ROJan 20, 2023
Occlusion Reasoning for Skeleton Extraction of Self-Occluded Tree CanopiesChung Hee Kim, George Kantor
In this work, we present a method to extract the skeleton of a self-occluded tree canopy by estimating the unobserved structures of the tree. A tree skeleton compactly describes the topological structure and contains useful information such as branch geometry, positions and hierarchy. This can be critical to planning contact interactions for agricultural manipulation, yet is difficult to gain due to occlusion by leaves, fruits and other branches. Our method uses an instance segmentation network to detect visible trunk, branches, and twigs. Then, based on the observed tree structures, we build a custom 3D likelihood map in the form of an occupancy grid to hypothesize on the presence of occluded skeletons through a series of minimum cost path searches. We show that our method outperforms baseline methods in highly occluded scenes, demonstrated through a set of experiments on a synthetic tree dataset. Qualitative results are also presented on a real tree dataset collected from the field.
RONov 14, 2022
3D Reconstruction-Based Seed Counting of Sorghum Panicles for Agricultural InspectionHarry Freeman, Eric Schneider, Chung Hee Kim et al.
In this paper, we present a method for creating high-quality 3D models of sorghum panicles for phenotyping in breeding experiments. This is achieved with a novel reconstruction approach that uses seeds as semantic landmarks in both 2D and 3D. To evaluate the performance, we develop a new metric for assessing the quality of reconstructed point clouds without having a ground-truth point cloud. Finally, a counting method is presented where the density of seed centers in the 3D model allows 2D counts from multiple views to be effectively combined into a whole-panicle count. We demonstrate that using this method to estimate seed count and weight for sorghum outperforms count extrapolation from 2D images, an approach used in most state of the art methods for seeds and grains of comparable size.
69.8ROApr 12
WARPED: Wrist-Aligned Rendering for Robot Policy Learning from Egocentric Human DemonstrationsHarry Freeman, Chung Hee Kim, George Kantor
Recent advancements in learning from human demonstration have shown promising results in addressing the scalability and high cost of data collection required to train robust visuomotor policies. However, existing approaches are often constrained by a reliance on multiview camera setups, depth sensors, or custom hardware and are typically limited to policy execution from third-person or egocentric cameras. In this paper, we present WARPED, a framework designed to synthesize realistic wrist-view observations from human demonstration videos to facilitate the training of visuomotor policies using only monocular RGB data. With data collected from an egocentric RGB camera, our system leverages vision foundation models to initialize the interactive scene. A hand-object interaction pipeline is then employed to track the hand and manipulated object and retarget the trajectories to a robotic end-effector. Lastly, photo-realistic wrist-view observations are synthesized via Gaussian Splatting to directly train a robotic policy. We demonstrate that WARPED achieves success rates comparable to policies trained on teleoperated demonstration data for five tabletop manipulation tasks, while requiring 5-8x less data collection time.
ROAug 31, 2021
Planning for Dexterous Ungrasping: Secure Ungrasping through Dexterous ManipulationChung Hee Kim, Ka Hei Mak, Jungwon Seo
This paper presents a robotic manipulation technique for dexterous ungrasping. It refers to the capability of securely transferring a grasped object from the gripper to the robot's environment, i.e. the inverse of grasping or picking, through dexterous manipulation. The game of Go offers an example: consider how the player would typically place an initially pinch-grasped stone onto the board through the dexterous interaction between the fingers, the stone, and the board. Likewise, dexterous ungrasping addresses the necessity of changing the object's configuration relative to the gripper or the environment in order to securely keep hold of the object. In particular, we present a planning framework for determining a feasible minimum-cost motion path that completes dexterous ungrasping. Digit asymmetry in a gripper, i.e. difference in digit lengths, is discovered as the key to feasible and secure ungrasping. A set of experiments show the effectiveness of dexterous ungrasping in practical placement tasks.