Michael Kaess

CV
h-index34
29papers
696citations
Novelty54%
AI Score54

29 Papers

CVOct 5, 2022Code
TartanCalib: Iterative Wide-Angle Lens Calibration using Adaptive SubPixel Refinement of AprilTags

Bardienus P Duisterhof, Yaoyu Hu, Si Heng Teng et al.

Wide-angle cameras are uniquely positioned for mobile robots, by virtue of the rich information they provide in a small, light, and cost-effective form factor. An accurate calibration of the intrinsics and extrinsics is a critical pre-requisite for using the edge of a wide-angle lens for depth perception and odometry. Calibrating wide-angle lenses with current state-of-the-art techniques yields poor results due to extreme distortion at the edge, as most algorithms assume a lens with low to medium distortion closer to a pinhole projection. In this work we present our methodology for accurate wide-angle calibration. Our pipeline generates an intermediate model, and leverages it to iteratively improve feature detection and eventually the camera parameters. We test three key methods to utilize intermediate camera models: (1) undistorting the image into virtual pinhole cameras, (2) reprojecting the target into the image frame, and (3) adaptive subpixel refinement. Combining adaptive subpixel refinement and feature reprojection significantly improves reprojection errors by up to 26.59 %, helps us detect up to 42.01 % more features, and improves performance in the downstream task of dense depth mapping. Finally, TartanCalib is open-source and implemented into an easy-to-use calibration toolbox. We also provide a translation layer with other state-of-the-art works, which allows for regressing generic models with thousands of parameters or using a more robust solver. To this end, TartanCalib is the tool of choice for wide-angle calibration. Project website and code: http://tartancalib.com.

CVSep 17, 2022
Neural Implicit Surface Reconstruction using Imaging Sonar

Mohamad Qadri, Michael Kaess, Ioannis Gkioulekas

We present a technique for dense 3D reconstruction of objects using an imaging sonar, also known as forward-looking sonar (FLS). Compared to previous methods that model the scene geometry as point clouds or volumetric grids, we represent the geometry as a neural implicit function. Additionally, given such a representation, we use a differentiable volumetric renderer that models the propagation of acoustic waves to synthesize imaging sonar measurements. We perform experiments on real and synthetic datasets and show that our algorithm reconstructs high-fidelity surface geometry from multi-view FLS images at much higher quality than was possible with previous techniques and without suffering from their associated memory overhead.

CVMar 29, 2022
Long-term Visual Map Sparsification with Heterogeneous GNN

Ming-Fang Chang, Yipu Zhao, Rajvi Shah et al.

We address the problem of map sparsification for long-term visual localization. For map sparsification, a commonly employed assumption is that the pre-build map and the later captured localization query are consistent. However, this assumption can be easily violated in the dynamic world. Additionally, the map size grows as new data accumulate through time, causing large data overhead in the long term. In this paper, we aim to overcome the environmental changes and reduce the map size at the same time by selecting points that are valuable to future localization. Inspired by the recent progress in Graph Neural Network(GNN), we propose the first work that models SfM maps as heterogeneous graphs and predicts 3D point importance scores with a GNN, which enables us to directly exploit the rich information in the SfM map graph. Two novel supervisions are proposed: 1) a data-fitting term for selecting valuable points to future localization based on training queries; 2) a K-Cover term for selecting sparse points with full map coverage. The experiments show that our method selected map points on stable and widely visible structures and outperformed baselines in localization performance.

82.5ROApr 20
PTLD: Sim-to-real Privileged Tactile Latent Distillation for Dexterous Manipulation

Rosy Chen, Mustafa Mukadam, Michael Kaess et al.

Tactile dexterous manipulation is essential to automating complex household tasks, yet learning effective control policies remains a challenge. While recent work has relied on imitation learning, obtaining high quality demonstrations for multi-fingered hands via robot teleoperation or kinesthetic teaching is prohibitive. Alternatively, with reinforcement we can learn skills in simulation, but fast and realistic simulation of tactile observations is challenging. To bridge this gap, we introduce PTLD: sim-to-real Privileged Tactile Latent Distillation, a novel approach to learning tactile manipulation skills without requiring tactile simulation. Instead of simulating tactile sensors or relying purely on proprioceptive policies to transfer zero-shot sim-to-real, our key idea is to leverage privileged sensors in the real world to collect real-world tactile policy data. This data is then used to distill a robust state estimator that operates on tactile input. We demonstrate from our experiments that PTLD can be used to improve proprioceptive manipulation policies trained in simulation significantly by incorporating tactile sensing. On the benchmark in-hand rotation task, PTLD achieves a 182% improvement over a proprioception only policy. We also show that PTLD enables learning the challenging task of tactile in-hand reorientation where we see a 57% improvement in the number of goals reached over using proprioception alone. Website: https://akashsharma02.github.io/ptld-website/.

CVOct 23, 2023
SONIC: Sonar Image Correspondence using Pose Supervised Learning for Imaging Sonars

Samiran Gode, Akshay Hinduja, Michael Kaess

In this paper, we address the challenging problem of data association for underwater SLAM through a novel method for sonar image correspondence using learned features. We introduce SONIC (SONar Image Correspondence), a pose-supervised network designed to yield robust feature correspondence capable of withstanding viewpoint variations. The inherent complexity of the underwater environment stems from the dynamic and frequently limited visibility conditions, restricting vision to a few meters of often featureless expanses. This makes camera-based systems suboptimal in most open water application scenarios. Consequently, multibeam imaging sonars emerge as the preferred choice for perception sensors. However, they too are not without their limitations. While imaging sonars offer superior long-range visibility compared to cameras, their measurements can appear different from varying viewpoints. This inherent variability presents formidable challenges in data association, particularly for feature-based methods. Our method demonstrates significantly better performance in generating correspondences for sonar images which will pave the way for more accurate loop closure constraints and sonar-based place recognition. Code as well as simulated and real-world datasets will be made public to facilitate further development in the field.

71.5CVApr 10
TouchAnything: Diffusion-Guided 3D Reconstruction from Sparse Robot Touches

Langzhe Gu, Hung-Jui Huang, Mohamad Qadri et al.

Accurate object geometry estimation is essential for many downstream tasks, including robotic manipulation and physical interaction. Although vision is the dominant modality for shape perception, it becomes unreliable under occlusions or challenging lighting conditions. In such scenarios, tactile sensing provides direct geometric information through physical contact. However, reconstructing global 3D geometry from sparse local touches alone is fundamentally underconstrained. We present TouchAnything, a framework that leverages a pretrained large-scale 2D vision diffusion model as a semantic and geometric prior for 3D reconstruction from sparse tactile measurements. Unlike prior work that trains category-specific reconstruction networks or learns diffusion models directly from tactile data, we transfer the geometric knowledge encoded in pretrained visual diffusion models to the tactile domain. Given sparse contact constraints and a coarse class-level description of the object, we formulate reconstruction as an optimization problem that enforces tactile consistency while guiding solutions toward shapes consistent with the diffusion prior. Our method reconstructs accurate geometries from only a few touches, outperforms existing baselines, and enables open-world 3D reconstruction of previously unseen object instances. Our project page is https://grange007.github.io/touchanything .

CVOct 1, 2021Code
ASH: A Modern Framework for Parallel Spatial Hashing in 3D Perception

Wei Dong, Yixing Lao, Michael Kaess et al.

We present ASH, a modern and high-performance framework for parallel spatial hashing on GPU. Compared to existing GPU hash map implementations, ASH achieves higher performance, supports richer functionality, and requires fewer lines of code (LoC) when used for implementing spatially varying operations from volumetric geometry reconstruction to differentiable appearance reconstruction. Unlike existing GPU hash maps, the ASH framework provides a versatile tensor interface, hiding low-level details from the users. In addition, by decoupling the internal hashing data structures and key-value data in buffers, we offer direct access to spatially varying data via indices, enabling seamless integration to modern libraries such as PyTorch. To achieve this, we 1) detach stored key-value data from the low-level hash map implementation; 2) bridge the pointer-first low level data structures to index-first high-level tensor interfaces via an index heap; 3) adapt both generic and non-generic integer-only hash map implementations as backends to operate on multi-dimensional keys. We first profile our hash map against state-of-the-art hash maps on synthetic data to show the performance gain from this architecture. We then show that ASH can consistently achieve higher performance on various large-scale 3D perception tasks with fewer LoC by showcasing several applications, including 1) point cloud voxelization, 2) retargetable volumetric scene reconstruction, 3) non-rigid point cloud registration and volumetric deformation, and 4) spatially varying geometry and appearance refinement. ASH and its example applications are open sourced in Open3D (http://www.open3d.org).

ROJul 15, 2021Code
CMU-GPR Dataset: Ground Penetrating Radar Dataset for Robot Localization and Mapping

Alexander Baikovitz, Paloma Sodhi, Michael Dille et al.

There has been exciting recent progress in using radar as a sensor for robot navigation due to its increased robustness to varying environmental conditions. However, within these different radar perception systems, ground penetrating radar (GPR) remains under-explored. By measuring structures beneath the ground, GPR can provide stable features that are less variant to ambient weather, scene, and lighting changes, making it a compelling choice for long-term spatio-temporal mapping. In this work, we present the CMU-GPR dataset--an open-source ground penetrating radar dataset for research in subsurface-aided perception for robot navigation. In total, the dataset contains 15 distinct trajectory sequences in 3 GPS-denied, indoor environments. Measurements from a GPR, wheel encoder, RGB camera, and inertial measurement unit were collected with ground truth positions from a robotic total station. In addition to the dataset, we also provide utility code to convert raw GPR data into processed images. This paper describes our recording platform, the data format, utility scripts, and proposed methods for using this data.

RONov 5, 2020Code
Compositional Scalable Object SLAM

Akash Sharma, Wei Dong, Michael Kaess

We present a fast, scalable, and accurate Simultaneous Localization and Mapping (SLAM) system that represents indoor scenes as a graph of objects. Leveraging the observation that artificial environments are structured and occupied by recognizable objects, we show that a compositional scalable object mapping formulation is amenable to a robust SLAM solution for drift-free large scale indoor reconstruction. To achieve this, we propose a novel semantically assisted data association strategy that obtains unambiguous persistent object landmarks, and a 2.5D compositional rendering method that enables reliable frame-to-model RGB-D tracking. Consequently, we deliver an optimized online implementation that can run at near frame rate with a single graphics card, and provide a comprehensive evaluation against state of the art baselines. An open source implementation will be provided at https://placeholder.

52.3ROApr 15
UNRIO: Uncertainty-Aware Velocity Learning for Radar-Inertial Odometry

Jui-Te Huang, Tinashu Huang, Anthony Rowe et al.

We present UNRIO, an uncertainty-aware radar-inertial odometry system that estimates ego-velocity directly from raw mmWave radar IQ signals rather than processed point clouds. Existing radar-inertial odometry methods rely on handcrafted signal processing pipelines that discard latent information in the raw spectrum and require careful parameter tuning. To address this, we propose a transformer-based neural network built on the GRT architecture that processes the full 4-D spectral cube to predict body-frame velocity in two modes: a direct linear velocity estimate and a per-anglebin Doppler velocity map. The network is trained in three stages: geometric pretraining on LiDAR-projected depth, velocity or Doppler fine-tuning, and uncertainty calibration via negative log-likelihood loss, enabling it to produce uncertainty estimates alongside its predictions. These uncertainty estimates are propagated into a sliding-window pose graph that fuses radar velocity factors with IMU preintegration measurements. We train and evaluate UNRIO on the IQ1M dataset across diverse indoor environments with both forward and lateral motion patterns unseen during training. Our method achieves the lowest relative pose error on the majority of sequences, with particularly strong gains over classical DSP baselines on Lateral-motion trajectories where sparse point clouds degrade conventional velocity estimators.

RODec 20, 2023
Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

Sudharshan Suresh, Haozhi Qi, Tingfan Wu et al.

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of $81$% and average pose drifts of $4.7\,\text{mm}$, further reduced to $2.3\,\text{mm}$ with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to $94$% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

CVFeb 5, 2024
AONeuS: A Neural Rendering Framework for Acoustic-Optical Sensor Fusion

Mohamad Qadri, Kevin Zhang, Akshay Hinduja et al.

Underwater perception and 3D surface reconstruction are challenging problems with broad applications in construction, security, marine archaeology, and environmental monitoring. Treacherous operating conditions, fragile surroundings, and limited navigation control often dictate that submersibles restrict their range of motion and, thus, the baseline over which they can capture measurements. In the context of 3D scene reconstruction, it is well-known that smaller baselines make reconstruction more challenging. Our work develops a physics-based multimodal acoustic-optical neural surface reconstruction framework (AONeuS) capable of effectively integrating high-resolution RGB measurements with low-resolution depth-resolved imaging sonar measurements. By fusing these complementary modalities, our framework can reconstruct accurate high-resolution 3D surfaces from measurements captured over heavily-restricted baselines. Through extensive simulations and in-lab experiments, we demonstrate that AONeuS dramatically outperforms recent RGB-only and sonar-only inverse-differentiable-rendering--based surface reconstruction methods. A website visualizing the results of our paper is located at this address: https://aoneus.github.io/

CVApr 6, 2024
Z-Splat: Z-Axis Gaussian Splatting for Camera-Sonar Fusion

Ziyuan Qu, Omkar Vengurlekar, Mohamad Qadri et al.

Differentiable 3D-Gaussian splatting (GS) is emerging as a prominent technique in computer vision and graphics for reconstructing 3D scenes. GS represents a scene as a set of 3D Gaussians with varying opacities and employs a computationally efficient splatting operation along with analytical derivatives to compute the 3D Gaussian parameters given scene images captured from various viewpoints. Unfortunately, capturing surround view ($360^{\circ}$ viewpoint) images is impossible or impractical in many real-world imaging scenarios, including underwater imaging, rooms inside a building, and autonomous navigation. In these restricted baseline imaging scenarios, the GS algorithm suffers from a well-known 'missing cone' problem, which results in poor reconstruction along the depth axis. In this manuscript, we demonstrate that using transient data (from sonars) allows us to address the missing cone problem by sampling high-frequency data along the depth axis. We extend the Gaussian splatting algorithms for two commonly used sonars and propose fusion algorithms that simultaneously utilize RGB camera data and sonar data. Through simulations, emulations, and hardware experiments across various imaging scenarios, we show that the proposed fusion algorithms lead to significantly better novel view synthesis (5 dB improvement in PSNR) and 3D geometry reconstruction (60% lower Chamfer distance).

ROJan 26, 2025
Your Learned Constraint is Secretly a Backward Reachable Tube

Mohamad Qadri, Gokul Swamy, Jonathan Francis et al.

Inverse Constraint Learning (ICL) is the problem of inferring constraints from safe (i.e., constraint-satisfying) demonstrations. The hope is that these inferred constraints can then be used downstream to search for safe policies for new tasks and, potentially, under different dynamics. Our paper explores the question of what mathematical entity ICL recovers. Somewhat surprisingly, we show that both in theory and in practice, ICL recovers the set of states where failure is inevitable, rather than the set of states where failure has already happened. In the language of safe control, this means we recover a backwards reachable tube (BRT) rather than a failure set. In contrast to the failure set, the BRT depends on the dynamics of the data collection system. We discuss the implications of the dynamics-conditionedness of the recovered constraint on both the sample-efficiency of policy search and the transferability of learned constraints.

ROAug 21, 2025
GelSLAM: A Real-time, High-Fidelity, and Robust 3D Tactile SLAM System

Hung-Jui Huang, Mohammad Amin Mirzaee, Michael Kaess et al.

Accurately perceiving an object's pose and shape is essential for precise grasping and manipulation. Compared to common vision-based methods, tactile sensing offers advantages in precision and immunity to occlusion when tracking and reconstructing objects in contact. This makes it particularly valuable for in-hand and other high-precision manipulation tasks. In this work, we present GelSLAM, a real-time 3D SLAM system that relies solely on tactile sensing to estimate object pose over long periods and reconstruct object shapes with high fidelity. Unlike traditional point cloud-based approaches, GelSLAM uses tactile-derived surface normals and curvatures for robust tracking and loop closure. It can track object motion in real time with low error and minimal drift, and reconstruct shapes with submillimeter accuracy, even for low-texture objects such as wooden tools. GelSLAM extends tactile sensing beyond local contact to enable global, long-horizon spatial perception, and we believe it will serve as a foundation for many precise manipulation tasks involving interaction with objects in hand. The video demo is available on our website: https://joehjhuang.github.io/gelslam.

SPMar 11, 2025
Acoustic Neural 3D Reconstruction Under Pose Drift

Tianxiang Lin, Mohamad Qadri, Kevin Zhang et al.

We consider the problem of optimizing neural implicit surfaces for 3D reconstruction using acoustic images collected with drifting sensor poses. The accuracy of current state-of-the-art 3D acoustic modeling algorithms is highly dependent on accurate pose estimation; small errors in sensor pose can lead to severe reconstruction artifacts. In this paper, we propose an algorithm that jointly optimizes the neural scene representation and sonar poses. Our algorithm does so by parameterizing the 6DoF poses as learnable parameters and backpropagating gradients through the neural renderer and implicit representation. We validated our algorithm on both real and simulated datasets. It produces high-fidelity 3D reconstructions even under significant pose drift.

CVDec 6, 2021
Revisiting LiDAR Registration and Reconstruction: A Range Image Perspective

Wei Dong, Kwonyoung Ryu, Michael Kaess et al.

Spinning LiDAR data are prevalent for 3D vision tasks. Since LiDAR data is presented in the form of point clouds, expensive 3D operations are usually required. This paper revisits spinning LiDAR scan formation and presents a cylindrical range image representation with a ray-wise projection/unprojection model. It is built upon raw scans and supports lossless conversion from 2D to 3D, allowing fast 2D operations, including 2D index-based neighbor search and downsampling. We then propose, to the best of our knowledge, the first multi-scale registration and dense signed distance function (SDF) reconstruction system for LiDAR range images. We further collect a dataset of indoor and outdoor LiDAR scenes in the posed range image format. A comprehensive evaluation of registration and reconstruction is conducted on the proposed dataset and the KITTI dataset. Experiments demonstrate that our approach outperforms surface reconstruction baselines and achieves similar performance to state-of-the-art LiDAR registration methods, including a modern learning-based registration approach. Thanks to the simplicity, our registration runs at 100Hz and SDF reconstruction in real time. The dataset and a modularized C++/Python toolbox will be released.

RONov 15, 2021
PatchGraph: In-hand tactile tracking with learned surface normals

Paloma Sodhi, Michael Kaess, Mustafa Mukadam et al.

We address the problem of tracking 3D object poses from touch during in-hand manipulations. Specifically, we look at tracking small objects using vision-based tactile sensors that provide high-dimensional tactile image measurements at the point of contact. While prior work has relied on a-priori information about the object being localized, we remove this requirement. Our key insight is that an object is composed of several local surface patches, each informative enough to achieve reliable object tracking. Moreover, we can recover the geometry of this local patch online by extracting local surface normal information embedded in each tactile image. We propose a novel two-stage approach. First, we learn a mapping from tactile images to surface normals using an image translation network. Second, we use these surface normals within a factor graph to both reconstruct a local patch map and use it to infer 3D object poses. We demonstrate reliable object tracking for over $100$ contact sequences across unique shapes with four objects in simulation and two objects in the real-world. Supplementary video: https://youtu.be/FHks--haOGY

ROSep 20, 2021
ShapeMap 3-D: Efficient shape mapping through dense touch and vision

Sudharshan Suresh, Zilin Si, Joshua G. Mangelson et al.

Knowledge of 3-D object shape is of great importance to robot manipulation tasks, but may not be readily available in unstructured environments. While vision is often occluded during robot-object interaction, high-resolution tactile sensors can give a dense local perspective of the object. However, tactile sensors have limited sensing area and the shape representation must faithfully approximate non-contact areas. In addition, a key challenge is efficiently incorporating these dense tactile measurements into a 3-D mapping framework. In this work, we propose an incremental shape mapping method using a GelSight tactile sensor and a depth camera. Local shape is recovered from tactile images via a learned model trained in simulation. Through efficient inference on a spatial factor graph informed by a Gaussian process, we build an implicit surface representation of the object. We demonstrate visuo-tactile mapping in both simulated and real-world experiments, to incrementally build 3-D reconstructions of household objects.

ROAug 4, 2021
LEO: Learning Energy-based Models in Factor Graph Optimization

Paloma Sodhi, Eric Dexheimer, Mustafa Mukadam et al.

We address the problem of learning observation models end-to-end for estimation. Robots operating in partially observable environments must infer latent states from multiple sensory inputs using observation models that capture the joint distribution between latent states and observations. This inference problem can be formulated as an objective over a graph that optimizes for the most likely sequence of states using all previous measurements. Prior work uses observation models that are either known a-priori or trained on surrogate losses independent of the graph optimizer. In this paper, we propose a method to directly optimize end-to-end tracking performance by learning observation models with the graph optimizer in the loop. This direct approach may appear, however, to require the inference algorithm to be fully differentiable, which many state-of-the-art graph optimizers are not. Our key insight is to instead formulate the problem as that of energy-based learning. We propose a novel approach, LEO, for learning observation models end-to-end with graph optimizers that may be non-differentiable. LEO alternates between sampling trajectories from the graph posterior and updating the model to match these samples to ground truth trajectories. We propose a way to generate such samples efficiently using incremental Gauss-Newton solvers. We compare LEO against baselines on datasets drawn from two distinct tasks: navigation and real-world planar pushing. We show that LEO is able to learn complex observation models with lower errors and fewer samples. Supplementary video: https://youtu.be/YqzlUPudfkA

ROMar 29, 2021
Ground Encoding: Learned Factor Graph-based Models for Localizing Ground Penetrating Radar

Alexander Baikovitz, Paloma Sodhi, Michael Dille et al.

We address the problem of robot localization using ground penetrating radar (GPR) sensors. Current approaches for localization with GPR sensors require a priori maps of the system's environment as well as access to approximate global positioning (GPS) during operation. In this paper, we propose a novel, real-time GPR-based localization system for unknown and GPS-denied environments. We model the localization problem as an inference over a factor graph. Our approach combines 1D single-channel GPR measurements to form 2D image submaps. To use these GPR images in the graph, we need sensor models that can map noisy, high-dimensional image measurements into the state space. These are challenging to obtain a priori since image generation has a complex dependency on subsurface composition and radar physics, which itself varies with sensors and variations in subsurface electromagnetic properties. Our key idea is to instead learn relative sensor models directly from GPR data that map non-sequential GPR image pairs to relative robot motion. These models are incorporated as factors within the factor graph with relative motion predictions correcting for accumulated drift in the position estimates. We demonstrate our approach over datasets collected across multiple locations using a custom designed experimental rig. We show reliable, real-time localization using only GPR and odometry measurements for varying trajectories in three distinct GPS-denied environments. For our supplementary video, see https://youtu.be/HXXgdTJzqyw.

RODec 7, 2020
Learning Tactile Models for Factor Graph-based Estimation

Paloma Sodhi, Michael Kaess, Mustafa Mukadam et al.

We're interested in the problem of estimating object states from touch during manipulation under occlusions. In this work, we address the problem of estimating object poses from touch during planar pushing. Vision-based tactile sensors provide rich, local image measurements at the point of contact. A single such measurement, however, contains limited information and multiple measurements are needed to infer latent object state. We solve this inference problem using a factor graph. In order to incorporate tactile measurements in the graph, we need local observation models that can map high-dimensional tactile images onto a low-dimensional state space. Prior work has used low-dimensional force measurements or engineered functions to interpret tactile measurements. These methods, however, can be brittle and difficult to scale across objects and sensors. Our key insight is to directly learn tactile observation models that predict the relative pose of the sensor given a pair of tactile images. These relative poses can then be incorporated as factors within a factor graph. We propose a two-stage approach: first we learn local tactile observation models supervised with ground truth data, and then integrate these models along with physics and geometric factors within a factor graph optimizer. We demonstrate reliable object tracking using only tactile feedback for 150 real-world planar pushing sequences with varying trajectories across three object shapes. Supplementary video: https://youtu.be/y1kBfSmi8w0

RONov 13, 2020
Tactile SLAM: Real-time inference of shape and pose from planar pushing

Sudharshan Suresh, Maria Bauza, Kuan-Ting Yu et al.

Tactile perception is central to robot manipulation in unstructured environments. However, it requires contact, and a mature implementation must infer object models while also accounting for the motion induced by the interaction. In this work, we present a method to estimate both object shape and pose in real-time from a stream of tactile measurements. This is applied towards tactile exploration of an unknown object by planar pushing. We consider this as an online SLAM problem with a nonparametric shape representation. Our formulation of tactile inference alternates between Gaussian process implicit surface regression and pose estimation on a factor graph. Through a combination of local Gaussian processes and fixed-lag smoothing, we infer object shape and pose in real-time. We evaluate our system across different objects in both simulated and real-world planar pushing tasks.

CVMay 30, 2020
An Efficient Planar Bundle Adjustment Algorithm

Lipu Zhou, Daniel Koppel, Hui Ju et al.

This paper presents an efficient algorithm for the least-squares problem using the point-to-plane cost, which aims to jointly optimize depth sensor poses and plane parameters for 3D reconstruction. We call this least-squares problem \textbf{Planar Bundle Adjustment} (PBA), due to the similarity between this problem and the original Bundle Adjustment (BA) in visual reconstruction. As planes ubiquitously exist in the man-made environment, they are generally used as landmarks in SLAM algorithms for various depth sensors. PBA is important to reduce drift and improve the quality of the map. However, directly adopting the well-established BA framework in visual reconstruction will result in a very inefficient solution for PBA. This is because a 3D point only has one observation at a camera pose. In contrast, a depth sensor can record hundreds of points in a plane at a time, which results in a very large nonlinear least-squares problem even for a small-scale space. Fortunately, we find that there exist a special structure of the PBA problem. We introduce a reduced Jacobian matrix and a reduced residual vector, and prove that they can replace the original Jacobian matrix and residual vector in the generally adopted Levenberg-Marquardt (LM) algorithm. This significantly reduces the computational cost. Besides, when planes are combined with other features for 3D reconstruction, the reduced Jacobian matrix and residual vector can also replace the corresponding parts derived from planes. Our experimental results verify that our algorithm can significantly reduce the computational time compared to the solution using the traditional BA framework. Besides, our algorithm is faster, more accuracy, and more robust to initialization errors compared to the start-of-the-art solution using the plane-to-plane cost

CVApr 3, 2019
Do not Omit Local Minimizer: a Complete Solution for Pose Estimation from 3D Correspondences

Lipu Zhou, Shengze Wang, Jiamin Ye et al.

Estimating pose from given 3D correspondences, including point-to-point, point-to-line and point-to-plane correspondences, is a fundamental task in computer vision with many applications. We present a complete solution for this task, including a solution for the minimal problem and the least-squares problem of this task. Previous works mainly focused on finding the global minimizer to address the least-squares problem. However, existing works that show the ability to achieve global minimizer are still unsuitable for real-time applications. Furthermore, as one of contributions of this paper, we prove that there exist ambiguous configurations for any number of lines and planes. These configurations have several solutions in theory, which makes the correct solution may come from a local minimizer. Our algorithm is efficient and able to reveal local minimizers. We employ the Cayley-Gibbs-Rodriguez (CGR) parameterization of the rotation to derive a general rational cost for the three cases of 3D correspondences. The main contribution of this paper is to solve the resulting equation system of the minimal problem and the first-order optimality conditions of the least-squares problem, both of which are of complicated rational forms. The central idea of our algorithm is to introduce intermediate unknowns to simplify the problem. Extensive experimental results show that our algorithm significantly outperforms previous algorithms when the number of correspondences is small. Besides, when the global minimizer is the solution, our algorithm achieves the same accuracy as previous algorithms that have guaranteed global optimality, but our algorithm is applicable to real-time applications.

CVDec 8, 2018
Unsupervised Learning of Monocular Depth Estimation with Bundle Adjustment, Super-Resolution and Clip Loss

Lipu Zhou, Jiamin Ye, Montiel Abello et al.

We present a novel unsupervised learning framework for single view depth estimation using monocular videos. It is well known in 3D vision that enlarging the baseline can increase the depth estimation accuracy, and jointly optimizing a set of camera poses and landmarks is essential. In previous monocular unsupervised learning frameworks, only part of the photometric and geometric constraints within a sequence are used as supervisory signals. This may result in a short baseline and overfitting. Besides, previous works generally estimate a low resolution depth from a low resolution impute image. The low resolution depth is then interpolated to recover the original resolution. This strategy may generate large errors on object boundaries, as the depth of background and foreground are mixed to yield the high resolution depth. In this paper, we introduce a bundle adjustment framework and a super-resolution network to solve the above two problems. In bundle adjustment, depths and poses of an image sequence are jointly optimized, which increases the baseline by establishing the relationship between farther frames. The super resolution network learns to estimate a high resolution depth from a low resolution image. Additionally, we introduce the clip loss to deal with moving objects and occlusion. Experimental results on the KITTI dataset show that the proposed algorithm outperforms the state-of-the-art unsupervised methods using monocular sequences, and achieves comparable or even better result compared to unsupervised methods using stereo sequences.

CVNov 14, 2017
Robust Keyframe-based Dense SLAM with an RGB-D Camera

Haomin Liu, Chen Li, Guojun Chen et al.

In this paper, we present RKD-SLAM, a robust keyframe-based dense SLAM approach for an RGB-D camera that can robustly handle fast motion and dense loop closure, and run without time limitation in a moderate size scene. It not only can be used to scan high-quality 3D models, but also can satisfy the demand of VR and AR applications. First, we combine color and depth information to construct a very fast keyframe-based tracking method on a CPU, which can work robustly in challenging cases (e.g.~fast camera motion and complex loops). For reducing accumulation error, we also introduce a very efficient incremental bundle adjustment (BA) algorithm, which can greatly save unnecessary computation and perform local and global BA in a unified optimization framework. An efficient keyframe-based depth representation and fusion method is proposed to generate and timely update the dense 3D surface with online correction according to the refined camera poses of keyframes through BA. The experimental results and comparisons on a variety of challenging datasets and TUM RGB-D benchmark demonstrate the effectiveness of the proposed system.

CVMar 21, 2017
Pop-up SLAM: Semantic Monocular Plane SLAM for Low-texture Environments

Shichao Yang, Yu Song, Michael Kaess et al.

Existing simultaneous localization and mapping (SLAM) algorithms are not robust in challenging low-texture environments because there are only few salient features. The resulting sparse or semi-dense map also conveys little information for motion planning. Though some work utilize plane or scene layout for dense map regularization, they require decent state estimation from other sources. In this paper, we propose real-time monocular plane SLAM to demonstrate that scene understanding could improve both state estimation and dense mapping especially in low-texture environments. The plane measurements come from a pop-up 3D plane model applied to each single image. We also combine planes with point based SLAM to improve robustness. On a public TUM dataset, our algorithm generates a dense semantic 3D model with pixel depth error of 6.2 cm while existing SLAM algorithms fail. On a 60 m long dataset with loops, our method creates a much better 3D model with state estimation error of 0.67%.

ROApr 25, 2016
The Manifold Particle Filter for State Estimation on High-dimensional Implicit Manifolds

Matthew Klingensmith, Michael C. Koval, Siddhartha S. Srinivasa et al.

We estimate the state a noisy robot arm and underactuated hand using an Implicit Manifold Particle Filter (MPF) informed by touch sensors. As the robot touches the world, its state space collapses to a contact manifold that we represent implicitly using a signed distance field. This allows us to extend the MPF to higher (six or more) dimensional state spaces. Earlier work (which explicitly represents the contact manifold) only shows the MPF in two or three dimensions. Through a series of experiments, we show that the implicit MPF converges faster and is more accurate than a conventional particle filter during periods of persistent contact. We present three methods of sampling the implicit contact manifold, and compare them in experiments.