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Yiannis Aloimonos

Publications and source records attributed to Yiannis Aloimonos.

At least 55 records · Page 3Linked to original sources

Event3DGS: Event-Based 3D Gaussian Splatting for High-Speed Robot Egomotion

By combining differentiable rendering with explicit point-based scene representations, 3D Gaussian Splatting (3DGS) has demonstrated breakthrough 3D reconstruction capabilities. However, to date 3DGS has had limited impact on robotics, where high-speed egomotion is pervasive: Egomotion introduces motion blur and leads to artifacts in existing frame-based 3DGS reconstruction methods. To address this challenge, we introduce Event3DGS, an {\em event-based} 3DGS framework. By exploiting the exceptional temporal resolution of event cameras, Event3GDS can reconstruct high-fidelity 3D structure and appearance under high-speed egomotion. Extensive experiments on multiple synthetic and real-world datasets demonstrate the superiority of Event3DGS compared with existing event-based dense 3D scene reconstruction frameworks; Event3DGS substantially improves reconstruction quality (+3dB) while reducing computational costs by 95\%. Our framework also allows one to incorporate a few motion-blurred frame-based measurements into the reconstruction process to further improve appearance fidelity without loss of structural accuracy.

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MARVIS: Motion & Geometry Aware Real and Virtual Image Segmentation

Tasks such as autonomous navigation, 3D reconstruction, and object recognition near the water surfaces are crucial in marine robotics applications. However, challenges arise due to dynamic disturbances, e.g., light reflections and refraction from the random air-water interface, irregular liquid flow, and similar factors, which can lead to potential failures in perception and navigation systems. Traditional computer vision algorithms struggle to differentiate between real and virtual image regions, significantly complicating tasks. A virtual image region is an apparent representation formed by the redirection of light rays, typically through reflection or refraction, creating the illusion of an object's presence without its actual physical location. This work proposes a novel approach for segmentation on real and virtual image regions, exploiting synthetic images combined with domain-invariant information, a Motion Entropy Kernel, and Epipolar Geometric Consistency. Our segmentation network does not need to be re-trained if the domain changes. We show this by deploying the same segmentation network in two different domains: simulation and the real world. By creating realistic synthetic images that mimic the complexities of the water surface, we provide fine-grained training data for our network (MARVIS) to discern between real and virtual images effectively. By motion & geometry-aware design choices and through comprehensive experimental analysis, we achieve state-of-the-art real-virtual image segmentation performance in unseen real world domain, achieving an IoU over 78% and a F1-Score over 86% while ensuring a small computational footprint. MARVIS offers over 43 FPS (8 FPS) inference rates on a single GPU (CPU core). Our code and dataset are available here https://github.com/jiayi-wu-umd/MARVIS.

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FeelAnyForce: Estimating Contact Force Feedback from Tactile Sensation for Vision-Based Tactile Sensors

In this paper, we tackle the problem of estimating 3D contact forces using vision-based tactile sensors. In particular, our goal is to estimate contact forces over a large range (up to 15 N) on any objects while generalizing across different vision-based tactile sensors. Thus, we collected a dataset of over 200K indentations using a robotic arm that pressed various indenters onto a GelSight Mini sensor mounted on a force sensor and then used the data to train a multi-head transformer for force regression. Strong generalization is achieved via accurate data collection and multi-objective optimization that leverages depth contact images. Despite being trained only on primitive shapes and textures, the regressor achieves a mean absolute error of 4\% on a dataset of unseen real-world objects. We further evaluate our approach's generalization capability to other GelSight mini and DIGIT sensors, and propose a reproducible calibration procedure for adapting the pre-trained model to other vision-based sensors. Furthermore, the method was evaluated on real-world tasks, including weighing objects and controlling the deformation of delicate objects, which relies on accurate force feedback. Project webpage: http://prg.cs.umd.edu/FeelAnyForce

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Whale Detection Enhancement through Synthetic Satellite Images

With a number of marine populations in rapid decline, collecting and analyzing data about marine populations has become increasingly important to develop effective conservation policies for a wide range of marine animals, including whales. Modern computer vision algorithms allow us to detect whales in images in a wide range of domains, further speeding up and enhancing the monitoring process. However, these algorithms heavily rely on large training datasets, which are challenging and time-consuming to collect particularly in marine or aquatic environments. Recent advances in AI however have made it possible to synthetically create datasets for training machine learning algorithms, thus enabling new solutions that were not possible before. In this work, we present a solution - SeaDroneSim2 benchmark suite, which addresses this challenge by generating aerial, and satellite synthetic image datasets to improve the detection of whales and reduce the effort required for training data collection. We show that we can achieve a 15% performance boost on whale detection compared to using the real data alone for training, by augmenting a 10% real data. We open source both the code of the simulation platform SeaDroneSim2 and the dataset generated through it.

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Air-FAR: Fast and Adaptable Routing for Aerial Navigation in Large-scale Complex Unknown Environments

This paper presents a novel method for real-time 3D navigation in large-scale, complex environments using a hierarchical 3D visibility graph (V-graph). The proposed algorithm addresses the computational challenges of V-graph construction and shortest path search on the graph simultaneously. By introducing hierarchical 3D V-graph construction with heuristic visibility update, the 3D V-graph is constructed in O(K*n^2logn) time, which guarantees real-time performance. The proposed iterative divide-and-conquer path search method can achieve near-optimal path solutions within the constraints of real-time operations. The algorithm ensures efficient 3D V-graph construction and path search. Extensive simulated and real-world environments validated that our algorithm reduces the travel time by 42%, achieves up to 24.8% higher trajectory efficiency, and runs faster than most benchmarks by orders of magnitude in complex environments. The code and developed simulator have been open-sourced to facilitate future research.

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Performance Assessment of Feature Detection Methods for 2-D FS Sonar Imagery

Underwater robot perception is crucial in scientific subsea exploration and commercial operations. The key challenges include non-uniform lighting and poor visibility in turbid environments. High-frequency forward-look sonar cameras address these issues, by providing high-resolution imagery at maximum range of tens of meters, despite complexities posed by high degree of speckle noise, and lack of color and texture. In particular, robust feature detection is an essential initial step for automated object recognition, localization, navigation, and 3-D mapping. Various local feature detectors developed for RGB images are not well-suited for sonar data. To assess their performances, we evaluate a number of feature detectors using real sonar images from five different sonar devices. Performance metrics such as detection accuracy, false positives, and robustness to variations in target characteristics and sonar devices are applied to analyze the experimental results. The study would provide a deeper insight into the bottlenecks of feature detection for sonar data, and developing more effective methods

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Embodiment: Self-Supervised Depth Estimation Based on Camera Models

Depth estimation is a critical topic for robotics and vision-related tasks. In monocular depth estimation, in comparison with supervised learning that requires expensive ground truth labeling, self-supervised methods possess great potential due to no labeling cost. However, self-supervised learning still has a large gap with supervised learning in 3D reconstruction and depth estimation performance. Meanwhile, scaling is also a major issue for monocular unsupervised depth estimation, which commonly still needs ground truth scale from GPS, LiDAR, or existing maps to correct. In the era of deep learning, existing methods primarily rely on exploring image relationships to train unsupervised neural networks, while the physical properties of the camera itself such as intrinsics and extrinsics are often overlooked. These physical properties are not just mathematical parameters; they are embodiments of the camera's interaction with the physical world. By embedding these physical properties into the deep learning model, we can calculate depth priors for ground regions and regions connected to the ground based on physical principles, providing free supervision signals without the need for additional sensors. This approach is not only easy to implement but also enhances the effects of all unsupervised methods by embedding the camera's physical properties into the model, thereby achieving an embodied understanding of the real world.

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Maelstrom Networks

Artificial Neural Networks has struggled to devise a way to incorporate working memory into neural networks. While the ``long term'' memory can be seen as the learned weights, the working memory consists likely more of dynamical activity, that is missing from feed-forward models. Current state of the art models such as transformers tend to ``solve'' this by ignoring working memory entirely and simply process the sequence as an entire piece of data; however this means the network cannot process the sequence in an online fashion, and leads to an immense explosion in memory requirements. Here, inspired by a combination of controls, reservoir computing, deep learning, and recurrent neural networks, we offer an alternative paradigm that combines the strength of recurrent networks, with the pattern matching capability of feed-forward neural networks, which we call the \textit{Maelstrom Networks} paradigm. This paradigm leaves the recurrent component - the \textit{Maelstrom} - unlearned, and offloads the learning to a powerful feed-forward network. This allows the network to leverage the strength of feed-forward training without unrolling the network, and allows for the memory to be implemented in new neuromorphic hardware. It endows a neural network with a sequential memory that takes advantage of the inductive bias that data is organized causally in the temporal domain, and imbues the network with a state that represents the agent's ``self'', moving through the environment. This could also lead the way to continual learning, with the network modularized and ``'protected'' from overwrites that come with new data. In addition to aiding in solving these performance problems that plague current non-temporal deep networks, this also could finally lead towards endowing artificial networks with a sense of ``self''.

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CodedVO: Coded Visual Odometry

Autonomous robots often rely on monocular cameras for odometry estimation and navigation. However, the scale ambiguity problem presents a critical barrier to effective monocular visual odometry. In this paper, we present CodedVO, a novel monocular visual odometry method that overcomes the scale ambiguity problem by employing custom optics to physically encode metric depth information into imagery. By incorporating this information into our odometry pipeline, we achieve state-of-the-art performance in monocular visual odometry with a known scale. We evaluate our method in diverse indoor environments and demonstrate its robustness and adaptability. We achieve a 0.08m average trajectory error in odometry evaluation on the ICL-NUIM indoor odometry dataset.

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Active Human Pose Estimation via an Autonomous UAV Agent

One of the core activities of an active observer involves moving to secure a "better" view of the scene, where the definition of "better" is task-dependent. This paper focuses on the task of human pose estimation from videos capturing a person's activity. Self-occlusions within the scene can complicate or even prevent accurate human pose estimation. To address this, relocating the camera to a new vantage point is necessary to clarify the view, thereby improving 2D human pose estimation. This paper formalizes the process of achieving an improved viewpoint. Our proposed solution to this challenge comprises three main components: a NeRF-based Drone-View Data Generation Framework, an On-Drone Network for Camera View Error Estimation, and a Combined Planner for devising a feasible motion plan to reposition the camera based on the predicted errors for camera views. The Data Generation Framework utilizes NeRF-based methods to generate a comprehensive dataset of human poses and activities, enhancing the drone's adaptability in various scenarios. The Camera View Error Estimation Network is designed to evaluate the current human pose and identify the most promising next viewing angles for the drone, ensuring a reliable and precise pose estimation from those angles. Finally, the combined planner incorporates these angles while considering the drone's physical and environmental limitations, employing efficient algorithms to navigate safe and effective flight paths. This system represents a significant advancement in active 2D human pose estimation for an autonomous UAV agent, offering substantial potential for applications in aerial cinematography by improving the performance of autonomous human pose estimation and maintaining the operational safety and efficiency of UAVs.

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A Linear Time and Space Local Point Cloud Geometry Encoder via Vectorized Kernel Mixture (VecKM)

We propose VecKM, a local point cloud geometry encoder that is descriptive and efficient to compute. VecKM leverages a unique approach by vectorizing a kernel mixture to represent the local point cloud. Such representation's descriptiveness is supported by two theorems that validate its ability to reconstruct and preserve the similarity of the local shape. Unlike existing encoders downsampling the local point cloud, VecKM constructs the local geometry encoding using all neighboring points, producing a more descriptive encoding. Moreover, VecKM is efficient to compute and scalable to large point cloud inputs: VecKM reduces the memory cost from $(n^2+nKd)$ to $(nd+np)$; and reduces the major runtime cost from computing $nK$ MLPs to $n$ MLPs, where $n$ is the size of the point cloud, $K$ is the neighborhood size, $d$ is the encoding dimension, and $p$ is a marginal factor. The efficiency is due to VecKM's unique factorizable property that eliminates the need of explicitly grouping points into neighbors. In the normal estimation task, VecKM demonstrates not only 100x faster inference speed but also highest accuracy and strongest robustness. In classification and segmentation tasks, integrating VecKM as a preprocessing module achieves consistently better performance than the PointNet, PointNet++, and point transformer baselines, and runs consistently faster by up to 10 times.

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AcTExplore: Active Tactile Exploration of Unknown Objects

Tactile exploration plays a crucial role in understanding object structures for fundamental robotics tasks such as grasping and manipulation. However, efficiently exploring such objects using tactile sensors is challenging, primarily due to the large-scale unknown environments and limited sensing coverage of these sensors. To this end, we present AcTExplore, an active tactile exploration method driven by reinforcement learning for object reconstruction at scales that automatically explores the object surfaces in a limited number of steps. Through sufficient exploration, our algorithm incrementally collects tactile data and reconstructs 3D shapes of the objects as well, which can serve as a representation for higher-level downstream tasks. Our method achieves an average of 95.97% IoU coverage on unseen YCB objects while just being trained on primitive shapes. Project Webpage: https://prg.cs.umd.edu/AcTExplore

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CodedEvents: Optimal Point-Spread-Function Engineering for 3D-Tracking with Event Cameras

Point-spread-function (PSF) engineering is a well-established computational imaging technique that uses phase masks and other optical elements to embed extra information (e.g., depth) into the images captured by conventional CMOS image sensors. To date, however, PSF-engineering has not been applied to neuromorphic event cameras; a powerful new image sensing technology that responds to changes in the log-intensity of light. This paper establishes theoretical limits (Cramér Rao bounds) on 3D point localization and tracking with PSF-engineered event cameras. Using these bounds, we first demonstrate that existing Fisher phase masks are already near-optimal for localizing static flashing point sources (e.g., blinking fluorescent molecules). We then demonstrate that existing designs are sub-optimal for tracking moving point sources and proceed to use our theory to design optimal phase masks and binary amplitude masks for this task. To overcome the non-convexity of the design problem, we leverage novel implicit neural representation based parameterizations of the phase and amplitude masks. We demonstrate the efficacy of our designs through extensive simulations. We also validate our method with a simple prototype.

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Diving Deep into the Motion Representation of Video-Text Models

Videos are more informative than images because they capture the dynamics of the scene. By representing motion in videos, we can capture dynamic activities. In this work, we introduce GPT-4 generated motion descriptions that capture fine-grained motion descriptions of activities and apply them to three action datasets. We evaluated several video-text models on the task of retrieval of motion descriptions. We found that they fall far behind human expert performance on two action datasets, raising the question of whether video-text models understand motion in videos. To address it, we introduce a method of improving motion understanding in video-text models by utilizing motion descriptions. This method proves to be effective on two action datasets for the motion description retrieval task. The results draw attention to the need for quality captions involving fine-grained motion information in existing datasets and demonstrate the effectiveness of the proposed pipeline in understanding fine-grained motion during video-text retrieval.

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Microsaccade-inspired Event Camera for Robotics

Neuromorphic vision sensors or event cameras have made the visual perception of extremely low reaction time possible, opening new avenues for high-dynamic robotics applications. These event cameras' output is dependent on both motion and texture. However, the event camera fails to capture object edges that are parallel to the camera motion. This is a problem intrinsic to the sensor and therefore challenging to solve algorithmically. Human vision deals with perceptual fading using the active mechanism of small involuntary eye movements, the most prominent ones called microsaccades. By moving the eyes constantly and slightly during fixation, microsaccades can substantially maintain texture stability and persistence. Inspired by microsaccades, we designed an event-based perception system capable of simultaneously maintaining low reaction time and stable texture. In this design, a rotating wedge prism was mounted in front of the aperture of an event camera to redirect light and trigger events. The geometrical optics of the rotating wedge prism allows for algorithmic compensation of the additional rotational motion, resulting in a stable texture appearance and high informational output independent of external motion. The hardware device and software solution are integrated into a system, which we call Artificial MIcrosaccade-enhanced EVent camera (AMI-EV). Benchmark comparisons validate the superior data quality of AMI-EV recordings in scenarios where both standard cameras and event cameras fail to deliver. Various real-world experiments demonstrate the potential of the system to facilitate robotics perception both for low-level and high-level vision tasks.

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Decodable and Sample Invariant Continuous Object Encoder

We propose Hyper-Dimensional Function Encoding (HDFE). Given samples of a continuous object (e.g. a function), HDFE produces an explicit vector representation of the given object, invariant to the sample distribution and density. Sample distribution and density invariance enables HDFE to consistently encode continuous objects regardless of their sampling, and therefore allows neural networks to receive continuous objects as inputs for machine learning tasks, such as classification and regression. Besides, HDFE does not require any training and is proved to map the object into an organized embedding space, which facilitates the training of the downstream tasks. In addition, the encoding is decodable, which enables neural networks to regress continuous objects by regressing their encodings. Therefore, HDFE serves as an interface for processing continuous objects. We apply HDFE to function-to-function mapping, where vanilla HDFE achieves competitive performance as the state-of-the-art algorithm. We apply HDFE to point cloud surface normal estimation, where a simple replacement from PointNet to HDFE leads to immediate 12% and 15% error reductions in two benchmarks. In addition, by integrating HDFE into the PointNet-based SOTA network, we improve the SOTA baseline by 2.5% and 1.7% in the same benchmarks.

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UIVNAV: Underwater Information-driven Vision-based Navigation via Imitation Learning

Autonomous navigation in the underwater environment is challenging due to limited visibility, dynamic changes, and the lack of a cost-efficient accurate localization system. We introduce UIVNav, a novel end-to-end underwater navigation solution designed to drive robots over Objects of Interest (OOI) while avoiding obstacles, without relying on localization. UIVNav uses imitation learning and is inspired by the navigation strategies used by human divers who do not rely on localization. UIVNav consists of the following phases: (1) generating an intermediate representation (IR), and (2) training the navigation policy based on human-labeled IR. By training the navigation policy on IR instead of raw data, the second phase is domain-invariant -- the navigation policy does not need to be retrained if the domain or the OOI changes. We show this by deploying the same navigation policy for surveying two different OOIs, oyster and rock reefs, in two different domains, simulation, and a real pool. We compared our method with complete coverage and random walk methods which showed that our method is more efficient in gathering information for OOIs while also avoiding obstacles. The results show that UIVNav chooses to visit the areas with larger area sizes of oysters or rocks with no prior information about the environment or localization. Moreover, a robot using UIVNav compared to complete coverage method surveys on average 36% more oysters when traveling the same distances. We also demonstrate the feasibility of real-time deployment of UIVNavin pool experiments with BlueROV underwater robot for surveying a bed of oyster shells.

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Interactive-FAR:Interactive, Fast and Adaptable Routing for Navigation Among Movable Obstacles in Complex Unknown Environments

This paper introduces a real-time algorithm for navigating complex unknown environments cluttered with movable obstacles. Our algorithm achieves fast, adaptable routing by actively attempting to manipulate obstacles during path planning and adjusting the global plan from sensor feedback. The main contributions include an improved dynamic Directed Visibility Graph (DV-graph) for rapid global path searching, a real-time interaction planning method that adapts online from new sensory perceptions, and a comprehensive framework designed for interactive navigation in complex unknown or partially known environments. Our algorithm is capable of replanning the global path in several milliseconds. It can also attempt to move obstacles, update their affordances, and adapt strategies accordingly. Extensive experiments validate that our algorithm reduces the travel time by 33%, achieves up to 49% higher path efficiency, and runs faster than traditional methods by orders of magnitude in complex environments. It has been demonstrated to be the most efficient solution in terms of speed and efficiency for interactive navigation in environments of such complexity. We also open-source our code in the docker demo to facilitate future research.

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