ObjectFolder 2.0: A Multisensory Object Dataset for Sim2Real TransferRuohan Gao, Zilin Si, Yen-Yu Chang et al. · stanford
Objects play a crucial role in our everyday activities. Though multisensory object-centric learning has shown great potential lately, the modeling of objects in prior work is rather unrealistic. ObjectFolder 1.0 is a recent dataset that introduces 100 virtualized objects with visual, acoustic, and tactile sensory data. However, the dataset is small in scale and the multisensory data is of limited quality, hampering generalization to real-world scenarios. We present ObjectFolder 2.0, a large-scale, multisensory dataset of common household objects in the form of implicit neural representations that significantly enhances ObjectFolder 1.0 in three aspects. First, our dataset is 10 times larger in the amount of objects and orders of magnitude faster in rendering time. Second, we significantly improve the multisensory rendering quality for all three modalities. Third, we show that models learned from virtual objects in our dataset successfully transfer to their real-world counterparts in three challenging tasks: object scale estimation, contact localization, and shape reconstruction. ObjectFolder 2.0 offers a new path and testbed for multisensory learning in computer vision and robotics. The dataset is available at https://github.com/rhgao/ObjectFolder.
13.9SDJun 16, 2023
RealImpact: A Dataset of Impact Sound Fields for Real ObjectsSamuel Clarke, Ruohan Gao, Mason Wang et al. · stanford
Objects make unique sounds under different perturbations, environment conditions, and poses relative to the listener. While prior works have modeled impact sounds and sound propagation in simulation, we lack a standard dataset of impact sound fields of real objects for audio-visual learning and calibration of the sim-to-real gap. We present RealImpact, a large-scale dataset of real object impact sounds recorded under controlled conditions. RealImpact contains 150,000 recordings of impact sounds of 50 everyday objects with detailed annotations, including their impact locations, microphone locations, contact force profiles, material labels, and RGBD images. We make preliminary attempts to use our dataset as a reference to current simulation methods for estimating object impact sounds that match the real world. Moreover, we demonstrate the usefulness of our dataset as a testbed for acoustic and audio-visual learning via the evaluation of two benchmark tasks, including listener location classification and visual acoustic matching.
9.5SDNov 6, 2023
SoundCam: A Dataset for Finding Humans Using Room AcousticsMason Wang, Samuel Clarke, Jui-Hsien Wang et al.
A room's acoustic properties are a product of the room's geometry, the objects within the room, and their specific positions. A room's acoustic properties can be characterized by its impulse response (RIR) between a source and listener location, or roughly inferred from recordings of natural signals present in the room. Variations in the positions of objects in a room can effect measurable changes in the room's acoustic properties, as characterized by the RIR. Existing datasets of RIRs either do not systematically vary positions of objects in an environment, or they consist of only simulated RIRs. We present SoundCam, the largest dataset of unique RIRs from in-the-wild rooms publicly released to date. It includes 5,000 10-channel real-world measurements of room impulse responses and 2,000 10-channel recordings of music in three different rooms, including a controlled acoustic lab, an in-the-wild living room, and a conference room, with different humans in positions throughout each room. We show that these measurements can be used for interesting tasks, such as detecting and identifying humans, and tracking their positions.
2.5AIJun 19, 2022
Modeling Transformative AI Risks (MTAIR) Project -- Summary ReportSam Clarke, Ben Cottier, Aryeh Englander et al.
This report outlines work by the Modeling Transformative AI Risk (MTAIR) project, an attempt to map out the key hypotheses, uncertainties, and disagreements in debates about catastrophic risks from advanced AI, and the relationships between them. This builds on an earlier diagram by Ben Cottier and Rohin Shah which laid out some of the crucial disagreements ("cruxes") visually, with some explanation. Based on an extensive literature review and engagement with experts, the report explains a model of the issues involved, and the initial software-based implementation that can incorporate probability estimates or other quantitative factors to enable exploration, planning, and/or decision support. By gathering information from various debates and discussions into a single more coherent presentation, we hope to enable better discussions and debates about the issues involved. The model starts with a discussion of reasoning via analogies and general prior beliefs about artificial intelligence. Following this, it lays out a model of different paths and enabling technologies for high-level machine intelligence, and a model of how advances in the capabilities of these systems might proceed, including debates about self-improvement, discontinuous improvements, and the possibility of distributed, non-agentic high-level intelligence or slower improvements. The model also looks specifically at the question of learned optimization, and whether machine learning systems will create mesa-optimizers. The impact of different safety research on the previous sets of questions is then examined, to understand whether and how research could be useful in enabling safer systems. Finally, we discuss a model of different failure modes and loss of control or takeover scenarios.
8.4CVApr 3, 2025Code
X-Capture: An Open-Source Portable Device for Multi-Sensory LearningSamuel Clarke, Suzannah Wistreich, Yanjie Ze et al.
Understanding objects through multiple sensory modalities is fundamental to human perception, enabling cross-sensory integration and richer comprehension. For AI and robotic systems to replicate this ability, access to diverse, high-quality multi-sensory data is critical. Existing datasets are often limited by their focus on controlled environments, simulated objects, or restricted modality pairings. We introduce X-Capture, an open-source, portable, and cost-effective device for real-world multi-sensory data collection, capable of capturing correlated RGBD images, tactile readings, and impact audio. With a build cost under $1,000, X-Capture democratizes the creation of multi-sensory datasets, requiring only consumer-grade tools for assembly. Using X-Capture, we curate a sample dataset of 3,000 total points on 500 everyday objects from diverse, real-world environments, offering both richness and variety. Our experiments demonstrate the value of both the quantity and the sensory breadth of our data for both pretraining and fine-tuning multi-modal representations for object-centric tasks such as cross-sensory retrieval and reconstruction. X-Capture lays the groundwork for advancing human-like sensory representations in AI, emphasizing scalability, accessibility, and real-world applicability.