core capabilities that include the ability to repose hands, transfer hand appearance, and even synthesize novel views. This leads to zero-shot capabilities for fixing malformed hands in previously generated images, or synthesizing hand video sequences. We present extensive experiments and evaluations that demonstrate state-of-the-art performance of our method.

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HFGaussian: Learning Generalizable Gaussian Human with Integrated Human Features

Recent advancements in radiance field rendering show promising results in 3D scene representation, where Gaussian splatting-based techniques emerge as state-of-the-art due to their quality and efficiency. Gaussian splatting is widely used for various applications, including 3D human representation. However, previous 3D Gaussian splatting methods either use parametric body models as additional information or fail to provide any underlying structure, like human biomechanical features, which are essential for different applications. In this paper, we present a novel approach called HFGaussian that can estimate novel views and human features, such as the 3D skeleton, 3D key points, and dense pose, from sparse input images in real time at 25 FPS. The proposed method leverages generalizable Gaussian splatting technique to represent the human subject and its associated features, enabling efficient and generalizable reconstruction. By incorporating a pose regression network and the feature splatting technique with Gaussian splatting, HFGaussian demonstrates improved capabilities over existing 3D human methods, showcasing the potential of 3D human representations with integrated biomechanics. We thoroughly evaluate our HFGaussian method against the latest state-of-the-art techniques in human Gaussian splatting and pose estimation, demonstrating its real-time, state-of-the-art performance.

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DA-VIL: Adaptive Dual-Arm Manipulation with Reinforcement Learning and Variable Impedance Control

Dual-arm manipulation is an area of growing interest in the robotics community. Enabling robots to perform tasks that require the coordinated use of two arms, is essential for complex manipulation tasks such as handling large objects, assembling components, and performing human-like interactions. However, achieving effective dual-arm manipulation is challenging due to the need for precise coordination, dynamic adaptability, and the ability to manage interaction forces between the arms and the objects being manipulated. We propose a novel pipeline that combines the advantages of policy learning based on environment feedback and gradient-based optimization to learn controller gains required for the control outputs. This allows the robotic system to dynamically modulate its impedance in response to task demands, ensuring stability and dexterity in dual-arm operations. We evaluate our pipeline on a trajectory-tracking task involving a variety of large, complex objects with different masses and geometries. The performance is then compared to three other established methods for controlling dual-arm robots, demonstrating superior results.

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CLIPtortionist: Zero-shot Text-driven Deformation for Manufactured 3D Shapes

We propose a zero-shot text-driven 3D shape deformation system that deforms an input 3D mesh of a manufactured object to fit an input text description. To do this, our system optimizes the parameters of a deformation model to maximize an objective function based on the widely used pre-trained vision language model CLIP. We find that CLIP-based objective functions exhibit many spurious local optima; to circumvent them, we parameterize deformations using a novel deformation model called BoxDefGraph which our system automatically computes from an input mesh, the BoxDefGraph is designed to capture the object aligned rectangular/circular geometry features of most manufactured objects. We then use the CMA-ES global optimization algorithm to maximize our objective, which we find to work better than popular gradient-based optimizers. We demonstrate that our approach produces appealing results and outperforms several baselines.

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AnyHome: Open-Vocabulary Generation of Structured and Textured 3D Homes

Inspired by cognitive theories, we introduce AnyHome, a framework that translates any text into well-structured and textured indoor scenes at a house-scale. By prompting Large Language Models (LLMs) with designed templates, our approach converts provided textual narratives into amodal structured representations. These representations guarantee consistent and realistic spatial layouts by directing the synthesis of a geometry mesh within defined constraints. A Score Distillation Sampling process is then employed to refine the geometry, followed by an egocentric inpainting process that adds lifelike textures to it. AnyHome stands out with its editability, customizability, diversity, and realism. The structured representations for scenes allow for extensive editing at varying levels of granularity. Capable of interpreting texts ranging from simple labels to detailed narratives, AnyHome generates detailed geometries and textures that outperform existing methods in both quantitative and qualitative measures.

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Constrained 6-DoF Grasp Generation on Complex Shapes for Improved Dual-Arm Manipulation

Efficiently generating grasp poses tailored to specific regions of an object is vital for various robotic manipulation tasks, especially in a dual-arm setup. This scenario presents a significant challenge due to the complex geometries involved, requiring a deep understanding of the local geometry to generate grasps efficiently on the specified constrained regions. Existing methods only explore settings involving table-top/small objects and require augmented datasets to train, limiting their performance on complex objects. We propose CGDF: Constrained Grasp Diffusion Fields, a diffusion-based grasp generative model that generalizes to objects with arbitrary geometries, as well as generates dense grasps on the target regions. CGDF uses a part-guided diffusion approach that enables it to get high sample efficiency in constrained grasping without explicitly training on massive constraint-augmented datasets. We provide qualitative and quantitative comparisons using analytical metrics and in simulation, in both unconstrained and constrained settings to show that our method can generalize to generate stable grasps on complex objects, especially useful for dual-arm manipulation settings, while existing methods struggle to do so.

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GenHeld: Generating and Editing Handheld Objects

Grasping is an important human activity that has long been studied in robotics, computer vision, and cognitive science. Most existing works study grasping from the perspective of synthesizing hand poses conditioned on 3D or 2D object representations. We propose GenHeld to address the inverse problem of synthesizing held objects conditioned on 3D hand model or 2D image. Given a 3D model of hand, GenHeld 3D can select a plausible held object from a large dataset using compact object representations called object codes.The selected object is then positioned and oriented to form a plausible grasp without changing hand pose. If only a 2D hand image is available, GenHeld 2D can edit this image to add or replace a held object. GenHeld 2D operates by combining the abilities of GenHeld 3D with diffusion-based image editing. Results and experiments show that we outperform baselines and can generate plausible held objects in both 2D and 3D. Our experiments demonstrate that our method achieves high quality and plausibility of held object synthesis in both 3D and 2D.

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GHNeRF: Learning Generalizable Human Features with Efficient Neural Radiance Fields

Recent advances in Neural Radiance Fields (NeRF) have demonstrated promising results in 3D scene representations, including 3D human representations. However, these representations often lack crucial information on the underlying human pose and structure, which is crucial for AR/VR applications and games. In this paper, we introduce a novel approach, termed GHNeRF, designed to address these limitations by learning 2D/3D joint locations of human subjects with NeRF representation. GHNeRF uses a pre-trained 2D encoder streamlined to extract essential human features from 2D images, which are then incorporated into the NeRF framework in order to encode human biomechanic features. This allows our network to simultaneously learn biomechanic features, such as joint locations, along with human geometry and texture. To assess the effectiveness of our method, we conduct a comprehensive comparison with state-of-the-art human NeRF techniques and joint estimation algorithms. Our results show that GHNeRF can achieve state-of-the-art results in near real-time.

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MANUS: Markerless Grasp Capture using Articulated 3D Gaussians

Understanding how we grasp objects with our hands has important applications in areas like robotics and mixed reality. However, this challenging problem requires accurate modeling of the contact between hands and objects. To capture grasps, existing methods use skeletons, meshes, or parametric models that does not represent hand shape accurately resulting in inaccurate contacts. We present MANUS, a method for Markerless Hand-Object Grasp Capture using Articulated 3D Gaussians. We build a novel articulated 3D Gaussians representation that extends 3D Gaussian splatting for high-fidelity representation of articulating hands. Since our representation uses Gaussian primitives, it enables us to efficiently and accurately estimate contacts between the hand and the object. For the most accurate results, our method requires tens of camera views that current datasets do not provide. We therefore build MANUS-Grasps, a new dataset that contains hand-object grasps viewed from 50+ cameras across 30+ scenes, 3 subjects, and comprising over 7M frames. In addition to extensive qualitative results, we also show that our method outperforms others on a quantitative contact evaluation method that uses paint transfer from the object to the hand.

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DiVa-360: The Dynamic Visual Dataset for Immersive Neural Fields

Advances in neural fields are enabling high-fidelity capture of the shape and appearance of dynamic 3D scenes. However, their capabilities lag behind those offered by conventional representations such as 2D videos because of algorithmic challenges and the lack of large-scale multi-view real-world datasets. We address the dataset limitation with DiVa-360, a real-world 360 dynamic visual dataset that contains synchronized high-resolution and long-duration multi-view video sequences of table-scale scenes captured using a customized low-cost system with 53 cameras. It contains 21 object-centric sequences categorized by different motion types, 25 intricate hand-object interaction sequences, and 8 long-duration sequences for a total of 17.4 M image frames. In addition, we provide foreground-background segmentation masks, synchronized audio, and text descriptions. We benchmark the state-of-the-art dynamic neural field methods on DiVa-360 and provide insights about existing methods and future challenges on long-duration neural field capture.

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