CVMar 25, 2023Code
Freestyle Layout-to-Image SynthesisHan Xue, Zhiwu Huang, Qianru Sun et al.
Typical layout-to-image synthesis (LIS) models generate images for a closed set of semantic classes, e.g., 182 common objects in COCO-Stuff. In this work, we explore the freestyle capability of the model, i.e., how far can it generate unseen semantics (e.g., classes, attributes, and styles) onto a given layout, and call the task Freestyle LIS (FLIS). Thanks to the development of large-scale pre-trained language-image models, a number of discriminative models (e.g., image classification and object detection) trained on limited base classes are empowered with the ability of unseen class prediction. Inspired by this, we opt to leverage large-scale pre-trained text-to-image diffusion models to achieve the generation of unseen semantics. The key challenge of FLIS is how to enable the diffusion model to synthesize images from a specific layout which very likely violates its pre-learned knowledge, e.g., the model never sees "a unicorn sitting on a bench" during its pre-training. To this end, we introduce a new module called Rectified Cross-Attention (RCA) that can be conveniently plugged in the diffusion model to integrate semantic masks. This "plug-in" is applied in each cross-attention layer of the model to rectify the attention maps between image and text tokens. The key idea of RCA is to enforce each text token to act on the pixels in a specified region, allowing us to freely put a wide variety of semantics from pre-trained knowledge (which is general) onto the given layout (which is specific). Extensive experiments show that the proposed diffusion network produces realistic and freestyle layout-to-image generation results with diverse text inputs, which has a high potential to spawn a bunch of interesting applications. Code is available at https://github.com/essunny310/FreestyleNet.
CVMar 25, 2023Code
Visual-Tactile Sensing for In-Hand Object ReconstructionWenqiang Xu, Zhenjun Yu, Han Xue et al.
Tactile sensing is one of the modalities humans rely on heavily to perceive the world. Working with vision, this modality refines local geometry structure, measures deformation at the contact area, and indicates the hand-object contact state. With the availability of open-source tactile sensors such as DIGIT, research on visual-tactile learning is becoming more accessible and reproducible. Leveraging this tactile sensor, we propose a novel visual-tactile in-hand object reconstruction framework \textbf{VTacO}, and extend it to \textbf{VTacOH} for hand-object reconstruction. Since our method can support both rigid and deformable object reconstruction, no existing benchmarks are proper for the goal. We propose a simulation environment, VT-Sim, which supports generating hand-object interaction for both rigid and deformable objects. With VT-Sim, we generate a large-scale training dataset and evaluate our method on it. Extensive experiments demonstrate that our proposed method can outperform the previous baseline methods qualitatively and quantitatively. Finally, we directly apply our model trained in simulation to various real-world test cases, which display qualitative results. Codes, models, simulation environment, and datasets are available at \url{https://sites.google.com/view/vtaco/}.
RONov 2, 2023
UniFolding: Towards Sample-efficient, Scalable, and Generalizable Robotic Garment FoldingHan Xue, Yutong Li, Wenqiang Xu et al.
This paper explores the development of UniFolding, a sample-efficient, scalable, and generalizable robotic system for unfolding and folding various garments. UniFolding employs the proposed UFONet neural network to integrate unfolding and folding decisions into a single policy model that is adaptable to different garment types and states. The design of UniFolding is based on a garment's partial point cloud, which aids in generalization and reduces sensitivity to variations in texture and shape. The training pipeline prioritizes low-cost, sample-efficient data collection. Training data is collected via a human-centric process with offline and online stages. The offline stage involves human unfolding and folding actions via Virtual Reality, while the online stage utilizes human-in-the-loop learning to fine-tune the model in a real-world setting. The system is tested on two garment types: long-sleeve and short-sleeve shirts. Performance is evaluated on 20 shirts with significant variations in textures, shapes, and materials. More experiments and videos can be found in the supplementary materials and on the website: https://unifolding.robotflow.ai
CVMar 24, 2023
GarmentTracking: Category-Level Garment Pose TrackingHan Xue, Wenqiang Xu, Jieyi Zhang et al.
Garments are important to humans. A visual system that can estimate and track the complete garment pose can be useful for many downstream tasks and real-world applications. In this work, we present a complete package to address the category-level garment pose tracking task: (1) A recording system VR-Garment, with which users can manipulate virtual garment models in simulation through a VR interface. (2) A large-scale dataset VR-Folding, with complex garment pose configurations in manipulation like flattening and folding. (3) An end-to-end online tracking framework GarmentTracking, which predicts complete garment pose both in canonical space and task space given a point cloud sequence. Extensive experiments demonstrate that the proposed GarmentTracking achieves great performance even when the garment has large non-rigid deformation. It outperforms the baseline approach on both speed and accuracy. We hope our proposed solution can serve as a platform for future research. Codes and datasets are available in https://garment-tracking.robotflow.ai.
CVSep 4, 2024
PoseTalk: Text-and-Audio-based Pose Control and Motion Refinement for One-Shot Talking Head GenerationJun Ling, Yiwen Wang, Han Xue et al.
While previous audio-driven talking head generation (THG) methods generate head poses from driving audio, the generated poses or lips cannot match the audio well or are not editable. In this study, we propose \textbf{PoseTalk}, a THG system that can freely generate lip-synchronized talking head videos with free head poses conditioned on text prompts and audio. The core insight of our method is using head pose to connect visual, linguistic, and audio signals. First, we propose to generate poses from both audio and text prompts, where the audio offers short-term variations and rhythm correspondence of the head movements and the text prompts describe the long-term semantics of head motions. To achieve this goal, we devise a Pose Latent Diffusion (PLD) model to generate motion latent from text prompts and audio cues in a pose latent space. Second, we observe a loss-imbalance problem: the loss for the lip region contributes less than 4\% of the total reconstruction loss caused by both pose and lip, making optimization lean towards head movements rather than lip shapes. To address this issue, we propose a refinement-based learning strategy to synthesize natural talking videos using two cascaded networks, i.e., CoarseNet, and RefineNet. The CoarseNet estimates coarse motions to produce animated images in novel poses and the RefineNet focuses on learning finer lip motions by progressively estimating lip motions from low-to-high resolutions, yielding improved lip-synchronization performance. Experiments demonstrate our pose prediction strategy achieves better pose diversity and realness compared to text-only or audio-only, and our video generator model outperforms state-of-the-art methods in synthesizing talking videos with natural head motions. Project: https://junleen.github.io/projects/posetalk.
ROMar 2
Rethinking Camera Choice: An Empirical Study on Fisheye Camera Properties in Robotic ManipulationHan Xue, Nan Min, Xiaotong Liu et al.
The adoption of fisheye cameras in robotic manipulation, driven by their exceptionally wide Field of View (FoV), is rapidly outpacing a systematic understanding of their downstream effects on policy learning. This paper presents the first comprehensive empirical study to bridge this gap, rigorously analyzing the properties of wrist-mounted fisheye cameras for imitation learning. Through extensive experiments in both simulation and the real world, we investigate three critical research questions: spatial localization, scene generalization, and hardware generalization. Our investigation reveals that: (1) The wide FoV significantly enhances spatial localization, but this benefit is critically contingent on the visual complexity of the environment. (2) Fisheye-trained policies, while prone to overfitting in simple scenes, unlock superior scene generalization when trained with sufficient environmental diversity. (3) While naive cross-camera transfer leads to failures, we identify the root cause as scale overfitting and demonstrate that hardware generalization performance can be improved with a simple Random Scale Augmentation (RSA) strategy. Collectively, our findings provide concrete, actionable guidance for the large-scale collection and effective use of fisheye datasets in robotic learning. More results and videos are available on https://robo-fisheye.github.io/
RODec 11, 2025
ImplicitRDP: An End-to-End Visual-Force Diffusion Policy with Structural Slow-Fast LearningWendi Chen, Han Xue, Yi Wang et al.
Human-level contact-rich manipulation relies on the distinct roles of two key modalities: vision provides spatially rich but temporally slow global context, while force sensing captures rapid, high-frequency local contact dynamics. Integrating these signals is challenging due to their fundamental frequency and informational disparities. In this work, we propose ImplicitRDP, a unified end-to-end visual-force diffusion policy that integrates visual planning and reactive force control within a single network. We introduce Structural Slow-Fast Learning, a mechanism utilizing causal attention to simultaneously process asynchronous visual and force tokens, allowing the policy to perform closed-loop adjustments at the force frequency while maintaining the temporal coherence of action chunks. Furthermore, to mitigate modality collapse where end-to-end models fail to adjust the weights across different modalities, we propose Virtual-target-based Representation Regularization. This auxiliary objective maps force feedback into the same space as the action, providing a stronger, physics-grounded learning signal than raw force prediction. Extensive experiments on contact-rich tasks demonstrate that ImplicitRDP significantly outperforms both vision-only and hierarchical baselines, achieving superior reactivity and success rates with a streamlined training pipeline. Code and videos will be publicly available at https://implicit-rdp.github.io.
CVJun 5, 2021Code
Region-aware Adaptive Instance Normalization for Image HarmonizationJun Ling, Han Xue, Li Song et al.
Image composition plays a common but important role in photo editing. To acquire photo-realistic composite images, one must adjust the appearance and visual style of the foreground to be compatible with the background. Existing deep learning methods for harmonizing composite images directly learn an image mapping network from the composite to the real one, without explicit exploration on visual style consistency between the background and the foreground images. To ensure the visual style consistency between the foreground and the background, in this paper, we treat image harmonization as a style transfer problem. In particular, we propose a simple yet effective Region-aware Adaptive Instance Normalization (RAIN) module, which explicitly formulates the visual style from the background and adaptively applies them to the foreground. With our settings, our RAIN module can be used as a drop-in module for existing image harmonization networks and is able to bring significant improvements. Extensive experiments on the existing image harmonization benchmark datasets show the superior capability of the proposed method. Code is available at {https://github.com/junleen/RainNet}.
CVApr 7, 2020Code
Toward Fine-grained Facial Expression ManipulationJun Ling, Han Xue, Li Song et al.
Facial expression manipulation aims at editing facial expression with a given condition. Previous methods edit an input image under the guidance of a discrete emotion label or absolute condition (e.g., facial action units) to possess the desired expression. However, these methods either suffer from changing condition-irrelevant regions or are inefficient for fine-grained editing. In this study, we take these two objectives into consideration and propose a novel method. First, we replace continuous absolute condition with relative condition, specifically, relative action units. With relative action units, the generator learns to only transform regions of interest which are specified by non-zero-valued relative AUs. Second, our generator is built on U-Net but strengthened by Multi-Scale Feature Fusion (MSF) mechanism for high-quality expression editing purposes. Extensive experiments on both quantitative and qualitative evaluation demonstrate the improvements of our proposed approach compared to the state-of-the-art expression editing methods. Code is available at \url{https://github.com/junleen/Expression-manipulator}.
CVDec 24, 2019Code
Dense RepPoints: Representing Visual Objects with Dense Point SetsZe Yang, Yinghao Xu, Han Xue et al.
We present a new object representation, called Dense RepPoints, that utilizes a large set of points to describe an object at multiple levels, including both box level and pixel level. Techniques are proposed to efficiently process these dense points, maintaining near-constant complexity with increasing point numbers. Dense RepPoints is shown to represent and learn object segments well, with the use of a novel distance transform sampling method combined with set-to-set supervision. The distance transform sampling combines the strengths of contour and grid representations, leading to performance that surpasses counterparts based on contours or grids. Code is available at \url{https://github.com/justimyhxu/Dense-RepPoints}.
ROMar 4, 2025
Reactive Diffusion Policy: Slow-Fast Visual-Tactile Policy Learning for Contact-Rich ManipulationHan Xue, Jieji Ren, Wendi Chen et al.
Humans can accomplish complex contact-rich tasks using vision and touch, with highly reactive capabilities such as fast response to external changes and adaptive control of contact forces; however, this remains challenging for robots. Existing visual imitation learning (IL) approaches rely on action chunking to model complex behaviors, which lacks the ability to respond instantly to real-time tactile feedback during the chunk execution. Furthermore, most teleoperation systems struggle to provide fine-grained tactile / force feedback, which limits the range of tasks that can be performed. To address these challenges, we introduce TactAR, a low-cost teleoperation system that provides real-time tactile feedback through Augmented Reality (AR), along with Reactive Diffusion Policy (RDP), a novel slow-fast visual-tactile imitation learning algorithm for learning contact-rich manipulation skills. RDP employs a two-level hierarchy: (1) a slow latent diffusion policy for predicting high-level action chunks in latent space at low frequency, (2) a fast asymmetric tokenizer for closed-loop tactile feedback control at high frequency. This design enables both complex trajectory modeling and quick reactive behavior within a unified framework. Through extensive evaluation across three challenging contact-rich tasks, RDP significantly improves performance compared to state-of-the-art visual IL baselines. Furthermore, experiments show that RDP is applicable across different tactile / force sensors. Code and videos are available on https://reactive-diffusion-policy.github.io.
CVApr 3, 2024
GenN2N: Generative NeRF2NeRF TranslationXiangyue Liu, Han Xue, Kunming Luo et al.
We present GenN2N, a unified NeRF-to-NeRF translation framework for various NeRF translation tasks such as text-driven NeRF editing, colorization, super-resolution, inpainting, etc. Unlike previous methods designed for individual translation tasks with task-specific schemes, GenN2N achieves all these NeRF editing tasks by employing a plug-and-play image-to-image translator to perform editing in the 2D domain and lifting 2D edits into the 3D NeRF space. Since the 3D consistency of 2D edits may not be assured, we propose to model the distribution of the underlying 3D edits through a generative model that can cover all possible edited NeRFs. To model the distribution of 3D edited NeRFs from 2D edited images, we carefully design a VAE-GAN that encodes images while decoding NeRFs. The latent space is trained to align with a Gaussian distribution and the NeRFs are supervised through an adversarial loss on its renderings. To ensure the latent code does not depend on 2D viewpoints but truly reflects the 3D edits, we also regularize the latent code through a contrastive learning scheme. Extensive experiments on various editing tasks show GenN2N, as a universal framework, performs as well or better than task-specific specialists while possessing flexible generative power. More results on our project page: https://xiangyueliu.github.io/GenN2N/
88.7ROMar 13
Learning Athletic Humanoid Tennis Skills from Imperfect Human Motion DataZhikai Zhang, Haofei Lu, Yunrui Lian et al.
Human athletes demonstrate versatile and highly-dynamic tennis skills to successfully conduct competitive rallies with a high-speed tennis ball. However, reproducing such behaviors on humanoid robots is difficult, partially due to the lack of perfect humanoid action data or human kinematic motion data in tennis scenarios as reference. In this work, we propose LATENT, a system that Learns Athletic humanoid TEnnis skills from imperfect human motioN daTa. The imperfect human motion data consist only of motion fragments that capture the primitive skills used when playing tennis rather than precise and complete human-tennis motion sequences from real-world tennis matches, thereby significantly reducing the difficulty of data collection. Our key insight is that, despite being imperfect, such quasi-realistic data still provide priors about human primitive skills in tennis scenarios. With further correction and composition, we learn a humanoid policy that can consistently strike incoming balls under a wide range of conditions and return them to target locations, while preserving natural motion styles. We also propose a series of designs for robust sim-to-real transfer and deploy our policy on the Unitree G1 humanoid robot. Our method achieves surprising results in the real world and can stably sustain multi-shot rallies with human players. Project page: https://zzk273.github.io/LATENT/
ROMar 17, 2025
Dense Policy: Bidirectional Autoregressive Learning of ActionsYue Su, Xinyu Zhan, Hongjie Fang et al.
Mainstream visuomotor policies predominantly rely on generative models for holistic action prediction, while current autoregressive policies, predicting the next token or chunk, have shown suboptimal results. This motivates a search for more effective learning methods to unleash the potential of autoregressive policies for robotic manipulation. This paper introduces a bidirectionally expanded learning approach, termed Dense Policy, to establish a new paradigm for autoregressive policies in action prediction. It employs a lightweight encoder-only architecture to iteratively unfold the action sequence from an initial single frame into the target sequence in a coarse-to-fine manner with logarithmic-time inference. Extensive experiments validate that our dense policy has superior autoregressive learning capabilities and can surpass existing holistic generative policies. Our policy, example data, and training code will be publicly available upon publication. Project page: https: //selen-suyue.github.io/DspNet/.
ROOct 15, 2024
DeformPAM: Data-Efficient Learning for Long-horizon Deformable Object Manipulation via Preference-based Action AlignmentWendi Chen, Han Xue, Fangyuan Zhou et al.
In recent years, imitation learning has made progress in the field of robotic manipulation. However, it still faces challenges when addressing complex long-horizon tasks with deformable objects, such as high-dimensional state spaces, complex dynamics, and multimodal action distributions. Traditional imitation learning methods often require a large amount of data and encounter distributional shifts and accumulative errors in these tasks. To address these issues, we propose a data-efficient general learning framework (DeformPAM) based on preference learning and reward-guided action selection. DeformPAM decomposes long-horizon tasks into multiple action primitives, utilizes 3D point cloud inputs and diffusion models to model action distributions, and trains an implicit reward model using human preference data. During the inference phase, the reward model scores multiple candidate actions, selecting the optimal action for execution, thereby reducing the occurrence of anomalous actions and improving task completion quality. Experiments conducted on three challenging real-world long-horizon deformable object manipulation tasks demonstrate the effectiveness of this method. Results show that DeformPAM improves both task completion quality and efficiency compared to baseline methods even with limited data. Code and data will be available at https://deform-pam.robotflow.ai.
ROMar 5
RoboPocket: Improve Robot Policies Instantly with Your PhoneJunjie Fang, Wendi Chen, Han Xue et al.
Scaling imitation learning is fundamentally constrained by the efficiency of data collection. While handheld interfaces have emerged as a scalable solution for in-the-wild data acquisition, they predominantly operate in an open-loop manner: operators blindly collect demonstrations without knowing the underlying policy's weaknesses, leading to inefficient coverage of critical state distributions. Conversely, interactive methods like DAgger effectively address covariate shift but rely on physical robot execution, which is costly and difficult to scale. To reconcile this trade-off, we introduce RoboPocket, a portable system that enables Robot-Free Instant Policy Iteration using single consumer smartphones. Its core innovation is a Remote Inference framework that visualizes the policy's predicted trajectory via Augmented Reality (AR) Visual Foresight. This immersive feedback allows collectors to proactively identify potential failures and focus data collection on the policy's weak regions without requiring a physical robot. Furthermore, we implement an asynchronous Online Finetuning pipeline that continuously updates the policy with incoming data, effectively closing the learning loop in minutes. Extensive experiments demonstrate that RoboPocket adheres to data scaling laws and doubles the data efficiency compared to offline scaling strategies, overcoming their long-standing efficiency bottleneck. Moreover, our instant iteration loop also boosts sample efficiency by up to 2$\times$ in distributed environments a small number of interactive corrections per person. Project page and videos: https://robo-pocket.github.io.
92.2ROApr 9
ActiveGlasses: Learning Manipulation with Active Vision from Ego-centric Human DemonstrationYanwen Zou, Chenyang Shi, Wenye Yu et al.
Large-scale real-world robot data collection is a prerequisite for bringing robots into everyday deployment. However, existing pipelines often rely on specialized handheld devices to bridge the embodiment gap, which not only increases operator burden and limits scalability, but also makes it difficult to capture the naturally coordinated perception-manipulation behaviors of human daily interaction. This challenge calls for a more natural system that can faithfully capture human manipulation and perception behaviors while enabling zero-shot transfer to robotic platforms. We introduce ActiveGlasses, a system for learning robot manipulation from ego-centric human demonstrations with active vision. A stereo camera mounted on smart glasses serves as the sole perception device for both data collection and policy inference: the operator wears it during bare-hand demonstrations, and the same camera is mounted on a 6-DoF perception arm during deployment to reproduce human active vision. To enable zero-transfer, we extract object trajectories from demonstrations and use an object-centric point-cloud policy to jointly predict manipulation and head movement. Across several challenging tasks involving occlusion and precise interaction, ActiveGlasses achieves zero-shot transfer with active vision, consistently outperforms strong baselines under the same hardware setup, and generalizes across two robot platforms.
CVSep 1, 2025
Prior-Guided Residual Diffusion: Calibrated and Efficient Medical Image SegmentationFuyou Mao, Beining Wu, Yanfeng Jiang et al.
Ambiguity in medical image segmentation calls for models that capture full conditional distributions rather than a single point estimate. We present Prior-Guided Residual Diffusion (PGRD), a diffusion-based framework that learns voxel-wise distributions while maintaining strong calibration and practical sampling efficiency. PGRD embeds discrete labels as one-hot targets in a continuous space to align segmentation with diffusion modeling. A coarse prior predictor provides step-wise guidance; the diffusion network then learns the residual to the prior, accelerating convergence and improving calibration. A deep diffusion supervision scheme further stabilizes training by supervising intermediate time steps. Evaluated on representative MRI and CT datasets, PGRD achieves higher Dice scores and lower NLL/ECE values than Bayesian, ensemble, Probabilistic U-Net, and vanilla diffusion baselines, while requiring fewer sampling steps to reach strong performance.
ROSep 23, 2025
SOE: Sample-Efficient Robot Policy Self-Improvement via On-Manifold ExplorationYang Jin, Jun Lv, Han Xue et al.
Intelligent agents progress by continually refining their capabilities through actively exploring environments. Yet robot policies often lack sufficient exploration capability due to action mode collapse. Existing methods that encourage exploration typically rely on random perturbations, which are unsafe and induce unstable, erratic behaviors, thereby limiting their effectiveness. We propose Self-Improvement via On-Manifold Exploration (SOE), a framework that enhances policy exploration and improvement in robotic manipulation. SOE learns a compact latent representation of task-relevant factors and constrains exploration to the manifold of valid actions, ensuring safety, diversity, and effectiveness. It can be seamlessly integrated with arbitrary policy models as a plug-in module, augmenting exploration without degrading the base policy performance. Moreover, the structured latent space enables human-guided exploration, further improving efficiency and controllability. Extensive experiments in both simulation and real-world tasks demonstrate that SOE consistently outperforms prior methods, achieving higher task success rates, smoother and safer exploration, and superior sample efficiency. These results establish on-manifold exploration as a principled approach to sample-efficient policy self-improvement. Project website: https://ericjin2002.github.io/SOE
CVApr 15, 2024
In-Context Translation: Towards Unifying Image Recognition, Processing, and GenerationHan Xue, Qianru Sun, Li Song et al.
We propose In-Context Translation (ICT), a general learning framework to unify visual recognition (e.g., semantic segmentation), low-level image processing (e.g., denoising), and conditional image generation (e.g., edge-to-image synthesis). Thanks to unification, ICT significantly reduces the inherent inductive bias that comes with designing models for specific tasks, and it maximizes mutual enhancement across similar tasks. However, the unification across a large number of tasks is non-trivial due to various data formats and training pipelines. To this end, ICT introduces two designs. Firstly, it standardizes input-output data of different tasks into RGB image pairs, e.g., semantic segmentation data pairs an RGB image with its segmentation mask in the same RGB format. This turns different tasks into a general translation task between two RGB images. Secondly, it standardizes the training of different tasks into a general in-context learning, where "in-context" means the input comprises an example input-output pair of the target task and a query image. The learning objective is to generate the "missing" data paired with the query. The implicit translation process is thus between the query and the generated image. In experiments, ICT unifies ten vision tasks and showcases impressive performance on their respective benchmarks. Notably, ICT performs well across three major categories of computer vision tasks, while its two competitors (Painter and PromptDiffusion) are only effective in at most two of these task categories. In addition, compared to its competitors, ICT trained on only 4 RTX 3090 GPUs is shown to be more efficient and less costly in training.
ROFeb 1, 2022
RFUniverse: A Multiphysics Simulation Platform for Embodied AIHaoyuan Fu, Wenqiang Xu, Ruolin Ye et al.
Multiphysics phenomena, the coupling effects involving different aspects of physics laws, are pervasive in the real world and can often be encountered when performing everyday household tasks. Intelligent agents which seek to assist or replace human laborers will need to learn to cope with such phenomena in household task settings. To equip the agents with such kind of abilities, the research community needs a simulation environment, which will have the capability to serve as the testbed for the training process of these intelligent agents, to have the ability to support multiphysics coupling effects. Though many mature simulation software for multiphysics simulation have been adopted in industrial production, such techniques have not been applied to robot learning or embodied AI research. To bridge the gap, we propose a novel simulation environment named RFUniverse. This simulator can not only compute rigid and multi-body dynamics, but also multiphysics coupling effects commonly observed in daily life, such as air-solid interaction, fluid-solid interaction, and heat transfer. Because of the unique multiphysics capacities of this simulator, we can benchmark tasks that involve complex dynamics due to multiphysics coupling effects in a simulation environment before deploying to the real world. RFUniverse provides multiple interfaces to let the users interact with the virtual world in various ways, which is helpful and essential for learning, planning, and control. We benchmark three tasks with reinforcement learning, including food cutting, water pushing, and towel catching. We also evaluate butter pushing with a classic planning-control paradigm. This simulator offers an enhancement of physics simulation in terms of the computation of multiphysics coupling effects.
CVDec 14, 2021
OMAD: Object Model with Articulated Deformations for Pose Estimation and RetrievalHan Xue, Liu Liu, Wenqiang Xu et al.
Articulated objects are pervasive in daily life. However, due to the intrinsic high-DoF structure, the joint states of the articulated objects are hard to be estimated. To model articulated objects, two kinds of shape deformations namely the geometric and the pose deformation should be considered. In this work, we present a novel category-specific parametric representation called Object Model with Articulated Deformations (OMAD) to explicitly model the articulated objects. In OMAD, a category is associated with a linear shape function with shared shape basis and a non-linear joint function. Both functions can be learned from a large-scale object model dataset and fixed as category-specific priors. Then we propose an OMADNet to predict the shape parameters and the joint states from an object's single observation. With the full representation of the object shape and joint states, we can address several tasks including category-level object pose estimation and the articulated object retrieval. To evaluate these tasks, we create a synthetic dataset based on PartNet-Mobility. Extensive experiments show that our simple OMADNet can serve as a strong baseline for both tasks.
CVMay 7, 2021
Towards Real-World Category-level Articulation Pose EstimationLiu Liu, Han Xue, Wenqiang Xu et al.
Human life is populated with articulated objects. Current Category-level Articulation Pose Estimation (CAPE) methods are studied under the single-instance setting with a fixed kinematic structure for each category. Considering these limitations, we reform this problem setting for real-world environments and suggest a CAPE-Real (CAPER) task setting. This setting allows varied kinematic structures within a semantic category, and multiple instances to co-exist in an observation of real world. To support this task, we build an articulated model repository ReArt-48 and present an efficient dataset generation pipeline, which contains Fast Articulated Object Modeling (FAOM) and Semi-Authentic MixEd Reality Technique (SAMERT). Accompanying the pipeline, we build a large-scale mixed reality dataset ReArtMix and a real world dataset ReArtVal. We also propose an effective framework ReArtNOCS that exploits RGB-D input to estimate part-level pose for multiple instances in a single forward pass. Extensive experiments demonstrate that the proposed ReArtNOCS can achieve good performance on both CAPER and CAPE settings. We believe it could serve as a strong baseline for future research on the CAPER task.