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Stephen James

Publications and source records attributed to Stephen James.

At least 19 recordsLinked to original sources

Laser Remelting for Reduced Porosity on Additively Manufactured Aluminium Mirrors

Additively manufactured (AM) AlSi10Mg mirrors are fabricated through laser powder bed fusion (LPBF), allowing the use of complex geometries such as lattices and organic structures that enable high mass reduction while maintaining mechanical stiffness. Micron-sized pores that cause optical scatter may form during LPBF as a consequence of deviations from the optimal processing window, particularly from laser energy input and scan strategy. This work proposes a laser remelting strategy aimed at reducing porosity; standard LPBF build steps automatically alternate with laser remelting passes, where previously deposited material is remelted during fabrication. Laser remelting is evaluated through fabricating 10 mm proof-of-concept cubes. Following single point diamond turning (SPDT), optical measurements characterised surface roughness and identified surface artefacts. The best-performing AlSi10Mg remelted cube exhibited no pores within sampled regions and achieved 6.4 nm average surface roughness, comparable to a conventionally manufactured RSA 6061 control cube (5.8 nm). Driven by these results, AM 52 mm diameter secondary sandwich mirrors were manufactured using LPBF and laser remelting. These incorporate an optimised diamond TPMS lattice to achieve a 50% mass reduction while accommodating design for AM considerations. Unlike the cube study, the optical surface of the remelted mirror after SPDT exhibited residual porosity and 11.8 nm average surface roughness. These results show that while the proof-of-concept confirmed the viability of laser remelting in reducing porosity within simple geometries, optimisation of the LPBF and SPDT processes are required to translate the benefits of laser remelting to lightweight AlSi10Mg AM mirrors.

physics.optics

Learning to unfold cloth: Scaling up world models to deformable object manipulation

Learning to manipulate cloth is both a paradigmatic problem for robotic research and a problem of immediate relevance to a variety of applications ranging from assistive care to the service industry. The complex physics of the deformable object makes this problem of cloth manipulation nontrivial. In order to create a general manipulation strategy that addresses a variety of shapes, sizes, fold and wrinkle patterns, in addition to the usual problems of appearance variations, it becomes important to carefully consider model structure and their implications for generalisation performance. In this paper, we present an approach to in-air cloth manipulation that uses a variation of a recently proposed reinforcement learning architecture, DreamerV2. Our implementation modifies this architecture to utilise surface normals input, in addition to modiying the replay buffer and data augmentation procedures. Taken together these modifications represent an enhancement to the world model used by the robot, addressing the physical complexity of the object being manipulated by the robot. We present evaluations both in simulation and in a zero-shot deployment of the trained policies in a physical robot setup, performing in-air unfolding of a variety of different cloth types, demonstrating the generalisation benefits of our proposed architecture.

cs.RO

Continuous Control with Coarse-to-fine Reinforcement Learning

Despite recent advances in improving the sample-efficiency of reinforcement learning (RL) algorithms, designing an RL algorithm that can be practically deployed in real-world environments remains a challenge. In this paper, we present Coarse-to-fine Reinforcement Learning (CRL), a framework that trains RL agents to zoom-into a continuous action space in a coarse-to-fine manner, enabling the use of stable, sample-efficient value-based RL algorithms for fine-grained continuous control tasks. Our key idea is to train agents that output actions by iterating the procedure of (i) discretizing the continuous action space into multiple intervals and (ii) selecting the interval with the highest Q-value to further discretize at the next level. We then introduce a concrete, value-based algorithm within the CRL framework called Coarse-to-fine Q-Network (CQN). Our experiments demonstrate that CQN significantly outperforms RL and behavior cloning baselines on 20 sparsely-rewarded RLBench manipulation tasks with a modest number of environment interactions and expert demonstrations. We also show that CQN robustly learns to solve real-world manipulation tasks within a few minutes of online training.

cs.RO

BiGym: A Demo-Driven Mobile Bi-Manual Manipulation Benchmark

We introduce BiGym, a new benchmark and learning environment for mobile bi-manual demo-driven robotic manipulation. BiGym features 40 diverse tasks set in home environments, ranging from simple target reaching to complex kitchen cleaning. To capture the real-world performance accurately, we provide human-collected demonstrations for each task, reflecting the diverse modalities found in real-world robot trajectories. BiGym supports a variety of observations, including proprioceptive data and visual inputs such as RGB, and depth from 3 camera views. To validate the usability of BiGym, we thoroughly benchmark the state-of-the-art imitation learning algorithms and demo-driven reinforcement learning algorithms within the environment and discuss the future opportunities.

cs.RO

Green Screen Augmentation Enables Scene Generalisation in Robotic Manipulation

Generalising vision-based manipulation policies to novel environments remains a challenging area with limited exploration. Current practices involve collecting data in one location, training imitation learning or reinforcement learning policies with this data, and deploying the policy in the same location. However, this approach lacks scalability as it necessitates data collection in multiple locations for each task. This paper proposes a novel approach where data is collected in a location predominantly featuring green screens. We introduce Green-screen Augmentation (GreenAug), employing a chroma key algorithm to overlay background textures onto a green screen. Through extensive real-world empirical studies with over 850 training demonstrations and 8.2k evaluation episodes, we demonstrate that GreenAug surpasses no augmentation, standard computer vision augmentation, and prior generative augmentation methods in performance. While no algorithmic novelties are claimed, our paper advocates for a fundamental shift in data collection practices. We propose that real-world demonstrations in future research should utilise green screens, followed by the application of GreenAug. We believe GreenAug unlocks policy generalisation to visually distinct novel locations, addressing the current scene generalisation limitations in robot learning.

cs.RO

Generative Image as Action Models

Image-generation diffusion models have been fine-tuned to unlock new capabilities such as image-editing and novel view synthesis. Can we similarly unlock image-generation models for visuomotor control? We present GENIMA, a behavior-cloning agent that fine-tunes Stable Diffusion to 'draw joint-actions' as targets on RGB images. These images are fed into a controller that maps the visual targets into a sequence of joint-positions. We study GENIMA on 25 RLBench and 9 real-world manipulation tasks. We find that, by lifting actions into image-space, internet pre-trained diffusion models can generate policies that outperform state-of-the-art visuomotor approaches, especially in robustness to scene perturbations and generalizing to novel objects. Our method is also competitive with 3D agents, despite lacking priors such as depth, keypoints, or motion-planners.

cs.RO

Redundancy-aware Action Spaces for Robot Learning

Joint space and task space control are the two dominant action modes for controlling robot arms within the robot learning literature. Actions in joint space provide precise control over the robot's pose, but tend to suffer from inefficient training; actions in task space boast data-efficient training but sacrifice the ability to perform tasks in confined spaces due to limited control over the full joint configuration. This work analyses the criteria for designing action spaces for robot manipulation and introduces ER (End-effector Redundancy), a novel action space formulation that, by addressing the redundancies present in the manipulator, aims to combine the advantages of both joint and task spaces, offering fine-grained comprehensive control with overactuated robot arms whilst achieving highly efficient robot learning. We present two implementations of ER, ERAngle (ERA) and ERJoint (ERJ), and we show that ERJ in particular demonstrates superior performance across multiple settings, especially when precise control over the robot configuration is required. We validate our results both in simulated and real robotic environments.

cs.RO

Render and Diffuse: Aligning Image and Action Spaces for Diffusion-based Behaviour Cloning

In the field of Robot Learning, the complex mapping between high-dimensional observations such as RGB images and low-level robotic actions, two inherently very different spaces, constitutes a complex learning problem, especially with limited amounts of data. In this work, we introduce Render and Diffuse (R&D) a method that unifies low-level robot actions and RGB observations within the image space using virtual renders of the 3D model of the robot. Using this joint observation-action representation it computes low-level robot actions using a learnt diffusion process that iteratively updates the virtual renders of the robot. This space unification simplifies the learning problem and introduces inductive biases that are crucial for sample efficiency and spatial generalisation. We thoroughly evaluate several variants of R&D in simulation and showcase their applicability on six everyday tasks in the real world. Our results show that R&D exhibits strong spatial generalisation capabilities and is more sample efficient than more common image-to-action methods.

cs.RO

Hierarchical Diffusion Policy for Kinematics-Aware Multi-Task Robotic Manipulation

This paper introduces Hierarchical Diffusion Policy (HDP), a hierarchical agent for multi-task robotic manipulation. HDP factorises a manipulation policy into a hierarchical structure: a high-level task-planning agent which predicts a distant next-best end-effector pose (NBP), and a low-level goal-conditioned diffusion policy which generates optimal motion trajectories. The factorised policy representation allows HDP to tackle both long-horizon task planning while generating fine-grained low-level actions. To generate context-aware motion trajectories while satisfying robot kinematics constraints, we present a novel kinematics-aware goal-conditioned control agent, Robot Kinematics Diffuser (RK-Diffuser). Specifically, RK-Diffuser learns to generate both the end-effector pose and joint position trajectories, and distill the accurate but kinematics-unaware end-effector pose diffuser to the kinematics-aware but less accurate joint position diffuser via differentiable kinematics. Empirically, we show that HDP achieves a significantly higher success rate than the state-of-the-art methods in both simulation and real-world.

cs.RO

Speed Co-Augmentation for Unsupervised Audio-Visual Pre-training

This work aims to improve unsupervised audio-visual pre-training. Inspired by the efficacy of data augmentation in visual contrastive learning, we propose a novel speed co-augmentation method that randomly changes the playback speeds of both audio and video data. Despite its simplicity, the speed co-augmentation method possesses two compelling attributes: (1) it increases the diversity of audio-visual pairs and doubles the size of negative pairs, resulting in a significant enhancement in the learned representations, and (2) it changes the strict correlation between audio-visual pairs but introduces a partial relationship between the augmented pairs, which is modeled by our proposed SoftInfoNCE loss to further boost the performance. Experimental results show that the proposed method significantly improves the learned representations when compared to vanilla audio-visual contrastive learning.

cs.CV

Language-Conditioned Path Planning

Contact is at the core of robotic manipulation. At times, it is desired (e.g. manipulation and grasping), and at times, it is harmful (e.g. when avoiding obstacles). However, traditional path planning algorithms focus solely on collision-free paths, limiting their applicability in contact-rich tasks. To address this limitation, we propose the domain of Language-Conditioned Path Planning, where contact-awareness is incorporated into the path planning problem. As a first step in this domain, we propose Language-Conditioned Collision Functions (LACO) a novel approach that learns a collision function using only a single-view image, language prompt, and robot configuration. LACO predicts collisions between the robot and the environment, enabling flexible, conditional path planning without the need for manual object annotations, point cloud data, or ground-truth object meshes. In both simulation and the real world, we demonstrate that LACO can facilitate complex, nuanced path plans that allow for interaction with objects that are safe to collide, rather than prohibiting any collision.

cs.RO

Language Reward Modulation for Pretraining Reinforcement Learning

Using learned reward functions (LRFs) as a means to solve sparse-reward reinforcement learning (RL) tasks has yielded some steady progress in task-complexity through the years. In this work, we question whether today's LRFs are best-suited as a direct replacement for task rewards. Instead, we propose leveraging the capabilities of LRFs as a pretraining signal for RL. Concretely, we propose $\textbf{LA}$nguage Reward $\textbf{M}$odulated $\textbf{P}$retraining (LAMP) which leverages the zero-shot capabilities of Vision-Language Models (VLMs) as a $\textit{pretraining}$ utility for RL as opposed to a downstream task reward. LAMP uses a frozen, pretrained VLM to scalably generate noisy, albeit shaped exploration rewards by computing the contrastive alignment between a highly diverse collection of language instructions and the image observations of an agent in its pretraining environment. LAMP optimizes these rewards in conjunction with standard novelty-seeking exploration rewards with reinforcement learning to acquire a language-conditioned, pretrained policy. Our VLM pretraining approach, which is a departure from previous attempts to use LRFs, can warmstart sample-efficient learning on robot manipulation tasks in RLBench.

cs.LG

Multi-View Masked World Models for Visual Robotic Manipulation

Visual robotic manipulation research and applications often use multiple cameras, or views, to better perceive the world. How else can we utilize the richness of multi-view data? In this paper, we investigate how to learn good representations with multi-view data and utilize them for visual robotic manipulation. Specifically, we train a multi-view masked autoencoder which reconstructs pixels of randomly masked viewpoints and then learn a world model operating on the representations from the autoencoder. We demonstrate the effectiveness of our method in a range of scenarios, including multi-view control and single-view control with auxiliary cameras for representation learning. We also show that the multi-view masked autoencoder trained with multiple randomized viewpoints enables training a policy with strong viewpoint randomization and transferring the policy to solve real-robot tasks without camera calibration and an adaptation procedure. Video demonstrations are available at: https://sites.google.com/view/mv-mwm.

cs.RO

StereoPose: Category-Level 6D Transparent Object Pose Estimation from Stereo Images via Back-View NOCS

Most existing methods for category-level pose estimation rely on object point clouds. However, when considering transparent objects, depth cameras are usually not able to capture meaningful data, resulting in point clouds with severe artifacts. Without a high-quality point cloud, existing methods are not applicable to challenging transparent objects. To tackle this problem, we present StereoPose, a novel stereo image framework for category-level object pose estimation, ideally suited for transparent objects. For a robust estimation from pure stereo images, we develop a pipeline that decouples category-level pose estimation into object size estimation, initial pose estimation, and pose refinement. StereoPose then estimates object pose based on representation in the normalized object coordinate space~(NOCS). To address the issue of image content aliasing, we further define a back-view NOCS map for the transparent object. The back-view NOCS aims to reduce the network learning ambiguity caused by content aliasing, and leverage informative cues on the back of the transparent object for more accurate pose estimation. To further improve the performance of the stereo framework, StereoPose is equipped with a parallax attention module for stereo feature fusion and an epipolar loss for improving the stereo-view consistency of network predictions. Extensive experiments on the public TOD dataset demonstrate the superiority of the proposed StereoPose framework for category-level 6D transparent object pose estimation.

cs.RO

Sim-to-Real via Sim-to-Seg: End-to-end Off-road Autonomous Driving Without Real Data

Autonomous driving is complex, requiring sophisticated 3D scene understanding, localization, mapping, and control. Rather than explicitly modelling and fusing each of these components, we instead consider an end-to-end approach via reinforcement learning (RL). However, collecting exploration driving data in the real world is impractical and dangerous. While training in simulation and deploying visual sim-to-real techniques has worked well for robot manipulation, deploying beyond controlled workspace viewpoints remains a challenge. In this paper, we address this challenge by presenting Sim2Seg, a re-imagining of RCAN that crosses the visual reality gap for off-road autonomous driving, without using any real-world data. This is done by learning to translate randomized simulation images into simulated segmentation and depth maps, subsequently enabling real-world images to also be translated. This allows us to train an end-to-end RL policy in simulation, and directly deploy in the real-world. Our approach, which can be trained in 48 hours on 1 GPU, can perform equally as well as a classical perception and control stack that took thousands of engineering hours over several months to build. We hope this work motivates future end-to-end autonomous driving research.

cs.LG

Real-World Robot Learning with Masked Visual Pre-training

In this work, we explore self-supervised visual pre-training on images from diverse, in-the-wild videos for real-world robotic tasks. Like prior work, our visual representations are pre-trained via a masked autoencoder (MAE), frozen, and then passed into a learnable control module. Unlike prior work, we show that the pre-trained representations are effective across a range of real-world robotic tasks and embodiments. We find that our encoder consistently outperforms CLIP (up to 75%), supervised ImageNet pre-training (up to 81%), and training from scratch (up to 81%). Finally, we train a 307M parameter vision transformer on a massive collection of 4.5M images from the Internet and egocentric videos, and demonstrate clearly the benefits of scaling visual pre-training for robot learning.

cs.RO

Temporally Consistent Transformers for Video Generation

To generate accurate videos, algorithms have to understand the spatial and temporal dependencies in the world. Current algorithms enable accurate predictions over short horizons but tend to suffer from temporal inconsistencies. When generated content goes out of view and is later revisited, the model invents different content instead. Despite this severe limitation, no established benchmarks on complex data exist for rigorously evaluating video generation with long temporal dependencies. In this paper, we curate 3 challenging video datasets with long-range dependencies by rendering walks through 3D scenes of procedural mazes, Minecraft worlds, and indoor scans. We perform a comprehensive evaluation of current models and observe their limitations in temporal consistency. Moreover, we introduce the Temporally Consistent Transformer (TECO), a generative model that substantially improves long-term consistency while also reducing sampling time. By compressing its input sequence into fewer embeddings, applying a temporal transformer, and expanding back using a spatial MaskGit, TECO outperforms existing models across many metrics. Videos are available on the website: https://wilson1yan.github.io/teco

cs.CV

HARP: Autoregressive Latent Video Prediction with High-Fidelity Image Generator

Video prediction is an important yet challenging problem; burdened with the tasks of generating future frames and learning environment dynamics. Recently, autoregressive latent video models have proved to be a powerful video prediction tool, by separating the video prediction into two sub-problems: pre-training an image generator model, followed by learning an autoregressive prediction model in the latent space of the image generator. However, successfully generating high-fidelity and high-resolution videos has yet to be seen. In this work, we investigate how to train an autoregressive latent video prediction model capable of predicting high-fidelity future frames with minimal modification to existing models, and produce high-resolution (256x256) videos. Specifically, we scale up prior models by employing a high-fidelity image generator (VQ-GAN) with a causal transformer model, and introduce additional techniques of top-k sampling and data augmentation to further improve video prediction quality. Despite the simplicity, the proposed method achieves competitive performance to state-of-the-art approaches on standard video prediction benchmarks with fewer parameters, and enables high-resolution video prediction on complex and large-scale datasets. Videos are available at https://sites.google.com/view/harp-videos/home.

cs.CV