RONov 2, 2023
RoboGen: Towards Unleashing Infinite Data for Automated Robot Learning via Generative SimulationYufei Wang, Zhou Xian, Feng Chen et al. · cmu
We present RoboGen, a generative robotic agent that automatically learns diverse robotic skills at scale via generative simulation. RoboGen leverages the latest advancements in foundation and generative models. Instead of directly using or adapting these models to produce policies or low-level actions, we advocate for a generative scheme, which uses these models to automatically generate diversified tasks, scenes, and training supervisions, thereby scaling up robotic skill learning with minimal human supervision. Our approach equips a robotic agent with a self-guided propose-generate-learn cycle: the agent first proposes interesting tasks and skills to develop, and then generates corresponding simulation environments by populating pertinent objects and assets with proper spatial configurations. Afterwards, the agent decomposes the proposed high-level task into sub-tasks, selects the optimal learning approach (reinforcement learning, motion planning, or trajectory optimization), generates required training supervision, and then learns policies to acquire the proposed skill. Our work attempts to extract the extensive and versatile knowledge embedded in large-scale models and transfer them to the field of robotics. Our fully generative pipeline can be queried repeatedly, producing an endless stream of skill demonstrations associated with diverse tasks and environments.
CVMar 21, 2022
Test-time Adaptation with Slot-Centric ModelsMihir Prabhudesai, Anirudh Goyal, Sujoy Paul et al. · cmu
Current visual detectors, though impressive within their training distribution, often fail to parse out-of-distribution scenes into their constituent entities. Recent test-time adaptation methods use auxiliary self-supervised losses to adapt the network parameters to each test example independently and have shown promising results towards generalization outside the training distribution for the task of image classification. In our work, we find evidence that these losses are insufficient for the task of scene decomposition, without also considering architectural inductive biases. Recent slot-centric generative models attempt to decompose scenes into entities in a self-supervised manner by reconstructing pixels. Drawing upon these two lines of work, we propose Slot-TTA, a semi-supervised slot-centric scene decomposition model that at test time is adapted per scene through gradient descent on reconstruction or cross-view synthesis objectives. We evaluate Slot-TTA across multiple input modalities, images or 3D point clouds, and show substantial out-of-distribution performance improvements against state-of-the-art supervised feed-forward detectors, and alternative test-time adaptation methods.
ROMar 4, 2023
FluidLab: A Differentiable Environment for Benchmarking Complex Fluid ManipulationZhou Xian, Bo Zhu, Zhenjia Xu et al.
Humans manipulate various kinds of fluids in their everyday life: creating latte art, scooping floating objects from water, rolling an ice cream cone, etc. Using robots to augment or replace human labors in these daily settings remain as a challenging task due to the multifaceted complexities of fluids. Previous research in robotic fluid manipulation mostly consider fluids governed by an ideal, Newtonian model in simple task settings (e.g., pouring). However, the vast majority of real-world fluid systems manifest their complexities in terms of the fluid's complex material behaviors and multi-component interactions, both of which were well beyond the scope of the current literature. To evaluate robot learning algorithms on understanding and interacting with such complex fluid systems, a comprehensive virtual platform with versatile simulation capabilities and well-established tasks is needed. In this work, we introduce FluidLab, a simulation environment with a diverse set of manipulation tasks involving complex fluid dynamics. These tasks address interactions between solid and fluid as well as among multiple fluids. At the heart of our platform is a fully differentiable physics simulator, FluidEngine, providing GPU-accelerated simulations and gradient calculations for various material types and their couplings. We identify several challenges for fluid manipulation learning by evaluating a set of reinforcement learning and trajectory optimization methods on our platform. To address these challenges, we propose several domain-specific optimization schemes coupled with differentiable physics, which are empirically shown to be effective in tackling optimization problems featured by fluid system's non-convex and non-smooth properties. Furthermore, we demonstrate reasonable sim-to-real transfer by deploying optimized trajectories in real-world settings.
ROApr 27, 2023
Energy-based Models are Zero-Shot Planners for Compositional Scene RearrangementNikolaos Gkanatsios, Ayush Jain, Zhou Xian et al.
Language is compositional; an instruction can express multiple relation constraints to hold among objects in a scene that a robot is tasked to rearrange. Our focus in this work is an instructable scene-rearranging framework that generalizes to longer instructions and to spatial concept compositions never seen at training time. We propose to represent language-instructed spatial concepts with energy functions over relative object arrangements. A language parser maps instructions to corresponding energy functions and an open-vocabulary visual-language model grounds their arguments to relevant objects in the scene. We generate goal scene configurations by gradient descent on the sum of energy functions, one per language predicate in the instruction. Local vision-based policies then re-locate objects to the inferred goal locations. We test our model on established instruction-guided manipulation benchmarks, as well as benchmarks of compositional instructions we introduce. We show our model can execute highly compositional instructions zero-shot in simulation and in the real world. It outperforms language-to-action reactive policies and Large Language Model planners by a large margin, especially for long instructions that involve compositions of multiple spatial concepts. Simulation and real-world robot execution videos, as well as our code and datasets are publicly available on our website: https://ebmplanner.github.io.
99.4LGApr 13Code
Solving Physics Olympiad via Reinforcement Learning on Physics SimulatorsMihir Prabhudesai, Aryan Satpathy, Yangmin Li et al.
We have witnessed remarkable advances in LLM reasoning capabilities with the advent of DeepSeek-R1. However, much of this progress has been fueled by the abundance of internet question-answer (QA) pairs, a major bottleneck going forward, since such data is limited in scale and concentrated mainly in domains like mathematics. In contrast, other sciences such as physics lack large-scale QA datasets to effectively train reasoning-capable models. In this work, we show that physics simulators can serve as a powerful alternative source of supervision for training LLMs for physical reasoning. We generate random scenes in physics engines, create synthetic question-answer pairs from simulated interactions, and train LLMs using reinforcement learning on this synthetic data. Our models exhibit zero-shot sim-to-real transfer to real-world physics benchmarks: for example, training solely on synthetic simulated data improves performance on IPhO (International Physics Olympiad) problems by 5-10 percentage points across model sizes. These results demonstrate that physics simulators can act as scalable data generators, enabling LLMs to acquire deep physical reasoning skills beyond the limitations of internet-scale QA data. Code available at: https://sim2reason.github.io/.
CVJul 21, 2022
TIDEE: Tidying Up Novel Rooms using Visuo-Semantic Commonsense PriorsGabriel Sarch, Zhaoyuan Fang, Adam W. Harley et al.
We introduce TIDEE, an embodied agent that tidies up a disordered scene based on learned commonsense object placement and room arrangement priors. TIDEE explores a home environment, detects objects that are out of their natural place, infers plausible object contexts for them, localizes such contexts in the current scene, and repositions the objects. Commonsense priors are encoded in three modules: i) visuo-semantic detectors that detect out-of-place objects, ii) an associative neural graph memory of objects and spatial relations that proposes plausible semantic receptacles and surfaces for object repositions, and iii) a visual search network that guides the agent's exploration for efficiently localizing the receptacle-of-interest in the current scene to reposition the object. We test TIDEE on tidying up disorganized scenes in the AI2THOR simulation environment. TIDEE carries out the task directly from pixel and raw depth input without ever having observed the same room beforehand, relying only on priors learned from a separate set of training houses. Human evaluations on the resulting room reorganizations show TIDEE outperforms ablative versions of the model that do not use one or more of the commonsense priors. On a related room rearrangement benchmark that allows the agent to view the goal state prior to rearrangement, a simplified version of our model significantly outperforms a top-performing method by a large margin. Code and data are available at the project website: https://tidee-agent.github.io/.
CVApr 8, 2022
Particle Video Revisited: Tracking Through Occlusions Using Point TrajectoriesAdam W. Harley, Zhaoyuan Fang, Katerina Fragkiadaki
Tracking pixels in videos is typically studied as an optical flow estimation problem, where every pixel is described with a displacement vector that locates it in the next frame. Even though wider temporal context is freely available, prior efforts to take this into account have yielded only small gains over 2-frame methods. In this paper, we revisit Sand and Teller's "particle video" approach, and study pixel tracking as a long-range motion estimation problem, where every pixel is described with a trajectory that locates it in multiple future frames. We re-build this classic approach using components that drive the current state-of-the-art in flow and object tracking, such as dense cost maps, iterative optimization, and learned appearance updates. We train our models using long-range amodal point trajectories mined from existing optical flow data that we synthetically augment with multi-frame occlusions. We test our approach in trajectory estimation benchmarks and in keypoint label propagation tasks, and compare favorably against state-of-the-art optical flow and feature tracking methods.
CVOct 5, 2023
Aligning Text-to-Image Diffusion Models with Reward BackpropagationMihir Prabhudesai, Anirudh Goyal, Deepak Pathak et al.
Text-to-image diffusion models have recently emerged at the forefront of image generation, powered by very large-scale unsupervised or weakly supervised text-to-image training datasets. Due to their unsupervised training, controlling their behavior in downstream tasks, such as maximizing human-perceived image quality, image-text alignment, or ethical image generation, is difficult. Recent works finetune diffusion models to downstream reward functions using vanilla reinforcement learning, notorious for the high variance of the gradient estimators. In this paper, we propose AlignProp, a method that aligns diffusion models to downstream reward functions using end-to-end backpropagation of the reward gradient through the denoising process. While naive implementation of such backpropagation would require prohibitive memory resources for storing the partial derivatives of modern text-to-image models, AlignProp finetunes low-rank adapter weight modules and uses gradient checkpointing, to render its memory usage viable. We test AlignProp in finetuning diffusion models to various objectives, such as image-text semantic alignment, aesthetics, compressibility and controllability of the number of objects present, as well as their combinations. We show AlignProp achieves higher rewards in fewer training steps than alternatives, while being conceptually simpler, making it a straightforward choice for optimizing diffusion models for differentiable reward functions of interest. Code and Visualization results are available at https://align-prop.github.io/.
CVJun 16, 2022
Simple-BEV: What Really Matters for Multi-Sensor BEV Perception?Adam W. Harley, Zhaoyuan Fang, Jie Li et al.
Building 3D perception systems for autonomous vehicles that do not rely on high-density LiDAR is a critical research problem because of the expense of LiDAR systems compared to cameras and other sensors. Recent research has developed a variety of camera-only methods, where features are differentiably "lifted" from the multi-camera images onto the 2D ground plane, yielding a "bird's eye view" (BEV) feature representation of the 3D space around the vehicle. This line of work has produced a variety of novel "lifting" methods, but we observe that other details in the training setups have shifted at the same time, making it unclear what really matters in top-performing methods. We also observe that using cameras alone is not a real-world constraint, considering that additional sensors like radar have been integrated into real vehicles for years already. In this paper, we first of all attempt to elucidate the high-impact factors in the design and training protocol of BEV perception models. We find that batch size and input resolution greatly affect performance, while lifting strategies have a more modest effect -- even a simple parameter-free lifter works well. Second, we demonstrate that radar data can provide a substantial boost to performance, helping to close the gap between camera-only and LiDAR-enabled systems. We analyze the radar usage details that lead to good performance, and invite the community to re-consider this commonly-neglected part of the sensor platform.
ROJun 30, 2023
Act3D: 3D Feature Field Transformers for Multi-Task Robotic ManipulationTheophile Gervet, Zhou Xian, Nikolaos Gkanatsios et al.
3D perceptual representations are well suited for robot manipulation as they easily encode occlusions and simplify spatial reasoning. Many manipulation tasks require high spatial precision in end-effector pose prediction, which typically demands high-resolution 3D feature grids that are computationally expensive to process. As a result, most manipulation policies operate directly in 2D, foregoing 3D inductive biases. In this paper, we introduce Act3D, a manipulation policy transformer that represents the robot's workspace using a 3D feature field with adaptive resolutions dependent on the task at hand. The model lifts 2D pre-trained features to 3D using sensed depth, and attends to them to compute features for sampled 3D points. It samples 3D point grids in a coarse to fine manner, featurizes them using relative-position attention, and selects where to focus the next round of point sampling. In this way, it efficiently computes 3D action maps of high spatial resolution. Act3D sets a new state-of-the-art in RL-Bench, an established manipulation benchmark, where it achieves 10% absolute improvement over the previous SOTA 2D multi-view policy on 74 RLBench tasks and 22% absolute improvement with 3x less compute over the previous SOTA 3D policy. We quantify the importance of relative spatial attention, large-scale vision-language pre-trained 2D backbones, and weight tying across coarse-to-fine attentions in ablative experiments. Code and videos are available on our project website: https://act3d.github.io/.
ROOct 27, 2023
Gen2Sim: Scaling up Robot Learning in Simulation with Generative ModelsPushkal Katara, Zhou Xian, Katerina Fragkiadaki
Generalist robot manipulators need to learn a wide variety of manipulation skills across diverse environments. Current robot training pipelines rely on humans to provide kinesthetic demonstrations or to program simulation environments and to code up reward functions for reinforcement learning. Such human involvement is an important bottleneck towards scaling up robot learning across diverse tasks and environments. We propose Generation to Simulation (Gen2Sim), a method for scaling up robot skill learning in simulation by automating generation of 3D assets, task descriptions, task decompositions and reward functions using large pre-trained generative models of language and vision. We generate 3D assets for simulation by lifting open-world 2D object-centric images to 3D using image diffusion models and querying LLMs to determine plausible physics parameters. Given URDF files of generated and human-developed assets, we chain-of-thought prompt LLMs to map these to relevant task descriptions, temporal decompositions, and corresponding python reward functions for reinforcement learning. We show Gen2Sim succeeds in learning policies for diverse long horizon tasks, where reinforcement learning with non temporally decomposed reward functions fails. Gen2Sim provides a viable path for scaling up reinforcement learning for robot manipulators in simulation, both by diversifying and expanding task and environment development, and by facilitating the discovery of reinforcement-learned behaviors through temporal task decomposition in RL. Our work contributes hundreds of simulated assets, tasks and demonstrations, taking a step towards fully autonomous robotic manipulation skill acquisition in simulation.
CVJul 11, 2024
Video Diffusion Alignment via Reward GradientsMihir Prabhudesai, Russell Mendonca, Zheyang Qin et al.
We have made significant progress towards building foundational video diffusion models. As these models are trained using large-scale unsupervised data, it has become crucial to adapt these models to specific downstream tasks. Adapting these models via supervised fine-tuning requires collecting target datasets of videos, which is challenging and tedious. In this work, we utilize pre-trained reward models that are learned via preferences on top of powerful vision discriminative models to adapt video diffusion models. These models contain dense gradient information with respect to generated RGB pixels, which is critical to efficient learning in complex search spaces, such as videos. We show that backpropagating gradients from these reward models to a video diffusion model can allow for compute and sample efficient alignment of the video diffusion model. We show results across a variety of reward models and video diffusion models, demonstrating that our approach can learn much more efficiently in terms of reward queries and computation than prior gradient-free approaches. Our code, model weights,and more visualization are available at https://vader-vid.github.io.
ROAug 8, 2024
Deep Generative Models in Robotics: A Survey on Learning from Multimodal DemonstrationsJulen Urain, Ajay Mandlekar, Yilun Du et al.
Learning from Demonstrations, the field that proposes to learn robot behavior models from data, is gaining popularity with the emergence of deep generative models. Although the problem has been studied for years under names such as Imitation Learning, Behavioral Cloning, or Inverse Reinforcement Learning, classical methods have relied on models that don't capture complex data distributions well or don't scale well to large numbers of demonstrations. In recent years, the robot learning community has shown increasing interest in using deep generative models to capture the complexity of large datasets. In this survey, we aim to provide a unified and comprehensive review of the last year's progress in the use of deep generative models in robotics. We present the different types of models that the community has explored, such as energy-based models, diffusion models, action value maps, or generative adversarial networks. We also present the different types of applications in which deep generative models have been used, from grasp generation to trajectory generation or cost learning. One of the most important elements of generative models is the generalization out of distributions. In our survey, we review the different decisions the community has made to improve the generalization of the learned models. Finally, we highlight the research challenges and propose a number of future directions for learning deep generative models in robotics.
AIOct 23, 2023
Open-Ended Instructable Embodied Agents with Memory-Augmented Large Language ModelsGabriel Sarch, Yue Wu, Michael J. Tarr et al.
Pre-trained and frozen large language models (LLMs) can effectively map simple scene rearrangement instructions to programs over a robot's visuomotor functions through appropriate few-shot example prompting. To parse open-domain natural language and adapt to a user's idiosyncratic procedures, not known during prompt engineering time, fixed prompts fall short. In this paper, we introduce HELPER, an embodied agent equipped with an external memory of language-program pairs that parses free-form human-robot dialogue into action programs through retrieval-augmented LLM prompting: relevant memories are retrieved based on the current dialogue, instruction, correction, or VLM description, and used as in-context prompt examples for LLM querying. The memory is expanded during deployment to include pairs of user's language and action plans, to assist future inferences and personalize them to the user's language and routines. HELPER sets a new state-of-the-art in the TEACh benchmark in both Execution from Dialog History (EDH) and Trajectory from Dialogue (TfD), with a 1.7x improvement over the previous state-of-the-art for TfD. Our models, code, and video results can be found in our project's website: https://helper-agent-llm.github.io.
CVNov 27, 2023
Diffusion-TTA: Test-time Adaptation of Discriminative Models via Generative FeedbackMihir Prabhudesai, Tsung-Wei Ke, Alexander C. Li et al.
The advancements in generative modeling, particularly the advent of diffusion models, have sparked a fundamental question: how can these models be effectively used for discriminative tasks? In this work, we find that generative models can be great test-time adapters for discriminative models. Our method, Diffusion-TTA, adapts pre-trained discriminative models such as image classifiers, segmenters and depth predictors, to each unlabelled example in the test set using generative feedback from a diffusion model. We achieve this by modulating the conditioning of the diffusion model using the output of the discriminative model. We then maximize the image likelihood objective by backpropagating the gradients to discriminative model's parameters. We show Diffusion-TTA significantly enhances the accuracy of various large-scale pre-trained discriminative models, such as, ImageNet classifiers, CLIP models, image pixel labellers and image depth predictors. Diffusion-TTA outperforms existing test-time adaptation methods, including TTT-MAE and TENT, and particularly shines in online adaptation setups, where the discriminative model is continually adapted to each example in the test set. We provide access to code, results, and visualizations on our website: https://diffusion-tta.github.io/.
50.7CVMar 11
Learning to Assist: Physics-Grounded Human-Human Control via Multi-Agent Reinforcement LearningYuto Shibata, Kashu Yamazaki, Lalit Jayanti et al. · cmu
Humanoid robotics has strong potential to transform daily service and caregiving applications. Although recent advances in general motion tracking within physics engines (GMT) have enabled virtual characters and humanoid robots to reproduce a broad range of human motions, these behaviors are primarily limited to contact-less social interactions or isolated movements. Assistive scenarios, by contrast, require continuous awareness of a human partner and rapid adaptation to their evolving posture and dynamics. In this paper, we formulate the imitation of closely interacting, force-exchanging human-human motion sequences as a multi-agent reinforcement learning problem. We jointly train partner-aware policies for both the supporter (assistant) agent and the recipient agent in a physics simulator to track assistive motion references. To make this problem tractable, we introduce a partner policies initialization scheme that transfers priors from single-human motion-tracking controllers, greatly improving exploration. We further propose dynamic reference retargeting and contact-promoting reward, which adapt the assistant's reference motion to the recipient's real-time pose and encourage physically meaningful support. We show that AssistMimic is the first method capable of successfully tracking assistive interaction motions on established benchmarks, demonstrating the benefits of a multi-agent RL formulation for physically grounded and socially aware humanoid control.
CVOct 10, 2023
Zero-Shot Open-Vocabulary Tracking with Large Pre-Trained ModelsWen-Hsuan Chu, Adam W. Harley, Pavel Tokmakov et al.
Object tracking is central to robot perception and scene understanding. Tracking-by-detection has long been a dominant paradigm for object tracking of specific object categories. Recently, large-scale pre-trained models have shown promising advances in detecting and segmenting objects and parts in 2D static images in the wild. This begs the question: can we re-purpose these large-scale pre-trained static image models for open-vocabulary video tracking? In this paper, we re-purpose an open-vocabulary detector, segmenter, and dense optical flow estimator, into a model that tracks and segments objects of any category in 2D videos. Our method predicts object and part tracks with associated language descriptions in monocular videos, rebuilding the pipeline of Tractor with modern large pre-trained models for static image detection and segmentation: we detect open-vocabulary object instances and propagate their boxes from frame to frame using a flow-based motion model, refine the propagated boxes with the box regression module of the visual detector, and prompt an open-world segmenter with the refined box to segment the objects. We decide the termination of an object track based on the objectness score of the propagated boxes, as well as forward-backward optical flow consistency. We re-identify objects across occlusions using deep feature matching. We show that our model achieves strong performance on multiple established video object segmentation and tracking benchmarks, and can produce reasonable tracks in manipulation data. In particular, our model outperforms previous state-of-the-art in UVO and BURST, benchmarks for open-world object tracking and segmentation, despite never being explicitly trained for tracking. We hope that our approach can serve as a simple and extensible framework for future research.
CVApr 27, 2023
Analogy-Forming Transformers for Few-Shot 3D ParsingNikolaos Gkanatsios, Mayank Singh, Zhaoyuan Fang et al.
We present Analogical Networks, a model that encodes domain knowledge explicitly, in a collection of structured labelled 3D scenes, in addition to implicitly, as model parameters, and segments 3D object scenes with analogical reasoning: instead of mapping a scene to part segments directly, our model first retrieves related scenes from memory and their corresponding part structures, and then predicts analogous part structures for the input scene, via an end-to-end learnable modulation mechanism. By conditioning on more than one retrieved memories, compositions of structures are predicted, that mix and match parts across the retrieved memories. One-shot, few-shot or many-shot learning are treated uniformly in Analogical Networks, by conditioning on the appropriate set of memories, whether taken from a single, few or many memory exemplars, and inferring analogous parses. We show Analogical Networks are competitive with state-of-the-art 3D segmentation transformers in many-shot settings, and outperform them, as well as existing paradigms of meta-learning and few-shot learning, in few-shot settings. Analogical Networks successfully segment instances of novel object categories simply by expanding their memory, without any weight updates. Our code and models are publicly available in the project webpage: http://analogicalnets.github.io/.
ROFeb 17
Dex4D: Task-Agnostic Point Track Policy for Sim-to-Real Dexterous ManipulationYuxuan Kuang, Sungjae Park, Katerina Fragkiadaki et al.
Learning generalist policies capable of accomplishing a plethora of everyday tasks remains an open challenge in dexterous manipulation. In particular, collecting large-scale manipulation data via real-world teleoperation is expensive and difficult to scale. While learning in simulation provides a feasible alternative, designing multiple task-specific environments and rewards for training is similarly challenging. We propose Dex4D, a framework that instead leverages simulation for learning task-agnostic dexterous skills that can be flexibly recomposed to perform diverse real-world manipulation tasks. Specifically, Dex4D learns a domain-agnostic 3D point track conditioned policy capable of manipulating any object to any desired pose. We train this 'Anypose-to-Anypose' policy in simulation across thousands of objects with diverse pose configurations, covering a broad space of robot-object interactions that can be composed at test time. At deployment, this policy can be zero-shot transferred to real-world tasks without finetuning, simply by prompting it with desired object-centric point tracks extracted from generated videos. During execution, Dex4D uses online point tracking for closed-loop perception and control. Extensive experiments in simulation and on real robots show that our method enables zero-shot deployment for diverse dexterous manipulation tasks and yields consistent improvements over prior baselines. Furthermore, we demonstrate strong generalization to novel objects, scene layouts, backgrounds, and trajectories, highlighting the robustness and scalability of the proposed framework.
ROOct 27, 2022
Planning with Spatial-Temporal Abstraction from Point Clouds for Deformable Object ManipulationXingyu Lin, Carl Qi, Yunchu Zhang et al.
Effective planning of long-horizon deformable object manipulation requires suitable abstractions at both the spatial and temporal levels. Previous methods typically either focus on short-horizon tasks or make strong assumptions that full-state information is available, which prevents their use on deformable objects. In this paper, we propose PlAnning with Spatial-Temporal Abstraction (PASTA), which incorporates both spatial abstraction (reasoning about objects and their relations to each other) and temporal abstraction (reasoning over skills instead of low-level actions). Our framework maps high-dimension 3D observations such as point clouds into a set of latent vectors and plans over skill sequences on top of the latent set representation. We show that our method can effectively perform challenging sequential deformable object manipulation tasks in the real world, which require combining multiple tool-use skills such as cutting with a knife, pushing with a pusher, and spreading the dough with a roller.
CVJan 21
Iterative Refinement Improves Compositional Image GenerationShantanu Jaiswal, Mihir Prabhudesai, Nikash Bhardwaj et al.
Text-to-image (T2I) models have achieved remarkable progress, yet they continue to struggle with complex prompts that require simultaneously handling multiple objects, relations, and attributes. Existing inference-time strategies, such as parallel sampling with verifiers or simply increasing denoising steps, can improve prompt alignment but remain inadequate for richly compositional settings where many constraints must be satisfied. Inspired by the success of chain-of-thought reasoning in large language models, we propose an iterative test-time strategy in which a T2I model progressively refines its generations across multiple steps, guided by feedback from a vision-language model as the critic in the loop. Our approach is simple, requires no external tools or priors, and can be flexibly applied to a wide range of image generators and vision-language models. Empirically, we demonstrate consistent gains on image generation across benchmarks: a 16.9% improvement in all-correct rate on ConceptMix (k=7), a 13.8% improvement on T2I-CompBench (3D-Spatial category) and a 12.5% improvement on Visual Jenga scene decomposition compared to compute-matched parallel sampling. Beyond quantitative gains, iterative refinement produces more faithful generations by decomposing complex prompts into sequential corrections, with human evaluators preferring our method 58.7% of the time over 41.3% for the parallel baseline. Together, these findings highlight iterative self-correction as a broadly applicable principle for compositional image generation. Results and visualizations are available at https://iterative-img-gen.github.io/
CVMay 3, 2024Code
DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular VideosWen-Hsuan Chu, Lei Ke, Katerina Fragkiadaki
View-predictive generative models provide strong priors for lifting object-centric images and videos into 3D and 4D through rendering and score distillation objectives. A question then remains: what about lifting complete multi-object dynamic scenes? There are two challenges in this direction: First, rendering error gradients are often insufficient to recover fast object motion, and second, view predictive generative models work much better for objects than whole scenes, so, score distillation objectives cannot currently be applied at the scene level directly. We present DreamScene4D, the first approach to generate 3D dynamic scenes of multiple objects from monocular videos via 360-degree novel view synthesis. Our key insight is a "decompose-recompose" approach that factorizes the video scene into the background and object tracks, while also factorizing object motion into 3 components: object-centric deformation, object-to-world-frame transformation, and camera motion. Such decomposition permits rendering error gradients and object view-predictive models to recover object 3D completions and deformations while bounding box tracks guide the large object movements in the scene. We show extensive results on challenging DAVIS, Kubric, and self-captured videos with quantitative comparisons and a user preference study. Besides 4D scene generation, DreamScene4D obtains accurate 2D persistent point track by projecting the inferred 3D trajectories to 2D. We will release our code and hope our work will stimulate more research on fine-grained 4D understanding from videos.
CVJan 4, 2024Code
ODIN: A Single Model for 2D and 3D SegmentationAyush Jain, Pushkal Katara, Nikolaos Gkanatsios et al.
State-of-the-art models on contemporary 3D segmentation benchmarks like ScanNet consume and label dataset-provided 3D point clouds, obtained through post processing of sensed multiview RGB-D images. They are typically trained in-domain, forego large-scale 2D pre-training and outperform alternatives that featurize the posed RGB-D multiview images instead. The gap in performance between methods that consume posed images versus post-processed 3D point clouds has fueled the belief that 2D and 3D perception require distinct model architectures. In this paper, we challenge this view and propose ODIN (Omni-Dimensional INstance segmentation), a model that can segment and label both 2D RGB images and 3D point clouds, using a transformer architecture that alternates between 2D within-view and 3D cross-view information fusion. Our model differentiates 2D and 3D feature operations through the positional encodings of the tokens involved, which capture pixel coordinates for 2D patch tokens and 3D coordinates for 3D feature tokens. ODIN achieves state-of-the-art performance on ScanNet200, Matterport3D and AI2THOR 3D instance segmentation benchmarks, and competitive performance on ScanNet, S3DIS and COCO. It outperforms all previous works by a wide margin when the sensed 3D point cloud is used in place of the point cloud sampled from 3D mesh. When used as the 3D perception engine in an instructable embodied agent architecture, it sets a new state-of-the-art on the TEACh action-from-dialogue benchmark. Our code and checkpoints can be found at the project website (https://odin-seg.github.io).
LGJul 21, 2025Code
Diffusion Beats Autoregressive in Data-Constrained SettingsMihir Prabhudesai, Mengning Wu, Amir Zadeh et al.
Autoregressive (AR) models have long dominated the landscape of large language models, driving progress across a wide range of tasks. Recently, diffusion-based language models have emerged as a promising alternative, though their advantages over AR models remain underexplored. In this paper, we systematically study masked diffusion models in data-constrained settings where training involves repeated passes over limited data and find that they significantly outperform AR models when compute is abundant but data is scarce. Diffusion models make better use of repeated data, achieving lower validation loss and superior downstream performance. We find new scaling laws for diffusion models and derive a closed-form expression for the critical compute threshold at which diffusion begins to outperform AR. Finally, we explain why diffusion models excel in this regime: their randomized masking objective implicitly trains over a rich distribution of token orderings, acting as an implicit data augmentation that AR's fixed left-to-right factorization lacks. Our results suggest that when data, not compute, is the bottleneck, diffusion models offer a compelling alternative to the standard AR paradigm. Our code is available at: https://diffusion-scaling.github.io.
RONov 11, 2025
RoboTAG: End-to-end Robot Configuration Estimation via Topological Alignment GraphYifan Liu, Fangneng Zhan, Wanhua Li et al.
Estimating robot pose from a monocular RGB image is a challenge in robotics and computer vision. Existing methods typically build networks on top of 2D visual backbones and depend heavily on labeled data for training, which is often scarce in real-world scenarios, causing a sim-to-real gap. Moreover, these approaches reduce the 3D-based problem to 2D domain, neglecting the 3D priors. To address these, we propose Robot Topological Alignment Graph (RoboTAG), which incorporates a 3D branch to inject 3D priors while enabling co-evolution of the 2D and 3D representations, alleviating the reliance on labels. Specifically, the RoboTAG consists of a 3D branch and a 2D branch, where nodes represent the states of the camera and robot system, and edges capture the dependencies between these variables or denote alignments between them. Closed loops are then defined in the graph, on which a consistency supervision across branches can be applied. This design allows us to utilize in-the-wild images as training data without annotations. Experimental results demonstrate that our method is effective across robot types, highlighting its potential to alleviate the data bottleneck in robotics.
CVJun 8, 2025Code
AllTracker: Efficient Dense Point Tracking at High ResolutionAdam W. Harley, Yang You, Xinglong Sun et al.
We introduce AllTracker: a model that estimates long-range point tracks by way of estimating the flow field between a query frame and every other frame of a video. Unlike existing point tracking methods, our approach delivers high-resolution and dense (all-pixel) correspondence fields, which can be visualized as flow maps. Unlike existing optical flow methods, our approach corresponds one frame to hundreds of subsequent frames, rather than just the next frame. We develop a new architecture for this task, blending techniques from existing work in optical flow and point tracking: the model performs iterative inference on low-resolution grids of correspondence estimates, propagating information spatially via 2D convolution layers, and propagating information temporally via pixel-aligned attention layers. The model is fast and parameter-efficient (16 million parameters), and delivers state-of-the-art point tracking accuracy at high resolution (i.e., tracking 768x1024 pixels, on a 40G GPU). A benefit of our design is that we can train jointly on optical flow datasets and point tracking datasets, and we find that doing so is crucial for top performance. We provide an extensive ablation study on our architecture details and training recipe, making it clear which details matter most. Our code and model weights are available at https://alltracker.github.io
ROFeb 16, 2024
3D Diffuser Actor: Policy Diffusion with 3D Scene RepresentationsTsung-Wei Ke, Nikolaos Gkanatsios, Katerina Fragkiadaki
Diffusion policies are conditional diffusion models that learn robot action distributions conditioned on the robot and environment state. They have recently shown to outperform both deterministic and alternative action distribution learning formulations. 3D robot policies use 3D scene feature representations aggregated from a single or multiple camera views using sensed depth. They have shown to generalize better than their 2D counterparts across camera viewpoints. We unify these two lines of work and present 3D Diffuser Actor, a neural policy equipped with a novel 3D denoising transformer that fuses information from the 3D visual scene, a language instruction and proprioception to predict the noise in noised 3D robot pose trajectories. 3D Diffuser Actor sets a new state-of-the-art on RLBench with an absolute performance gain of 18.1% over the current SOTA on a multi-view setup and an absolute gain of 13.1% on a single-view setup. On the CALVIN benchmark, it improves over the current SOTA by a 9% relative increase. It also learns to control a robot manipulator in the real world from a handful of demonstrations. Through thorough comparisons with the current SOTA policies and ablations of our model, we show 3D Diffuser Actor's design choices dramatically outperform 2D representations, regression and classification objectives, absolute attentions, and holistic non-tokenized 3D scene embeddings.
LGMay 28, 2025
Maximizing Confidence Alone Improves ReasoningMihir Prabhudesai, Lili Chen, Alex Ippoliti et al.
Reinforcement learning (RL) has enabled machine learning models to achieve significant advances in many fields. Most recently, RL has empowered frontier language models to solve challenging math, science, and coding problems. However, central to any RL algorithm is the reward function, and reward engineering is a notoriously difficult problem in any domain. In this paper, we propose RENT: Reinforcement Learning via Entropy Minimization -- a fully unsupervised RL method that requires no external reward or ground-truth answers, and instead uses the model's entropy of its underlying distribution as an intrinsic reward. We find that by reinforcing the chains of thought that yield high model confidence on its generated answers, the model improves its reasoning ability. In our experiments, we showcase these improvements on an extensive suite of commonly-used reasoning benchmarks, including GSM8K, MATH500, AMC, AIME, and GPQA, and models of varying sizes from the Qwen, Mistral, and Llama families. The generality of our unsupervised learning method lends itself to applicability in a wide range of domains where external supervision is unavailable.
LGFeb 9, 2024
Diffusion-ES: Gradient-free Planning with Diffusion for Autonomous Driving and Zero-Shot Instruction FollowingBrian Yang, Huangyuan Su, Nikolaos Gkanatsios et al.
Diffusion models excel at modeling complex and multimodal trajectory distributions for decision-making and control. Reward-gradient guided denoising has been recently proposed to generate trajectories that maximize both a differentiable reward function and the likelihood under the data distribution captured by a diffusion model. Reward-gradient guided denoising requires a differentiable reward function fitted to both clean and noised samples, limiting its applicability as a general trajectory optimizer. In this paper, we propose DiffusionES, a method that combines gradient-free optimization with trajectory denoising to optimize black-box non-differentiable objectives while staying in the data manifold. Diffusion-ES samples trajectories during evolutionary search from a diffusion model and scores them using a black-box reward function. It mutates high-scoring trajectories using a truncated diffusion process that applies a small number of noising and denoising steps, allowing for much more efficient exploration of the solution space. We show that DiffusionES achieves state-of-the-art performance on nuPlan, an established closed-loop planning benchmark for autonomous driving. Diffusion-ES outperforms existing sampling-based planners, reactive deterministic or diffusion-based policies, and reward-gradient guidance. Additionally, we show that unlike prior guidance methods, our method can optimize non-differentiable language-shaped reward functions generated by few-shot LLM prompting. When guided by a human teacher that issues instructions to follow, our method can generate novel, highly complex behaviors, such as aggressive lane weaving, which are not present in the training data. This allows us to solve the hardest nuPlan scenarios which are beyond the capabilities of existing trajectory optimization methods and driving policies.
CVMar 26, 2025
Unified Multimodal Discrete DiffusionAlexander Swerdlow, Mihir Prabhudesai, Siddharth Gandhi et al.
Multimodal generative models that can understand and generate across multiple modalities are dominated by autoregressive (AR) approaches, which process tokens sequentially from left to right, or top to bottom. These models jointly handle images, text, video, and audio for various tasks such as image captioning, question answering, and image generation. In this work, we explore discrete diffusion models as a unified generative formulation in the joint text and image domain, building upon their recent success in text generation. Discrete diffusion models offer several advantages over AR models, including improved control over quality versus diversity of generated samples, the ability to perform joint multimodal inpainting (across both text and image domains), and greater controllability in generation through guidance. Leveraging these benefits, we present the first Unified Multimodal Discrete Diffusion (UniDisc) model which is capable of jointly understanding and generating text and images for a variety of downstream tasks. We compare UniDisc to multimodal AR models, performing a scaling analysis and demonstrating that UniDisc outperforms them in terms of both performance and inference-time compute, enhanced controllability, editability, inpainting, and flexible trade-off between inference time and generation quality. Code and additional visualizations are available at https://unidisc.github.io.
CVJun 5, 2025
PartCrafter: Structured 3D Mesh Generation via Compositional Latent Diffusion TransformersYuchen Lin, Chenguo Lin, Panwang Pan et al.
We introduce PartCrafter, the first structured 3D generative model that jointly synthesizes multiple semantically meaningful and geometrically distinct 3D meshes from a single RGB image. Unlike existing methods that either produce monolithic 3D shapes or follow two-stage pipelines, i.e., first segmenting an image and then reconstructing each segment, PartCrafter adopts a unified, compositional generation architecture that does not rely on pre-segmented inputs. Conditioned on a single image, it simultaneously denoises multiple 3D parts, enabling end-to-end part-aware generation of both individual objects and complex multi-object scenes. PartCrafter builds upon a pretrained 3D mesh diffusion transformer (DiT) trained on whole objects, inheriting the pretrained weights, encoder, and decoder, and introduces two key innovations: (1) A compositional latent space, where each 3D part is represented by a set of disentangled latent tokens; (2) A hierarchical attention mechanism that enables structured information flow both within individual parts and across all parts, ensuring global coherence while preserving part-level detail during generation. To support part-level supervision, we curate a new dataset by mining part-level annotations from large-scale 3D object datasets. Experiments show that PartCrafter outperforms existing approaches in generating decomposable 3D meshes, including parts that are not directly visible in input images, demonstrating the strength of part-aware generative priors for 3D understanding and synthesis. Code and training data will be released.
CVNov 28, 2024
Video Depth without Video ModelsBingxin Ke, Dominik Narnhofer, Shengyu Huang et al.
Video depth estimation lifts monocular video clips to 3D by inferring dense depth at every frame. Recent advances in single-image depth estimation, brought about by the rise of large foundation models and the use of synthetic training data, have fueled a renewed interest in video depth. However, naively applying a single-image depth estimator to every frame of a video disregards temporal continuity, which not only leads to flickering but may also break when camera motion causes sudden changes in depth range. An obvious and principled solution would be to build on top of video foundation models, but these come with their own limitations; including expensive training and inference, imperfect 3D consistency, and stitching routines for the fixed-length (short) outputs. We take a step back and demonstrate how to turn a single-image latent diffusion model (LDM) into a state-of-the-art video depth estimator. Our model, which we call RollingDepth, has two main ingredients: (i) a multi-frame depth estimator that is derived from a single-image LDM and maps very short video snippets (typically frame triplets) to depth snippets. (ii) a robust, optimization-based registration algorithm that optimally assembles depth snippets sampled at various different frame rates back into a consistent video. RollingDepth is able to efficiently handle long videos with hundreds of frames and delivers more accurate depth videos than both dedicated video depth estimators and high-performing single-frame models. Project page: rollingdepth.github.io.
LGAug 5, 2025
Self-Questioning Language ModelsLili Chen, Mihir Prabhudesai, Katerina Fragkiadaki et al.
Can large language models improve without external data -- by generating their own questions and answers? We hypothesize that a pre-trained language model can improve its reasoning skills given only a single prompt specifying the topic (e.g., algebra word problems) and asking the model to generate its own questions. To do this, we propose Self-Questioning Language Models (SQLM): an asymmetric self-play framework where a proposer is given the topic and generates a question for a solver, who tries to answer it. Both the proposer and solver are trained via reinforcement learning. The proposer receives a reward if the problem is not too easy or too difficult, and the solver receives a reward based on majority voting, a proxy for correctness in the absence of ground-truth answers. For coding, the proposer can instead generate unit tests which are used for verification. We study this asymmetric self-play framework on three benchmarks: three-digit multiplication, algebra problems from the OMEGA benchmark, and programming problems from Codeforces. By continually generating more interesting problems and attempting to solve them, language models can improve on downstream benchmarks without access to any curated training datasets.
CVApr 20, 2025
TAPIP3D: Tracking Any Point in Persistent 3D GeometryBowei Zhang, Lei Ke, Adam W. Harley et al.
We introduce TAPIP3D, a novel approach for long-term 3D point tracking in monocular RGB and RGB-D videos. TAPIP3D represents videos as camera-stabilized spatio-temporal feature clouds, leveraging depth and camera motion information to lift 2D video features into a 3D world space where camera movement is effectively canceled out. Within this stabilized 3D representation, TAPIP3D iteratively refines multi-frame motion estimates, enabling robust point tracking over long time horizons. To handle the irregular structure of 3D point distributions, we propose a 3D Neighborhood-to-Neighborhood (N2N) attention mechanism - a 3D-aware contextualization strategy that builds informative, spatially coherent feature neighborhoods to support precise trajectory estimation. Our 3D-centric formulation significantly improves performance over existing 3D point tracking methods and even surpasses state-of-the-art 2D pixel trackers in accuracy when reliable depth is available. The model supports inference in both camera-centric (unstabilized) and world-centric (stabilized) coordinates, with experiments showing that compensating for camera motion leads to substantial gains in tracking robustness. By replacing the conventional 2D square correlation windows used in prior 2D and 3D trackers with a spatially grounded 3D attention mechanism, TAPIP3D achieves strong and consistent results across multiple 3D point tracking benchmarks. Project Page: https://tapip3d.github.io
CVMay 29, 2025
Grounded Reinforcement Learning for Visual ReasoningGabriel Sarch, Snigdha Saha, Naitik Khandelwal et al.
While reinforcement learning (RL) over chains of thought has significantly advanced language models in tasks such as mathematics and coding, visual reasoning introduces added complexity by requiring models to direct visual attention, interpret perceptual inputs, and ground abstract reasoning in spatial evidence. We introduce ViGoRL (Visually Grounded Reinforcement Learning), a vision-language model trained with RL to explicitly anchor each reasoning step to specific visual coordinates. Inspired by human visual decision-making, ViGoRL learns to produce spatially grounded reasoning traces, guiding visual attention to task-relevant regions at each step. When fine-grained exploration is required, our novel multi-turn RL framework enables the model to dynamically zoom into predicted coordinates as reasoning unfolds. Across a diverse set of visual reasoning benchmarks--including SAT-2 and BLINK for spatial reasoning, V*bench for visual search, and ScreenSpot and VisualWebArena for web-based grounding--ViGoRL consistently outperforms both supervised fine-tuning and conventional RL baselines that lack explicit grounding mechanisms. Incorporating multi-turn RL with zoomed-in visual feedback significantly improves ViGoRL's performance on localizing small GUI elements and visual search, achieving 86.4% on V*Bench. Additionally, we find that grounding amplifies other visual behaviors such as region exploration, grounded subgoal setting, and visual verification. Finally, human evaluations show that the model's visual references are not only spatially accurate but also helpful for understanding model reasoning steps. Our results show that visually grounded RL is a strong paradigm for imbuing models with general-purpose visual reasoning.
CVMar 13, 2025
Unifying 2D and 3D Vision-Language UnderstandingAyush Jain, Alexander Swerdlow, Yuzhou Wang et al.
Progress in 3D vision-language learning has been hindered by the scarcity of large-scale 3D datasets. We introduce UniVLG, a unified architecture for 2D and 3D vision-language understanding that bridges the gap between existing 2D-centric models and the rich 3D sensory data available in embodied systems. Our approach initializes most model weights from pre-trained 2D models and trains on both 2D and 3D vision-language data. We propose a novel language-conditioned mask decoder shared across 2D and 3D modalities to ground objects effectively in both RGB and RGB-D images, outperforming box-based approaches. To further reduce the domain gap between 2D and 3D, we incorporate 2D-to-3D lifting strategies, enabling UniVLG to utilize 2D data to enhance 3D performance. With these innovations, our model achieves state-of-the-art performance across multiple 3D vision-language grounding tasks, demonstrating the potential of transferring advances from 2D vision-language learning to the data-constrained 3D domain. Furthermore, co-training on both 2D and 3D data enhances performance across modalities without sacrificing 2D capabilities. By removing the reliance on 3D mesh reconstruction and ground-truth object proposals, UniVLG sets a new standard for realistic, embodied-aligned evaluation. Code and additional visualizations are available at https://univlg.github.io .
AIApr 29, 2024
HELPER-X: A Unified Instructable Embodied Agent to Tackle Four Interactive Vision-Language Domains with Memory-Augmented Language ModelsGabriel Sarch, Sahil Somani, Raghav Kapoor et al.
Recent research on instructable agents has used memory-augmented Large Language Models (LLMs) as task planners, a technique that retrieves language-program examples relevant to the input instruction and uses them as in-context examples in the LLM prompt to improve the performance of the LLM in inferring the correct action and task plans. In this technical report, we extend the capabilities of HELPER, by expanding its memory with a wider array of examples and prompts, and by integrating additional APIs for asking questions. This simple expansion of HELPER into a shared memory enables the agent to work across the domains of executing plans from dialogue, natural language instruction following, active question asking, and commonsense room reorganization. We evaluate the agent on four diverse interactive visual-language embodied agent benchmarks: ALFRED, TEACh, DialFRED, and the Tidy Task. HELPER-X achieves few-shot, state-of-the-art performance across these benchmarks using a single agent, without requiring in-domain training, and remains competitive with agents that have undergone in-domain training.
CVJul 14, 2025
MoVieS: Motion-Aware 4D Dynamic View Synthesis in One SecondChenguo Lin, Yuchen Lin, Panwang Pan et al.
We present MoVieS, a novel feed-forward model that synthesizes 4D dynamic novel views from monocular videos in one second. MoVieS represents dynamic 3D scenes using pixel-aligned grids of Gaussian primitives, explicitly supervising their time-varying motion. This allows, for the first time, the unified modeling of appearance, geometry and motion, and enables view synthesis, reconstruction and 3D point tracking within a single learning-based framework. By bridging novel view synthesis with dynamic geometry reconstruction, MoVieS enables large-scale training on diverse datasets with minimal dependence on task-specific supervision. As a result, it also naturally supports a wide range of zero-shot applications, such as scene flow estimation and moving object segmentation. Extensive experiments validate the effectiveness and efficiency of MoVieS across multiple tasks, achieving competitive performance while offering several orders of magnitude speedups.
ROOct 27, 2025
RobotArena $\infty$: Scalable Robot Benchmarking via Real-to-Sim TranslationYash Jangir, Yidi Zhang, Kashu Yamazaki et al.
The pursuit of robot generalists - instructable agents capable of performing diverse tasks across diverse environments - demands rigorous and scalable evaluation. Yet real-world testing of robot policies remains fundamentally constrained: it is labor-intensive, slow, unsafe at scale, and difficult to reproduce. Existing simulation benchmarks are similarly limited, as they train and test policies within the same synthetic domains and cannot assess models trained from real-world demonstrations or alternative simulation environments. As policies expand in scope and complexity, these barriers only intensify, since defining "success" in robotics often hinges on nuanced human judgments of execution quality. In this paper, we introduce a new benchmarking framework that overcomes these challenges by shifting VLA evaluation into large-scale simulated environments augmented with online human feedback. Leveraging advances in vision-language models, 2D-to-3D generative modeling, and differentiable rendering, our approach automatically converts video demonstrations from widely used robot datasets into simulated counterparts. Within these digital twins, we assess VLA policies using both automated VLM-guided scoring and scalable human preference judgments collected from crowdworkers, transforming human involvement from tedious scene setup, resetting, and safety supervision into lightweight preference comparisons. To measure robustness, we systematically perturb simulated environments along multiple axes, such as textures and object placements, stress-testing policy generalization under controlled variation. The result is a continuously evolving, reproducible, and scalable benchmark for real-world trained robot manipulation policies, addressing a critical missing capability in today's robotics landscape.
CVJun 15, 2025
Generative 4D Scene Gaussian Splatting with Object View-Synthesis PriorsWen-Hsuan Chu, Lei Ke, Jianmeng Liu et al.
We tackle the challenge of generating dynamic 4D scenes from monocular, multi-object videos with heavy occlusions, and introduce GenMOJO, a novel approach that integrates rendering-based deformable 3D Gaussian optimization with generative priors for view synthesis. While existing models perform well on novel view synthesis for isolated objects, they struggle to generalize to complex, cluttered scenes. To address this, GenMOJO decomposes the scene into individual objects, optimizing a differentiable set of deformable Gaussians per object. This object-wise decomposition allows leveraging object-centric diffusion models to infer unobserved regions in novel viewpoints. It performs joint Gaussian splatting to render the full scene, capturing cross-object occlusions, and enabling occlusion-aware supervision. To bridge the gap between object-centric priors and the global frame-centric coordinate system of videos, GenMOJO uses differentiable transformations that align generative and rendering constraints within a unified framework. The resulting model generates 4D object reconstructions over space and time, and produces accurate 2D and 3D point tracks from monocular input. Quantitative evaluations and perceptual human studies confirm that GenMOJO generates more realistic novel views of scenes and produces more accurate point tracks compared to existing approaches.
CVJun 20, 2024
VLM Agents Generate Their Own Memories: Distilling Experience into Embodied Programs of ThoughtGabriel Sarch, Lawrence Jang, Michael J. Tarr et al.
Large-scale generative language and vision-language models (LLMs and VLMs) excel in few-shot learning but require high-quality demonstrations. We propose In-Context Abstraction Learning (ICAL), enabling VLM agents to transform suboptimal trajectories into high-quality training data through self-reflection and human feedback. Given imperfect task demonstrations, a VLM abstracts trajectories into generalized strategies and action annotations by correcting inefficiencies and annotating cognitive abstractions: causal relationships, object state changes, temporal subgoals, and task-relevant visual elements. These annotations are iteratively refined through human feedback during execution in similar environments. The resulting examples significantly improve decision-making when used for retrieval-augmented generation or fine-tuning. As the agent's example library grows, it becomes more efficient at abstracting new examples, requiring less human feedback and fewer environment interactions. ICAL achieves state-of-the-art results across multiple benchmarks. In TEACh dialogue-based instruction following, combining fine-tuning and retrieval on ICAL examples outperforms raw human demonstrations and expert examples by 17.5% in goal-condition success. In VisualWebArena, retrieval-augmented GPT-4V with ICAL improves task success 1.6x, while fine-tuned Qwen2-VL achieves 2.8x improvement over the base model. In Ego4D action forecasting, we surpass few-shot GPT-4V and remain competitive with supervised models. Our approach scales 2x better than raw demonstrations and significantly reduces manual prompt engineering requirements.
ROMar 12, 2024
Tractable Joint Prediction and Planning over Discrete Behavior Modes for Urban DrivingAdam Villaflor, Brian Yang, Huangyuan Su et al.
Significant progress has been made in training multimodal trajectory forecasting models for autonomous driving. However, effectively integrating these models with downstream planners and model-based control approaches is still an open problem. Although these models have conventionally been evaluated for open-loop prediction, we show that they can be used to parameterize autoregressive closed-loop models without retraining. We consider recent trajectory prediction approaches which leverage learned anchor embeddings to predict multiple trajectories, finding that these anchor embeddings can parameterize discrete and distinct modes representing high-level driving behaviors. We propose to perform fully reactive closed-loop planning over these discrete latent modes, allowing us to tractably model the causal interactions between agents at each step. We validate our approach on a suite of more dynamic merging scenarios, finding that our approach avoids the $\textit{frozen robot problem}$ which is pervasive in conventional planners. Our approach also outperforms the previous state-of-the-art in CARLA on challenging dense traffic scenarios when evaluated at realistic speeds.
CVDec 16, 2021
Bottom Up Top Down Detection Transformers for Language Grounding in Images and Point CloudsAyush Jain, Nikolaos Gkanatsios, Ishita Mediratta et al.
Most models tasked to ground referential utterances in 2D and 3D scenes learn to select the referred object from a pool of object proposals provided by a pre-trained detector. This is limiting because an utterance may refer to visual entities at various levels of granularity, such as the chair, the leg of the chair, or the tip of the front leg of the chair, which may be missed by the detector. We propose a language grounding model that attends on the referential utterance and on the object proposal pool computed from a pre-trained detector to decode referenced objects with a detection head, without selecting them from the pool. In this way, it is helped by powerful pre-trained object detectors without being restricted by their misses. We call our model Bottom Up Top Down DEtection TRansformers (BUTD-DETR) because it uses both language guidance (top down) and objectness guidance (bottom-up) to ground referential utterances in images and point clouds. Moreover, BUTD-DETR casts object detection as referential grounding and uses object labels as language prompts to be grounded in the visual scene, augmenting supervision for the referential grounding task in this way. The proposed model sets a new state-of-the-art across popular 3D language grounding benchmarks with significant performance gains over previous 3D approaches (12.6% on SR3D, 11.6% on NR3D and 6.3% on ScanRefer). When applied in 2D images, it performs on par with the previous state of the art. We ablate the design choices of our model and quantify their contribution to performance. Our code and checkpoints can be found at the project website https://butd-detr.github.io.
CVApr 8, 2021
CoCoNets: Continuous Contrastive 3D Scene RepresentationsShamit Lal, Mihir Prabhudesai, Ishita Mediratta et al.
This paper explores self-supervised learning of amodal 3D feature representations from RGB and RGB-D posed images and videos, agnostic to object and scene semantic content, and evaluates the resulting scene representations in the downstream tasks of visual correspondence, object tracking, and object detection. The model infers a latent3D representation of the scene in the form of 3D feature points, where each continuous world 3D point is mapped to its corresponding feature vector. The model is trained for contrastive view prediction by rendering 3D feature clouds in queried viewpoints and matching against the 3D feature point cloud predicted from the query view. Notably, the representation can be queried for any 3D location, even if it is not visible from the input view. Our model brings together three powerful ideas of recent exciting research work: 3D feature grids as a neural bottleneck for view prediction, implicit functions for handling resolution limitations of 3D grids, and contrastive learning for unsupervised training of feature representations. We show the resulting 3D visual feature representations effectively scale across objects and scenes, imagine information occluded or missing from the input viewpoints, track objects over time, align semantically related objects in 3D, and improve 3D object detection. We outperform many existing state-of-the-art methods for 3D feature learning and view prediction, which are either limited by 3D grid spatial resolution, do not attempt to build amodal 3D representations, or do not handle combinatorial scene variability due to their non-convolutional bottlenecks.
CVApr 7, 2021
Track, Check, Repeat: An EM Approach to Unsupervised TrackingAdam W. Harley, Yiming Zuo, Jing Wen et al.
We propose an unsupervised method for detecting and tracking moving objects in 3D, in unlabelled RGB-D videos. The method begins with classic handcrafted techniques for segmenting objects using motion cues: we estimate optical flow and camera motion, and conservatively segment regions that appear to be moving independently of the background. Treating these initial segments as pseudo-labels, we learn an ensemble of appearance-based 2D and 3D detectors, under heavy data augmentation. We use this ensemble to detect new instances of the "moving" type, even if they are not moving, and add these as new pseudo-labels. Our method is an expectation-maximization algorithm, where in the expectation step we fire all modules and look for agreement among them, and in the maximization step we re-train the modules to improve this agreement. The constraint of ensemble agreement helps combat contamination of the generated pseudo-labels (during the E step), and data augmentation helps the modules generalize to yet-unlabelled data (during the M step). We compare against existing unsupervised object discovery and tracking methods, using challenging videos from CATER and KITTI, and show strong improvements over the state-of-the-art.
ROMar 17, 2021
HyperDynamics: Meta-Learning Object and Agent Dynamics with HypernetworksZhou Xian, Shamit Lal, Hsiao-Yu Tung et al.
We propose HyperDynamics, a dynamics meta-learning framework that conditions on an agent's interactions with the environment and optionally its visual observations, and generates the parameters of neural dynamics models based on inferred properties of the dynamical system. Physical and visual properties of the environment that are not part of the low-dimensional state yet affect its temporal dynamics are inferred from the interaction history and visual observations, and are implicitly captured in the generated parameters. We test HyperDynamics on a set of object pushing and locomotion tasks. It outperforms existing dynamics models in the literature that adapt to environment variations by learning dynamics over high dimensional visual observations, capturing the interactions of the agent in recurrent state representations, or using gradient-based meta-optimization. We also show our method matches the performance of an ensemble of separately trained experts, while also being able to generalize well to unseen environment variations at test time. We attribute its good performance to the multiplicative interactions between the inferred system properties -- captured in the generated parameters -- and the low-dimensional state representation of the dynamical system.
CVNov 30, 2020
Move to See Better: Self-Improving Embodied Object DetectionZhaoyuan Fang, Ayush Jain, Gabriel Sarch et al.
Passive methods for object detection and segmentation treat images of the same scene as individual samples and do not exploit object permanence across multiple views. Generalization to novel or difficult viewpoints thus requires additional training with lots of annotations. In contrast, humans often recognize objects by simply moving around, to get more informative viewpoints. In this paper, we propose a method for improving object detection in testing environments, assuming nothing but an embodied agent with a pre-trained 2D object detector. Our agent collects multi-view data, generates 2D and 3D pseudo-labels, and fine-tunes its detector in a self-supervised manner. Experiments on both indoor and outdoor datasets show that (1) our method obtains high-quality 2D and 3D pseudo-labels from multi-view RGB-D data; (2) fine-tuning with these pseudo-labels improves the 2D detector significantly in the test environment; (3) training a 3D detector with our pseudo-labels outperforms a prior self-supervised method by a large margin; (4) given weak supervision, our method can generate better pseudo-labels for novel objects.
RONov 12, 2020
3D-OES: Viewpoint-Invariant Object-Factorized Environment SimulatorsHsiao-Yu Fish Tung, Zhou Xian, Mihir Prabhudesai et al.
We propose an action-conditioned dynamics model that predicts scene changes caused by object and agent interactions in a viewpoint-invariant 3D neural scene representation space, inferred from RGB-D videos. In this 3D feature space, objects do not interfere with one another and their appearance persists over time and across viewpoints. This permits our model to predict future scenes long in the future by simply "moving" 3D object features based on cumulative object motion predictions. Object motion predictions are computed by a graph neural network that operates over the object features extracted from the 3D neural scene representation. Our model's simulations can be decoded by a neural renderer into2D image views from any desired viewpoint, which aids the interpretability of our latent 3D simulation space. We show our model generalizes well its predictions across varying number and appearances of interacting objects as well as across camera viewpoints, outperforming existing 2D and 3D dynamics models. We further demonstrate sim-to-real transfer of the learnt dynamics by applying our model trained solely in simulation to model-based control for pushing objects to desired locations under clutter on a real robotic setup
CVNov 6, 2020
Disentangling 3D Prototypical Networks For Few-Shot Concept LearningMihir Prabhudesai, Shamit Lal, Darshan Patil et al.
We present neural architectures that disentangle RGB-D images into objects' shapes and styles and a map of the background scene, and explore their applications for few-shot 3D object detection and few-shot concept classification. Our networks incorporate architectural biases that reflect the image formation process, 3D geometry of the world scene, and shape-style interplay. They are trained end-to-end self-supervised by predicting views in static scenes, alongside a small number of 3D object boxes. Objects and scenes are represented in terms of 3D feature grids in the bottleneck of the network. We show that the proposed 3D neural representations are compositional: they can generate novel 3D scene feature maps by mixing object shapes and styles, resizing and adding the resulting object 3D feature maps over background scene feature maps. We show that classifiers for object categories, color, materials, and spatial relationships trained over the disentangled 3D feature sub-spaces generalize better with dramatically fewer examples than the current state-of-the-art, and enable a visual question answering system that uses them as its modules to generalize one-shot to novel objects in the scene.
CVOct 30, 2020
3D Object Recognition By Corresponding and Quantizing Neural 3D Scene RepresentationsMihir Prabhudesai, Shamit Lal, Hsiao-Yu Fish Tung et al.
We propose a system that learns to detect objects and infer their 3D poses in RGB-D images. Many existing systems can identify objects and infer 3D poses, but they heavily rely on human labels and 3D annotations. The challenge here is to achieve this without relying on strong supervision signals. To address this challenge, we propose a model that maps RGB-D images to a set of 3D visual feature maps in a differentiable fully-convolutional manner, supervised by predicting views. The 3D feature maps correspond to a featurization of the 3D world scene depicted in the images. The object 3D feature representations are invariant to camera viewpoint changes or zooms, which means feature matching can identify similar objects under different camera viewpoints. We can compare the 3D feature maps of two objects by searching alignment across scales and 3D rotations, and, as a result of the operation, we can estimate pose and scale changes without the need for 3D pose annotations. We cluster object feature maps into a set of 3D prototypes that represent familiar objects in canonical scales and orientations. We then parse images by inferring the prototype identity and 3D pose for each detected object. We compare our method to numerous baselines that do not learn 3D feature visual representations or do not attempt to correspond features across scenes, and outperform them by a large margin in the tasks of object retrieval and object pose estimation. Thanks to the 3D nature of the object-centric feature maps, the visual similarity cues are invariant to 3D pose changes or small scale changes, which gives our method an advantage over 2D and 1D methods.