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Zhiang Liu

Publications and source records attributed to Zhiang Liu.

2 recordsLinked to original sources

Phase-Based Multi-Gait Learning for a Salamander-Like Robot

Salamander-like robots are designed inspired by the skeletal structure of their biological counterparts. However, existing controllers cannot fully exploit these morphological features and largely rely on predefined patterns or joint trajectories, which prevents the generation of diverse and flexible gaits and limits their applicability in real-world scenarios. In this paper, we propose a phase-based learning framework that enables the robot to acquire a diverse repertoire of gaits without using reference motions. Each body part is controlled by a phase variable capable of forward and backward evolution, with a phase coverage reward to promote the exploration of the leg phase space. Additionally, morphological symmetry of the robot is incorporated via data augmentation, improving sample efficiency and enforcing both motion-level and task-level symmetry in learned behaviors. Extensive experiments show that the robot successfully acquires 22 representative gaits exhibiting both dynamic and symmetric movements, demonstrating the effectiveness of the proposed learning framework.

cs.RO

SEGS-SLAM: Structure-enhanced 3D Gaussian Splatting SLAM with Appearance Embedding

3D Gaussian splatting (3D-GS) has recently revolutionized novel view synthesis in the simultaneous localization and mapping (SLAM) problem. However, most existing algorithms fail to fully capture the underlying structure, resulting in structural inconsistency. Additionally, they struggle with abrupt appearance variations, leading to inconsistent visual quality. To address these problems, we propose SEGS-SLAM, a structure-enhanced 3D Gaussian Splatting SLAM, which achieves high-quality photorealistic mapping. Our main contributions are two-fold. First, we propose a structure-enhanced photorealistic mapping (SEPM) framework that, for the first time, leverages highly structured point cloud to initialize structured 3D Gaussians, leading to significant improvements in rendering quality. Second, we propose Appearance-from-Motion embedding (AfME), enabling 3D Gaussians to better model image appearance variations across different camera poses. Extensive experiments on monocular, stereo, and RGB-D datasets demonstrate that SEGS-SLAM significantly outperforms state-of-the-art (SOTA) methods in photorealistic mapping quality, e.g., an improvement of $19.86\%$ in PSNR over MonoGS on the TUM RGB-D dataset for monocular cameras. The project page is available at https://segs-slam.github.io/.

cs.CV