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Volkan Isler

Publications and source records attributed to Volkan Isler.

At least 19 recordsLinked to original sources

SV-GS: Sparse View 4D Reconstruction with Skeleton-Driven Gaussian Splatting

Reconstructing a dynamic target moving over a large area is challenging. Standard approaches for dynamic object reconstruction require dense coverage in both the viewing space and the temporal dimension, typically relying on multi-view videos captured at each time step. However, such setups are only possible in constrained environments. In real-world scenarios, observations are often sparse over time and captured sparsely from diverse viewpoints (e.g., from security cameras), making dynamic reconstruction highly ill-posed. We present SV-GS, a framework that simultaneously estimates a deformation model and the object's motion over time under sparse observations. To initialize SV-GS, we leverage a rough skeleton graph and an initial static reconstruction as inputs to guide motion estimation. (Later, we show that this input requirement can be relaxed.) Our method optimizes a skeleton-driven deformation field composed of a coarse skeleton joint pose estimator and a module for fine-grained deformations. By making only the joint pose estimator time-dependent, our model enables smooth motion interpolation while preserving learned geometric details. Experiments on synthetic datasets show that our method outperforms existing approaches under sparse observations by up to 34% in PSNR, and achieves comparable performance to dense monocular video methods on real-world datasets despite using significantly fewer frames. Moreover, we demonstrate that the input initial static reconstruction can be replaced by a diffusion-based generative prior, making our method more practical for real-world scenarios.

cs.CV

Uncertainty Guided Exploratory Trajectory Optimization for Sampling-Based Model Predictive Control

Trajectory optimization depends heavily on initialization. In particular, sampling-based approaches are highly sensitive to initial solutions, and limited exploration frequently leads them to converge to local minima in complex environments. We present Uncertainty Guided Exploratory Trajectory Optimization (UGE-TO), a trajectory optimization algorithm that generates well-separated samples to achieve a better coverage of the configuration space. UGE-TO represents trajectories as probability distributions induced by uncertainty ellipsoids. Unlike sampling-based approaches that explore only in the action space, this representation captures the effects of both system dynamics and action selection. By incorporating the impact of dynamics, in addition to the action space, into our distributions, our method enhances trajectory diversity by enforcing distributional separation via the Hellinger distance between them. It enables a systematic exploration of the configuration space and improves robustness against local minima. Further, we present UGE-MPC, which integrates UGE-TO into sampling-based model predictive controller methods. Experiments demonstrate that UGE-MPC achieves higher exploration and faster convergence in trajectory optimization compared to baselines under the same sampling budget, achieving 72.1% faster convergence in obstacle-free environments and 66% faster convergence with a 6.7% higher success rate in the cluttered environment compared to the best-performing baseline. Additionally, we validate the approach through a range of simulation scenarios and real-world experiments. Our results indicate that UGE-MPC has higher success rates and faster convergence, especially in environments that demand significant deviations from nominal trajectories to avoid failures. The project and code are available at https://ogpoyrazoglu.github.io/cuniform_sampling/.

cs.RO

Fast Navigation Through Occluded Spaces via Language-Conditioned Map Prediction

In cluttered environments, motion planners often face a trade-off between safety and speed due to uncertainty caused by occlusions and limited sensor range. In this work, we investigate whether co-pilot instructions can help robots plan more decisively while remaining safe. We introduce PaceForecaster, as an approach that incorporates such co-pilot instructions into local planners. PaceForecaster takes the robot's local sensor footprint (Level-1) and the provided co-pilot instructions as input and predicts (i) a forecasted map with all regions visible from Level-1 (Level-2) and (ii) an instruction-conditioned subgoal within Level-2. The subgoal provides the planner with explicit guidance to exploit the forecasted environment in a goal-directed manner. We integrate PaceForecaster with a Log-MPPI controller and demonstrate that using language-conditioned forecasts and goals improves navigation performance by 36% over a local-map-only baseline while in polygonal environments.

cs.RO

VisDiff: SDF-Guided Polygon Generation for Visibility Reconstruction and Recognition

The ability to capture rich representations of combinatorial structures has enabled the application of machine learning to tasks such as analysis and generation of floorplans, terrains, images, and animations. Recent work has primarily focused on understanding structures with well-defined features, neighborhoods, or underlying distance metrics, while those lacking such characteristics remain largely unstudied. Examples of these combinatorial structures can be found in polygons, where a small change in the vertex locations causes a significant rearrangement of the combinatorial structure, expressed as a visibility or triangulation graphs. Current representation learning approaches fail to capture structures without well-defined features and distance metrics. In this paper, we study the open problem of Visibility Reconstruction: Given a visibility graph $G$, construct a polygon $P$ whose visibility graph is $G$. We introduce VisDiff, a novel diffusion-based approach to generate polygon $P$ from the input visibility graph $G$. The main novelty of our approach is that, rather than generating the polygon's vertex set directly, we first estimate the signed distance function (SDF) associated with the polygon. The SDF is then used to extract the vertex location representing the final polygon. We show that going through the SDF allows VisDiff to learn the visibility relationship much more effectively than generating vertex locations directly. In order to train VisDiff, we create a carefully curated dataset. We use this dataset to benchmark our method and achieve 26% improvement in F1-Score over standard methods as well as state of the art approaches.

cs.CG

C-Free-Uniform: A Map-Conditioned Trajectory Sampler for Model Predictive Path Integral Control

Trajectory sampling is a key component of sampling-based control mechanisms. Trajectory samplers rely on control input samplers, which generate control inputs u from a distribution p(u | x) where x is the current state. We introduce the notion of Free Configuration Space Uniformity (C-Free-Uniform for short) which has two key features: (i) it generates a control input distribution so as to uniformly sample the free configuration space, and (ii) in contrast to previously introduced trajectory sampling mechanisms where the distribution p(u | x) is independent of the environment, C-Free-Uniform is explicitly conditioned on the current local map. Next, we integrate this sampler into a new Model Predictive Path Integral (MPPI) Controller, CFU-MPPI. Experiments show that CFU-MPPI outperforms existing methods in terms of success rate in challenging navigation tasks in cluttered polygonal environments while requiring a much smaller sampling budget.

cs.RO

Part Segmentation and Motion Estimation for Articulated Objects with Dynamic 3D Gaussians

Part segmentation and motion estimation are two fundamental problems for articulated object motion analysis. In this paper, we present a method to solve these two problems jointly from a sequence of observed point clouds of a single articulated object. The main challenge in our problem setting is that the point clouds are not assumed to be generated by a fixed set of moving points. Instead, each point cloud in the sequence could be an arbitrary sampling of the object surface at that particular time step. Such scenarios occur when the object undergoes major occlusions, or if the dataset is collected using measurements from multiple sensors asynchronously. In these scenarios, methods that rely on tracking point correspondences are not appropriate. We present an alternative approach based on a compact but effective representation where we represent the object as a collection of simple building blocks modeled as 3D Gaussians. We parameterize the Gaussians with time-dependent rotations, translations, and scales that are shared across all time steps. With our representation, part segmentation can be achieved by building correspondences between the observed points and the Gaussians. Moreover, the transformation of each point across time can be obtained by following the poses of the assigned Gaussian (even when the point is not observed). Experiments show that our method outperforms existing methods that solely rely on finding point correspondences. Additionally, we extend existing datasets to emulate real-world scenarios by considering viewpoint occlusions. We further demonstrate that our method is more robust to missing points as compared to existing approaches on these challenging datasets, even when some parts are completely occluded in some time-steps. Notably, our part segmentation performance outperforms the state-of-the-art method by 13% on point clouds with occlusions.

cs.CV

Pursuit-Evasion for Car-like Robots with Sensor Constraints

We study a pursuit-evasion game between two players with car-like dynamics and sensing limitations by formalizing it as a partially observable stochastic zero-sum game. The partial observability caused by the sensing constraints is particularly challenging. As an example, in a situation where the agents have no visibility of each other, they would need to extract information from their sensor coverage history to reason about potential locations of their opponents. However, keeping historical information greatly increases the size of the state space. To mitigate the challenges encountered with such partially observable problems, we develop a new learning-based method that encodes historical information to a belief state and uses it to generate agent actions. Through experiments we show that the learned strategies improve over existing multi-agent RL baselines by up to 16 % in terms of capture rate for the pursuer. Additionally, we present experimental results showing that learned belief states are strong state estimators for extending existing game theory solvers and demonstrate our method's competitiveness for problems where existing fully observable game theory solvers are computationally feasible. Finally, we deploy the learned policies on physical robots for a game between the F1TENTH and JetRacer platforms moving as fast as $\textbf{2 m/s}$ in indoor environments, showing that they can be executed on real-robots.

cs.RO

Optimal Robotic Velcro Peeling with Force Feedback

We study the problem of peeling a Velcro strap from a surface using a robotic manipulator. The surface geometry is arbitrary and unknown. The robot has access to only the force feedback and its end-effector position. This problem is challenging due to the partial observability of the environment and the incompleteness of the sensor feedback. To solve it, we first model the system with simple analytic state and action models based on quasi-static dynamics assumptions. We then study the fully-observable case where the state of both the Velcro and the robot are given. For this case, we obtain the optimal solution in closed-form which minimizes the total energy cost. Next, for the partially-observable case, we design a state estimator which estimates the underlying state using only force and position feedback. Then, we present a heuristics-based controller that balances exploratory and exploitative behaviors in order to peel the velcro efficiently. Finally, we evaluate our proposed method in environments with complex geometric uncertainties and sensor noises, achieving 100% success rate with less than 80% increase in energy cost compared to the optimal solution when the environment is fully-observable, outperforming the baselines by a large margin.

cs.RO

An Unsupervised C-Uniform Trajectory Sampler with Applications to Model Predictive Path Integral Control

Sampling-based model predictive controllers generate trajectories by sampling control inputs from a fixed, simple distribution such as the normal or uniform distributions. This sampling method yields trajectory samples that are tightly clustered around a mean trajectory. This clustering behavior in turn, limits the exploration capability of the controller and reduces the likelihood of finding feasible solutions in complex environments. Recent work has attempted to address this problem by either reshaping the resulting trajectory distribution or increasing the sample entropy to enhance diversity and promote exploration. In our recent work, we introduced the concept of C-Uniform trajectory generation [1] which allows the computation of control input probabilities to generate trajectories that sample the configuration space uniformly. In this work, we first address the main limitation of this method: lack of scalability due to computational complexity. We introduce Neural C-Uniform, an unsupervised C-Uniform trajectory sampler that mitigates scalability issues by computing control input probabilities without relying on a discretized configuration space. Experiments show that Neural C-Uniform achieves a similar uniformity ratio to the original C-Uniform approach and generates trajectories over a longer time horizon while preserving uniformity. Next, we present CU-MPPI, which integrates Neural C-Uniform sampling into existing MPPI variants. We analyze the performance of CU-MPPI in simulation and real-world experiments. Our results indicate that in settings where the optimal solution has high curvature, CU-MPPI leads to drastic improvements in performance.

eess.SY

C-Uniform Trajectory Sampling For Fast Motion Planning

We study the problem of sampling robot trajectories and introduce the notion of C-Uniformity. As opposed to the standard method of uniformly sampling control inputs (which lead to biased samples of the configuration space), C-Uniform trajectories are generated by control actions which lead to uniform sampling of the configuration space. After presenting an intuitive closed-form solution to generate C-Uniform trajectories for the 1D random-walker, we present a network-flow based optimization method to precompute C-Uniform trajectories for general robot systems. We apply the notion of C-Uniformity to the design of Model Predictive Path Integral controllers. Through simulation experiments, we show that using C-Uniform trajectories significantly improves the performance of MPPI-style controllers, achieving up to 40% coverage performance gain compared to the best baseline. We demonstrate the practical applicability of our method with an implementation on a 1/10th scale racer.

cs.RO

HandNeRF: Learning to Reconstruct Hand-Object Interaction Scene from a Single RGB Image

This paper presents a method to learn hand-object interaction prior for reconstructing a 3D hand-object scene from a single RGB image. The inference as well as training-data generation for 3D hand-object scene reconstruction is challenging due to the depth ambiguity of a single image and occlusions by the hand and object. We turn this challenge into an opportunity by utilizing the hand shape to constrain the possible relative configuration of the hand and object geometry. We design a generalizable implicit function, HandNeRF, that explicitly encodes the correlation of the 3D hand shape features and 2D object features to predict the hand and object scene geometry. With experiments on real-world datasets, we show that HandNeRF is able to reconstruct hand-object scenes of novel grasp configurations more accurately than comparable methods. Moreover, we demonstrate that object reconstruction from HandNeRF ensures more accurate execution of downstream tasks, such as grasping and motion planning for robotic hand-over and manipulation. Homepage: https://samsunglabs.github.io/HandNeRF-project-page/

cs.CV

Stochastic Traveling Salesperson Problem with Neighborhoods for Object Detection

We introduce a new route-finding problem which considers perception and travel costs simultaneously. Specifically, we consider the problem of finding the shortest tour such that all objects of interest can be detected successfully. To represent a viable detection region for each object, we propose to use an entropy-based viewing score that generates a diameter-bounded region as a viewing neighborhood. We formulate the detection-based trajectory planning problem as a stochastic traveling salesperson problem with neighborhoods and propose a center-visit method that obtains an approximation ratio of O(DmaxDmin) for disjoint regions. For non-disjoint regions, our method -provides a novel finite detour in 3D, which utilizes the region's minimum curvature property. Finally, we show that our method can generate efficient trajectories compared to a baseline method in a photo-realistic simulation environment.

cs.DS

Neural L1 Adaptive Control of Vehicle Lateral Dynamics

We address the problem of stable and robust control of vehicles with lateral error dynamics for the application of lane keeping. Lane departure is the primary reason for half of the fatalities in road accidents, making the development of stable, adaptive and robust controllers a necessity. Traditional linear feedback controllers achieve satisfactory tracking performance, however, they exhibit unstable behavior when uncertainties are induced into the system. Any disturbance or uncertainty introduced to the steering-angle input can be catastrophic for the vehicle. Therefore, controllers must be developed to actively handle such uncertainties. In this work, we introduce a Neural L1 Adaptive controller (Neural-L1) which learns the uncertainties in the lateral error dynamics of a front-steered Ackermann vehicle and guarantees stability and robustness. Our contributions are threefold: i) We extend the theoretical results for guaranteed stability and robustness of conventional L1 Adaptive controllers to Neural-L1; ii) We implement a Neural-L1 for the lane keeping application which learns uncertainties in the dynamics accurately; iii)We evaluate the performance of Neural-L1 on a physics-based simulator, PyBullet, and conduct extensive real-world experiments with the F1TENTH platform to demonstrate superior reference trajectory tracking performance of Neural-L1 compared to other state-of-the-art controllers, in the presence of uncertainties. Our project page, including supplementary material and videos, can be found at https://mukhe027.github.io/Neural-Adaptive-Control/

cs.RO

Map-Aware Human Pose Prediction for Robot Follow-Ahead

In the robot follow-ahead task, a mobile robot is tasked to maintain its relative position in front of a moving human actor while keeping the actor in sight. To accomplish this task, it is important that the robot understand the full 3D pose of the human (since the head orientation can be different than the torso) and predict future human poses so as to plan accordingly. This prediction task is especially tricky in a complex environment with junctions and multiple corridors. In this work, we address the problem of forecasting the full 3D trajectory of a human in such environments. Our main insight is to show that one can first predict the 2D trajectory and then estimate the full 3D trajectory by conditioning the estimator on the predicted 2D trajectory. With this approach, we achieve results comparable or better than the state-of-the-art methods three times faster. As part of our contribution, we present a new dataset where, in contrast to existing datasets, the human motion is in a much larger area than a single room. We also present a complete robot system that integrates our human pose forecasting network on the mobile robot to enable real-time robot follow-ahead and present results from real-world experiments in multiple buildings on campus. Our project page, including supplementary material and videos, can be found at: https://qingyuan-jiang.github.io/iros2024_poseForecasting/

cs.RO

HIO-SDF: Hierarchical Incremental Online Signed Distance Fields

A good representation of a large, complex mobile robot workspace must be space-efficient yet capable of encoding relevant geometric details. When exploring unknown environments, it needs to be updatable incrementally in an online fashion. We introduce HIO-SDF, a new method that represents the environment as a Signed Distance Field (SDF). State of the art representations of SDFs are based on either neural networks or voxel grids. Neural networks are capable of representing the SDF continuously. However, they are hard to update incrementally as neural networks tend to forget previously observed parts of the environment unless an extensive sensor history is stored for training. Voxel-based representations do not have this problem but they are not space-efficient especially in large environments with fine details. HIO-SDF combines the advantages of these representations using a hierarchical approach which employs a coarse voxel grid that captures the observed parts of the environment together with high-resolution local information to train a neural network. HIO-SDF achieves a 46% lower mean global SDF error across all test scenes than a state of the art continuous representation, and a 30% lower error than a discrete representation at the same resolution as our coarse global SDF grid. Videos and code are available at: https://samsunglabs.github.io/HIO-SDF-project-page/

cs.RO

FineControlNet: Fine-level Text Control for Image Generation with Spatially Aligned Text Control Injection

Recently introduced ControlNet has the ability to steer the text-driven image generation process with geometric input such as human 2D pose, or edge features. While ControlNet provides control over the geometric form of the instances in the generated image, it lacks the capability to dictate the visual appearance of each instance. We present FineControlNet to provide fine control over each instance's appearance while maintaining the precise pose control capability. Specifically, we develop and demonstrate FineControlNet with geometric control via human pose images and appearance control via instance-level text prompts. The spatial alignment of instance-specific text prompts and 2D poses in latent space enables the fine control capabilities of FineControlNet. We evaluate the performance of FineControlNet with rigorous comparison against state-of-the-art pose-conditioned text-to-image diffusion models. FineControlNet achieves superior performance in generating images that follow the user-provided instance-specific text prompts and poses compared with existing methods. Project webpage: https://samsunglabs.github.io/FineControlNet-project-page

cs.CV

System Identification and Control of Front-Steered Ackermann Vehicles through Differentiable Physics

In this paper, we address the problem of system identification and control of a front-steered vehicle which abides by the Ackermann geometry constraints. This problem arises naturally for on-road and off-road vehicles that require reliable system identification and basic feedback controllers for various applications such as lane keeping and way-point navigation. Traditional system identification requires expensive equipment and is time consuming. In this work we explore the use of differentiable physics for system identification and controller design and make the following contributions: i)We develop a differentiable physics simulator (DPS) to provide a method for the system identification of front-steered class of vehicles whose system parameters are learned using a gradient-based method; ii) We provide results for our gradient-based method that exhibit better sample efficiency in comparison to other gradient-free methods; iii) We validate the learned system parameters by implementing a feedback controller to demonstrate stable lane keeping performance on a real front-steered vehicle, the F1TENTH; iv) Further, we provide results exhibiting comparable lane keeping behavior for system parameters learned using our gradient-based method with lane keeping behavior of the actual system parameters of the F1TENTH.

cs.RO

VioLA: Aligning Videos to 2D LiDAR Scans

We study the problem of aligning a video that captures a local portion of an environment to the 2D LiDAR scan of the entire environment. We introduce a method (VioLA) that starts with building a semantic map of the local scene from the image sequence, then extracts points at a fixed height for registering to the LiDAR map. Due to reconstruction errors or partial coverage of the camera scan, the reconstructed semantic map may not contain sufficient information for registration. To address this problem, VioLA makes use of a pre-trained text-to-image inpainting model paired with a depth completion model for filling in the missing scene content in a geometrically consistent fashion to support pose registration. We evaluate VioLA on two real-world RGB-D benchmarks, as well as a self-captured dataset of a large office scene. Notably, our proposed scene completion module improves the pose registration performance by up to 20%.

cs.CV