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Yilin Zhu

Publications and source records attributed to Yilin Zhu.

21 records · Page 2Linked to original sources

Learning Topological Motion Primitives for Knot Planning

In this paper, we approach the challenging problem of motion planning for knot tying. We propose a hierarchical approach in which the top layer produces a topological plan and the bottom layer translates this plan into continuous robot motion. The top layer decomposes a knotting task into sequences of abstract topological actions based on knot theory. The bottom layer translates each of these abstract actions into robot motion trajectories through learned topological motion primitives. To adapt each topological action to the specific rope geometry, the motion primitives take the observed rope configuration as input. We train the motion primitives by imitating human demonstrations and reinforcement learning in simulation. To generalize human demonstrations of simple knots into more complex knots, we observe similarities in the motion strategies of different topological actions and design the neural network structure to exploit such similarities. We demonstrate that our learned motion primitives can be used to efficiently generate motion plans for tying the overhand knot. The motion plan can then be executed on a real robot using visual tracking and Model Predictive Control. We also demonstrate that our learned motion primitives can be composed to tie a more complex pentagram-like knot despite being only trained on human demonstrations of simpler knots.

cs.RO↗

Three Dimensional Reconstruction of Botanical Trees with Simulatable Geometry

We tackle the challenging problem of creating full and accurate three dimensional reconstructions of botanical trees with the topological and geometric accuracy required for subsequent physical simulation, e.g. in response to wind forces. Although certain aspects of our approach would benefit from various improvements, our results exceed the state of the art especially in geometric and topological complexity and accuracy. Starting with two dimensional RGB image data acquired from cameras attached to drones, we create point clouds, textured triangle meshes, and a simulatable and skinned cylindrical articulated rigid body model. We discuss the pros and cons of each step of our pipeline, and in order to stimulate future research we make the raw and processed data from every step of the pipeline as well as the final geometric reconstructions publicly available.

cs.CV↗

A Pixel-Based Framework for Data-Driven Clothing

With the aim of creating virtual cloth deformations more similar to real world clothing, we propose a new computational framework that recasts three dimensional cloth deformation as an RGB image in a two dimensional pattern space. Then a three dimensional animation of cloth is equivalent to a sequence of two dimensional RGB images, which in turn are driven/choreographed via animation parameters such as joint angles. This allows us to leverage popular CNNs to learn cloth deformations in image space. The two dimensional cloth pixels are extended into the real world via standard body skinning techniques, after which the RGB values are interpreted as texture offsets and displacement maps. Notably, we illustrate that our approach does not require accurate unclothed body shapes or robust skinning techniques. Additionally, we discuss how standard image based techniques such as image partitioning for higher resolution, GANs for merging partitioned image regions back together, etc., can readily be incorporated into our framework.

cs.CV↗