71.0CVMay 12Code
Picasso: Holistic Scene Reconstruction with Physics-Constrained SamplingXihang Yu, Rajat Talak, Lorenzo Shaikewitz et al.
In the presence of occlusions and measurement noise, geometrically accurate scene reconstructions -- which fit the sensor data -- can still be physically incorrect. For instance, when estimating the poses and shapes of objects in the scene and importing the resulting estimates into a simulator, small errors might translate to implausible configurations including object interpenetration or unstable equilibrium. This makes it difficult to predict the dynamic behavior of the scene using a digital twin, an important step in simulation-based planning and control of contact-rich behaviors. In this paper, we posit that object pose and shape estimation requires reasoning holistically over the scene (instead of reasoning about each object in isolation), accounting for object interactions and physical plausibility. Towards this goal, our first contribution is Picasso, a physics-constrained reconstruction pipeline that builds multi-object scene reconstructions by considering geometry, non-penetration, and physics. Picasso relies on a fast rejection sampling method that reasons over multi-object interactions, leveraging an inferred object contact graph to guide samples. Second, we propose the Picasso dataset, a collection of 10 contact-rich real-world scenes with ground truth annotations, as well as a metric to quantify physical plausibility, which we open-source as part of our benchmark. Finally, we provide an extensive evaluation of Picasso on our newly introduced dataset and on the YCB-V dataset, and show it largely outperforms the state of the art while providing reconstructions that are both physically plausible and more aligned with human intuition.
IVMar 3, 2024
APISR: Anime Production Inspired Real-World Anime Super-ResolutionBoyang Wang, Fengyu Yang, Xihang Yu et al.
While real-world anime super-resolution (SR) has gained increasing attention in the SR community, existing methods still adopt techniques from the photorealistic domain. In this paper, we analyze the anime production workflow and rethink how to use characteristics of it for the sake of the real-world anime SR. First, we argue that video networks and datasets are not necessary for anime SR due to the repetition use of hand-drawing frames. Instead, we propose an anime image collection pipeline by choosing the least compressed and the most informative frames from the video sources. Based on this pipeline, we introduce the Anime Production-oriented Image (API) dataset. In addition, we identify two anime-specific challenges of distorted and faint hand-drawn lines and unwanted color artifacts. We address the first issue by introducing a prediction-oriented compression module in the image degradation model and a pseudo-ground truth preparation with enhanced hand-drawn lines. In addition, we introduce the balanced twin perceptual loss combining both anime and photorealistic high-level features to mitigate unwanted color artifacts and increase visual clarity. We evaluate our method through extensive experiments on the public benchmark, showing our method outperforms state-of-the-art anime dataset-trained approaches.
ROJul 1, 2025
Box Pose and Shape Estimation and Domain Adaptation for Large-Scale Warehouse AutomationXihang Yu, Rajat Talak, Jingnan Shi et al.
Modern warehouse automation systems rely on fleets of intelligent robots that generate vast amounts of data -- most of which remains unannotated. This paper develops a self-supervised domain adaptation pipeline that leverages real-world, unlabeled data to improve perception models without requiring manual annotations. Our work focuses specifically on estimating the pose and shape of boxes and presents a correct-and-certify pipeline for self-supervised box pose and shape estimation. We extensively evaluate our approach across a range of simulated and real industrial settings, including adaptation to a large-scale real-world dataset of 50,000 images. The self-supervised model significantly outperforms models trained solely in simulation and shows substantial improvements over a zero-shot 3D bounding box estimation baseline.