42.5CVJun 2
MLP Splatting: Object-Centric Neural FieldsShinjeong Kim, Yuzhou Cheng, Xin Kong et al.
3D representations are fundamental to scene rendering, understanding, and interaction. Recent approaches, such as 3D Gaussian Splatting and Neural Radiance Fields, achieve impressive photorealistic novel-view synthesis, but lack the ability to easily decompose scene elements into a few primitives, requiring additional segmentation or grouping for object-level manipulation. We present MLP-Splatting, a method that enables scene decomposition via a few expressive light-field primitives while providing photorealistic novel-view synthesis. MLP-Splatting models each primitive as an independent compact MLP with localized spatial support that predicts radiance and opacity. In contrast to low-level Gaussian primitives or a single global radiance field, our neural primitives provide greater expressive capacity while remaining spatially localized. Rendering is performed through efficient sparse volumetric compositing over ray-primitive interactions. Our primitives are supervised using RGB supervision alone, which yields primitives that represent local scene regions often corresponding to objects or object parts, enabling interactive object-level editing without segmentation masks by selecting a handful of primitives. Our method, augmented with optional semantic feature distillation, enables open-vocabulary scene interaction and open-set instant segmentation. Compared to state-of-the-art methods, we achieve substantially lower memory usage (1/15$\times$) and faster rendering (3$\times$), as we show in our experiments compared to semantic 3DGS methods. Project Page: https://shinjeongkim.com/mlp-splatting
CVFeb 3, 2023
vMAP: Vectorised Object Mapping for Neural Field SLAMXin Kong, Shikun Liu, Marwan Taher et al.
We present vMAP, an object-level dense SLAM system using neural field representations. Each object is represented by a small MLP, enabling efficient, watertight object modelling without the need for 3D priors. As an RGB-D camera browses a scene with no prior information, vMAP detects object instances on-the-fly, and dynamically adds them to its map. Specifically, thanks to the power of vectorised training, vMAP can optimise as many as 50 individual objects in a single scene, with an extremely efficient training speed of 5Hz map update. We experimentally demonstrate significantly improved scene-level and object-level reconstruction quality compared to prior neural field SLAM systems. Project page: https://kxhit.github.io/vMAP.
CVOct 6, 2022
Feature-Realistic Neural Fusion for Real-Time, Open Set Scene UnderstandingKirill Mazur, Edgar Sucar, Andrew J. Davison
General scene understanding for robotics requires flexible semantic representation, so that novel objects and structures which may not have been known at training time can be identified, segmented and grouped. We present an algorithm which fuses general learned features from a standard pre-trained network into a highly efficient 3D geometric neural field representation during real-time SLAM. The fused 3D feature maps inherit the coherence of the neural field's geometry representation. This means that tiny amounts of human labelling interacting at runtime enable objects or even parts of objects to be robustly and accurately segmented in an open set manner.
ROMar 22, 2022
Distributing Collaborative Multi-Robot Planning with Gaussian Belief PropagationAalok Patwardhan, Riku Murai, Andrew J. Davison
Precise coordinated planning over a forward time window enables safe and highly efficient motion when many robots must work together in tight spaces, but this would normally require centralised control of all devices which is difficult to scale. We demonstrate GBP Planning, a new purely distributed technique based on Gaussian Belief Propagation for multi-robot planning problems, formulated by a generic factor graph defining dynamics and collision constraints over a forward time window. In simulations, we show that our method allows high performance collaborative planning where robots are able to cross each other in busy, intricate scenarios. They maintain shorter, quicker and smoother trajectories than alternative distributed planning techniques even in cases of communication failure. We encourage the reader to view the accompanying video demonstration at https://youtu.be/8VSrEUjH610.
31.2CVJun 2
PixVOD: Pixel-Distributed Direct Visual Odometry and Depth EstimationShinjeong Kim, Ignacio Alzugaray, Callum Rhodes et al.
Images composed of 2D pixel arrays are the standard input to computer vision algorithms, yet many underlying computations can be distributed across pixels. Transmitting raw, redundant, and noisy pixel data off the sensor remains inefficient, motivating a shift toward focal-plane sensor-processors that perform a significant part of the computation directly within each pixel. We envision pixels synthesizing higher-level signals locally, reducing downstream load, and providing richer inputs for higher-level vision tasks. We propose a fully parallelizable form of visual odometry and depth estimation across pixels, where sensor-processors exchange information through Gaussian Belief Propagation (GBP) to achieve consensus about camera motion and infer depth from per-pixel photometric observations and a surface normal prior. To maintain geometric stability during optimization, we introduce a keyframe-like anchoring mechanism that regulates the effective baseline between frames, enabling consistent motion and depth updates. Our method is evaluated on realistic datasets, demonstrating the feasibility of GBP-based pixel-level distributed odometry and depth estimation with keyframe anchoring on-sensor. Project Page: https://www.shinjeongkim.com/pixvod/
CVMar 21, 2023
Learning a Depth Covariance FunctionEric Dexheimer, Andrew J. Davison
We propose learning a depth covariance function with applications to geometric vision tasks. Given RGB images as input, the covariance function can be flexibly used to define priors over depth functions, predictive distributions given observations, and methods for active point selection. We leverage these techniques for a selection of downstream tasks: depth completion, bundle adjustment, and monocular dense visual odometry.
CVAug 9, 2022
Learning to Complete Object Shapes for Object-level Mapping in Dynamic ScenesBinbin Xu, Andrew J. Davison, Stefan Leutenegger
In this paper, we propose a novel object-level mapping system that can simultaneously segment, track, and reconstruct objects in dynamic scenes. It can further predict and complete their full geometries by conditioning on reconstructions from depth inputs and a category-level shape prior with the aim that completed object geometry leads to better object reconstruction and tracking accuracy. For each incoming RGB-D frame, we perform instance segmentation to detect objects and build data associations between the detection and the existing object maps. A new object map will be created for each unmatched detection. For each matched object, we jointly optimise its pose and latent geometry representations using geometric residual and differential rendering residual towards its shape prior and completed geometry. Our approach shows better tracking and reconstruction performance compared to methods using traditional volumetric mapping or learned shape prior approaches. We evaluate its effectiveness by quantitatively and qualitatively testing it in both synthetic and real-world sequences.
ROOct 31, 2022
Real-time Mapping of Physical Scene Properties with an Autonomous Robot ExperimenterIain Haughton, Edgar Sucar, Andre Mouton et al.
Neural fields can be trained from scratch to represent the shape and appearance of 3D scenes efficiently. It has also been shown that they can densely map correlated properties such as semantics, via sparse interactions from a human labeller. In this work, we show that a robot can densely annotate a scene with arbitrary discrete or continuous physical properties via its own fully-autonomous experimental interactions, as it simultaneously scans and maps it with an RGB-D camera. A variety of scene interactions are possible, including poking with force sensing to determine rigidity, measuring local material type with single-pixel spectroscopy or predicting force distributions by pushing. Sparse experimental interactions are guided by entropy to enable high efficiency, with tabletop scene properties densely mapped from scratch in a few minutes from a few tens of interactions.
ROMar 15, 2022
Simultaneous Localisation and Mapping with Quadric SurfacesTristan Laidlow, Andrew J. Davison
There are many possibilities for how to represent the map in simultaneous localisation and mapping (SLAM). While sparse, keypoint-based SLAM systems have achieved impressive levels of accuracy and robustness, their maps may not be suitable for many robotic tasks. Dense SLAM systems are capable of producing dense reconstructions, but can be computationally expensive and, like sparse systems, lack higher-level information about the structure of a scene. Human-made environments contain a lot of structure, and we seek to take advantage of this by enabling the use of quadric surfaces as features in SLAM systems. We introduce a minimal representation for quadric surfaces and show how this can be included in a least-squares formulation. We also show how our representation can be easily extended to include additional constraints on quadrics such as those found in quadrics of revolution. Finally, we introduce a proof-of-concept SLAM system using our representation, and provide some experimental results using an RGB-D dataset.
70.6CVMay 29
Triangle Splatting SLAMNicholas Fry, Eric Dexheimer, Kirill Mazur et al.
We present a dense RGB-D SLAM system using differentiable triangles as the 3D map representation. While 3D Gaussian Splatting has emerged as the leading method for novel-view synthesis, triangles remain the standard primitive for traditional rendering hardware, game engines, and downstream tasks requiring explicit geometry such as simulation, collision, and editing. Recent offline methods have demonstrated that an unstructured 'triangle soup' can be optimised into a photorealistic mesh via Delaunay triangulation across a set of posed images. Building upon this insight, we present the first dense SLAM system to employ Triangle Splatting to perform both tracking and mapping through online differentiable rendering of a triangle soup. The map can be converted into a connected mesh on-the-fly via restricted Delaunay triangulation, enabling new online capabilities such as mesh deformation and collision checking. On Replica and TUM-RGBD, our system outperforms baselines on 3D geometry, matches the camera-tracking accuracy, and enables online mesh-based scene editing.
CVMar 1, 2024Code
Rethinking Inductive Biases for Surface Normal EstimationGwangbin Bae, Andrew J. Davison · cambridge
Despite the growing demand for accurate surface normal estimation models, existing methods use general-purpose dense prediction models, adopting the same inductive biases as other tasks. In this paper, we discuss the inductive biases needed for surface normal estimation and propose to (1) utilize the per-pixel ray direction and (2) encode the relationship between neighboring surface normals by learning their relative rotation. The proposed method can generate crisp - yet, piecewise smooth - predictions for challenging in-the-wild images of arbitrary resolution and aspect ratio. Compared to a recent ViT-based state-of-the-art model, our method shows a stronger generalization ability, despite being trained on an orders of magnitude smaller dataset. The code is available at https://github.com/baegwangbin/DSINE.
CVDec 16, 2025Code
ACE-SLAM: Scene Coordinate Regression for Neural Implicit Real-Time SLAMIgnacio Alzugaray, Marwan Taher, Andrew J. Davison
We present a novel neural RGB-D Simultaneous Localization And Mapping (SLAM) system that learns an implicit map of the scene in real time. For the first time, we explore the use of Scene Coordinate Regression (SCR) as the core implicit map representation in a neural SLAM pipeline, a paradigm that trains a lightweight network to directly map 2D image features to 3D global coordinates. SCR networks provide efficient, low-memory 3D map representations, enable extremely fast relocalization, and inherently preserve privacy, making them particularly suitable for neural implicit SLAM. Our system is the first one to achieve strict real-time in neural implicit RGB-D SLAM by relying on a SCR-based representation. We introduce a novel SCR architecture specifically tailored for this purpose and detail the critical design choices required to integrate SCR into a live SLAM pipeline. The resulting framework is simple yet flexible, seamlessly supporting both sparse and dense features, and operates reliably in dynamic environments without special adaptation. We evaluate our approach on established synthetic and real-world benchmarks, demonstrating competitive performance against the state of the art. Project Page: https://github.com/ialzugaray/ace-slam
CVDec 11, 2023
Gaussian Splatting SLAMHidenobu Matsuki, Riku Murai, Paul H. J. Kelly et al.
We present the first application of 3D Gaussian Splatting in monocular SLAM, the most fundamental but the hardest setup for Visual SLAM. Our method, which runs live at 3fps, utilises Gaussians as the only 3D representation, unifying the required representation for accurate, efficient tracking, mapping, and high-quality rendering. Designed for challenging monocular settings, our approach is seamlessly extendable to RGB-D SLAM when an external depth sensor is available. Several innovations are required to continuously reconstruct 3D scenes with high fidelity from a live camera. First, to move beyond the original 3DGS algorithm, which requires accurate poses from an offline Structure from Motion (SfM) system, we formulate camera tracking for 3DGS using direct optimisation against the 3D Gaussians, and show that this enables fast and robust tracking with a wide basin of convergence. Second, by utilising the explicit nature of the Gaussians, we introduce geometric verification and regularisation to handle the ambiguities occurring in incremental 3D dense reconstruction. Finally, we introduce a full SLAM system which not only achieves state-of-the-art results in novel view synthesis and trajectory estimation but also reconstruction of tiny and even transparent objects.
LGFeb 7, 2022Code
Auto-Lambda: Disentangling Dynamic Task RelationshipsShikun Liu, Stephen James, Andrew J. Davison et al.
Understanding the structure of multiple related tasks allows for multi-task learning to improve the generalisation ability of one or all of them. However, it usually requires training each pairwise combination of tasks together in order to capture task relationships, at an extremely high computational cost. In this work, we learn task relationships via an automated weighting framework, named Auto-Lambda. Unlike previous methods where task relationships are assumed to be fixed, Auto-Lambda is a gradient-based meta learning framework which explores continuous, dynamic task relationships via task-specific weightings, and can optimise any choice of combination of tasks through the formulation of a meta-loss; where the validation loss automatically influences task weightings throughout training. We apply the proposed framework to both multi-task and auxiliary learning problems in computer vision and robotics, and show that Auto-Lambda achieves state-of-the-art performance, even when compared to optimisation strategies designed specifically for each problem and data domain. Finally, we observe that Auto-Lambda can discover interesting learning behaviors, leading to new insights in multi-task learning. Code is available at https://github.com/lorenmt/auto-lambda.
CVApr 9, 2021Code
Bootstrapping Semantic Segmentation with Regional ContrastShikun Liu, Shuaifeng Zhi, Edward Johns et al.
We present ReCo, a contrastive learning framework designed at a regional level to assist learning in semantic segmentation. ReCo performs semi-supervised or supervised pixel-level contrastive learning on a sparse set of hard negative pixels, with minimal additional memory footprint. ReCo is easy to implement, being built on top of off-the-shelf segmentation networks, and consistently improves performance in both semi-supervised and supervised semantic segmentation methods, achieving smoother segmentation boundaries and faster convergence. The strongest effect is in semi-supervised learning with very few labels. With ReCo, we achieve high-quality semantic segmentation models, requiring only 5 examples of each semantic class. Code is available at https://github.com/lorenmt/reco.
ROFeb 15, 2021Code
End-to-End Egospheric Spatial MemoryDaniel Lenton, Stephen James, Ronald Clark et al.
Spatial memory, or the ability to remember and recall specific locations and objects, is central to autonomous agents' ability to carry out tasks in real environments. However, most existing artificial memory modules are not very adept at storing spatial information. We propose a parameter-free module, Egospheric Spatial Memory (ESM), which encodes the memory in an ego-sphere around the agent, enabling expressive 3D representations. ESM can be trained end-to-end via either imitation or reinforcement learning, and improves both training efficiency and final performance against other memory baselines on both drone and manipulator visuomotor control tasks. The explicit egocentric geometry also enables us to seamlessly combine the learned controller with other non-learned modalities, such as local obstacle avoidance. We further show applications to semantic segmentation on the ScanNet dataset, where ESM naturally combines image-level and map-level inference modalities. Through our broad set of experiments, we show that ESM provides a general computation graph for embodied spatial reasoning, and the module forms a bridge between real-time mapping systems and differentiable memory architectures. Implementation at: https://github.com/ivy-dl/memory.
LGJan 25, 2019Code
Self-Supervised Generalisation with Meta Auxiliary LearningShikun Liu, Andrew J. Davison, Edward Johns
Learning with auxiliary tasks can improve the ability of a primary task to generalise. However, this comes at the cost of manually labelling auxiliary data. We propose a new method which automatically learns appropriate labels for an auxiliary task, such that any supervised learning task can be improved without requiring access to any further data. The approach is to train two neural networks: a label-generation network to predict the auxiliary labels, and a multi-task network to train the primary task alongside the auxiliary task. The loss for the label-generation network incorporates the loss of the multi-task network, and so this interaction between the two networks can be seen as a form of meta learning with a double gradient. We show that our proposed method, Meta AuXiliary Learning (MAXL), outperforms single-task learning on 7 image datasets, without requiring any additional data. We also show that MAXL outperforms several other baselines for generating auxiliary labels, and is even competitive when compared with human-defined auxiliary labels. The self-supervised nature of our method leads to a promising new direction towards automated generalisation. Source code can be found at https://github.com/lorenmt/maxl.
CVMar 28, 2018Code
End-to-End Multi-Task Learning with AttentionShikun Liu, Edward Johns, Andrew J. Davison
We propose a novel multi-task learning architecture, which allows learning of task-specific feature-level attention. Our design, the Multi-Task Attention Network (MTAN), consists of a single shared network containing a global feature pool, together with a soft-attention module for each task. These modules allow for learning of task-specific features from the global features, whilst simultaneously allowing for features to be shared across different tasks. The architecture can be trained end-to-end and can be built upon any feed-forward neural network, is simple to implement, and is parameter efficient. We evaluate our approach on a variety of datasets, across both image-to-image predictions and image classification tasks. We show that our architecture is state-of-the-art in multi-task learning compared to existing methods, and is also less sensitive to various weighting schemes in the multi-task loss function. Code is available at https://github.com/lorenmt/mtan.
CVDec 16, 2024
MASt3R-SLAM: Real-Time Dense SLAM with 3D Reconstruction PriorsRiku Murai, Eric Dexheimer, Andrew J. Davison
We present a real-time monocular dense SLAM system designed bottom-up from MASt3R, a two-view 3D reconstruction and matching prior. Equipped with this strong prior, our system is robust on in-the-wild video sequences despite making no assumption on a fixed or parametric camera model beyond a unique camera centre. We introduce efficient methods for pointmap matching, camera tracking and local fusion, graph construction and loop closure, and second-order global optimisation. With known calibration, a simple modification to the system achieves state-of-the-art performance across various benchmarks. Altogether, we propose a plug-and-play monocular SLAM system capable of producing globally-consistent poses and dense geometry while operating at 15 FPS.
CVDec 18, 2025
4D Primitive-Mâché: Glueing Primitives for Persistent 4D Scene ReconstructionKirill Mazur, Marwan Taher, Andrew J. Davison
We present a dynamic reconstruction system that receives a casual monocular RGB video as input, and outputs a complete and persistent reconstruction of the scene. In other words, we reconstruct not only the the currently visible parts of the scene, but also all previously viewed parts, which enables replaying the complete reconstruction across all timesteps. Our method decomposes the scene into a set of rigid 3D primitives, which are assumed to be moving throughout the scene. Using estimated dense 2D correspondences, we jointly infer the rigid motion of these primitives through an optimisation pipeline, yielding a 4D reconstruction of the scene, i.e. providing 3D geometry dynamically moving through time. To achieve this, we also introduce a mechanism to extrapolate motion for objects that become invisible, employing motion-grouping techniques to maintain continuity. The resulting system enables 4D spatio-temporal awareness, offering capabilities such as replayable 3D reconstructions of articulated objects through time, multi-object scanning, and object permanence. On object scanning and multi-object datasets, our system significantly outperforms existing methods both quantitatively and qualitatively.
CVDec 27, 2025
KV-Tracker: Real-Time Pose Tracking with TransformersMarwan Taher, Ignacio Alzugaray, Kirill Mazur et al.
Multi-view 3D geometry networks offer a powerful prior but are prohibitively slow for real-time applications. We propose a novel way to adapt them for online use, enabling real-time 6-DoF pose tracking and online reconstruction of objects and scenes from monocular RGB videos. Our method rapidly selects and manages a set of images as keyframes to map a scene or object via $π^3$ with full bidirectional attention. We then cache the global self-attention block's key-value (KV) pairs and use them as the sole scene representation for online tracking. This allows for up to $15\times$ speedup during inference without the fear of drift or catastrophic forgetting. Our caching strategy is model-agnostic and can be applied to other off-the-shelf multi-view networks without retraining. We demonstrate KV-Tracker on both scene-level tracking and the more challenging task of on-the-fly object tracking and reconstruction without depth measurements or object priors. Experiments on the TUM RGB-D, 7-Scenes, Arctic and OnePose datasets show the strong performance of our system while maintaining high frame-rates up to ${\sim}27$ FPS.
CVFeb 6, 2024
EscherNet: A Generative Model for Scalable View SynthesisXin Kong, Shikun Liu, Xiaoyang Lyu et al.
We introduce EscherNet, a multi-view conditioned diffusion model for view synthesis. EscherNet learns implicit and generative 3D representations coupled with a specialised camera positional encoding, allowing precise and continuous relative control of the camera transformation between an arbitrary number of reference and target views. EscherNet offers exceptional generality, flexibility, and scalability in view synthesis -- it can generate more than 100 consistent target views simultaneously on a single consumer-grade GPU, despite being trained with a fixed number of 3 reference views to 3 target views. As a result, EscherNet not only addresses zero-shot novel view synthesis, but also naturally unifies single- and multi-image 3D reconstruction, combining these diverse tasks into a single, cohesive framework. Our extensive experiments demonstrate that EscherNet achieves state-of-the-art performance in multiple benchmarks, even when compared to methods specifically tailored for each individual problem. This remarkable versatility opens up new directions for designing scalable neural architectures for 3D vision. Project page: https://kxhit.github.io/EscherNet.
CVApr 4, 2024
COMO: Compact Mapping and OdometryEric Dexheimer, Andrew J. Davison
We present COMO, a real-time monocular mapping and odometry system that encodes dense geometry via a compact set of 3D anchor points. Decoding anchor point projections into dense geometry via per-keyframe depth covariance functions guarantees that depth maps are joined together at visible anchor points. The representation enables joint optimization of camera poses and dense geometry, intrinsic 3D consistency, and efficient second-order inference. To maintain a compact yet expressive map, we introduce a frontend that leverages the covariance function for tracking and initializing potentially visually indistinct 3D points across frames. Altogether, we introduce a real-time system capable of estimating accurate poses and consistent geometry.
CVJan 4, 2024
Fit-NGP: Fitting Object Models to Neural Graphics PrimitivesMarwan Taher, Ignacio Alzugaray, Andrew J. Davison
Accurate 3D object pose estimation is key to enabling many robotic applications that involve challenging object interactions. In this work, we show that the density field created by a state-of-the-art efficient radiance field reconstruction method is suitable for highly accurate and robust pose estimation for objects with known 3D models, even when they are very small and with challenging reflective surfaces. We present a fully automatic object pose estimation system based on a robot arm with a single wrist-mounted camera, which can scan a scene from scratch, detect and estimate the 6-Degrees of Freedom (DoF) poses of multiple objects within a couple of minutes of operation. Small objects such as bolts and nuts are estimated with accuracy on order of 1mm.
CVMar 22, 2024
U-ARE-ME: Uncertainty-Aware Rotation Estimation in Manhattan EnvironmentsAalok Patwardhan, Callum Rhodes, Gwangbin Bae et al. · cambridge
Camera rotation estimation from a single image is a challenging task, often requiring depth data and/or camera intrinsics, which are generally not available for in-the-wild videos. Although external sensors such as inertial measurement units (IMUs) can help, they often suffer from drift and are not applicable in non-inertial reference frames. We present U-ARE-ME, an algorithm that estimates camera rotation along with uncertainty from uncalibrated RGB images. Using a Manhattan World assumption, our method leverages the per-pixel geometric priors encoded in single-image surface normal predictions and performs optimisation over the SO(3) manifold. Given a sequence of images, we can use the per-frame rotation estimates and their uncertainty to perform multi-frame optimisation, achieving robustness and temporal consistency. Our experiments demonstrate that U-ARE-ME performs comparably to RGB-D methods and is more robust than sparse feature-based SLAM methods. We encourage the reader to view the accompanying video at https://callum-rhodes.github.io/U-ARE-ME for a visual overview of our method.
CVMay 28, 2025
4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface GaussiansHidenobu Matsuki, Gwangbin Bae, Andrew J. Davison · cambridge
We propose the first 4D tracking and mapping method that jointly performs camera localization and non-rigid surface reconstruction via differentiable rendering. Our approach captures 4D scenes from an online stream of color images with depth measurements or predictions by jointly optimizing scene geometry, appearance, dynamics, and camera ego-motion. Although natural environments exhibit complex non-rigid motions, 4D-SLAM remains relatively underexplored due to its inherent challenges; even with 2.5D signals, the problem is ill-posed because of the high dimensionality of the optimization space. To overcome these challenges, we first introduce a SLAM method based on Gaussian surface primitives that leverages depth signals more effectively than 3D Gaussians, thereby achieving accurate surface reconstruction. To further model non-rigid deformations, we employ a warp-field represented by a multi-layer perceptron (MLP) and introduce a novel camera pose estimation technique along with surface regularization terms that facilitate spatio-temporal reconstruction. In addition to these algorithmic challenges, a significant hurdle in 4D SLAM research is the lack of reliable ground truth and evaluation protocols, primarily due to the difficulty of 4D capture using commodity sensors. To address this, we present a novel open synthetic dataset of everyday objects with diverse motions, leveraging large-scale object models and animation modeling. In summary, we open up the modern 4D-SLAM research by introducing a novel method and evaluation protocols grounded in modern vision and rendering techniques.
ROMar 7
A Distributed Gaussian Process Model for Multi-Robot MappingSeth Nabarro, Mark van der Wilk, Andrew J. Davison
We propose DistGP: a multi-robot learning method for collaborative learning of a global function using only local experience and computation. We utilise a sparse Gaussian process (GP) model with a factorisation that mirrors the multi-robot structure of the task, and admits distributed training via Gaussian belief propagation (GBP). Our loopy model outperforms Tree-Structured GPs \cite{bui2014tree} and can be trained online and in settings with dynamic connectivity. We show that such distributed, asynchronous training can reach the same performance as a centralised, batch-trained model, albeit with slower convergence. Last, we compare to DiNNO \cite{yu2022dinno}, a distributed neural network (NN) optimiser, and find DistGP achieves superior accuracy, is more robust to sparse communication and is better able to learn continually.
GRJan 7
In-SRAM Radiant Foam Rendering on a Graph ProcessorZulkhuu Tuya, Ignacio Alzugaray, Nicholas Fry et al.
Many emerging many-core accelerators replace a single large device memory with hundreds to thousands of lightweight cores, each owning only a small local SRAM and exchanging data via explicit on-chip communication. This organization offers high aggregate bandwidth, but it breaks a key assumption behind many volumetric rendering techniques: that rays can randomly access a large, unified scene representation. Rendering efficiently on such hardware therefore requires distributing both data and computation, keeping ray traversal mostly local, and structuring communication into predictable routes. We present a fully in-SRAM, distributed renderer for the \emph{Radiant Foam} Voronoi-cell volumetric representation on the Graphcore Mk2 IPU, a many-core accelerator with tile-local SRAM and explicit inter-tile communication. Our system shards the scene across tiles and forwards rays between shards through a hierarchical routing overlay, enabling ray marching entirely from on-chip SRAM with predictable communication. On Mip-NeRF~360 scenes, the system attains near-interactive throughput (\(\approx\)1\,fps at \mbox{$640\times480$}) with image and depth quality close to the original GPU-based Radiant Foam implementation, while keeping all scene data and ray state in on-chip SRAM. Beyond demonstrating feasibility, we analyze routing, memory, and scheduling bottlenecks that inform how future distributed-memory accelerators can better support irregular, data-movement-heavy rendering workloads.
CVDec 10, 2023
SuperPrimitive: Scene Reconstruction at a Primitive LevelKirill Mazur, Gwangbin Bae, Andrew J. Davison
Joint camera pose and dense geometry estimation from a set of images or a monocular video remains a challenging problem due to its computational complexity and inherent visual ambiguities. Most dense incremental reconstruction systems operate directly on image pixels and solve for their 3D positions using multi-view geometry cues. Such pixel-level approaches suffer from ambiguities or violations of multi-view consistency (e.g. caused by textureless or specular surfaces). We address this issue with a new image representation which we call a SuperPrimitive. SuperPrimitives are obtained by splitting images into semantically correlated local regions and enhancing them with estimated surface normal directions, both of which are predicted by state-of-the-art single image neural networks. This provides a local geometry estimate per SuperPrimitive, while their relative positions are adjusted based on multi-view observations. We demonstrate the versatility of our new representation by addressing three 3D reconstruction tasks: depth completion, few-view structure from motion, and monocular dense visual odometry.
ROFeb 22, 2022
ReorientBot: Learning Object Reorientation for Specific-Posed PlacementKentaro Wada, Stephen James, Andrew J. Davison
Robots need the capability of placing objects in arbitrary, specific poses to rearrange the world and achieve various valuable tasks. Object reorientation plays a crucial role in this as objects may not initially be oriented such that the robot can grasp and then immediately place them in a specific goal pose. In this work, we present a vision-based manipulation system, ReorientBot, which consists of 1) visual scene understanding with pose estimation and volumetric reconstruction using an onboard RGB-D camera; 2) learned waypoint selection for successful and efficient motion generation for reorientation; 3) traditional motion planning to generate a collision-free trajectory from the selected waypoints. We evaluate our method using the YCB objects in both simulation and the real world, achieving 93% overall success, 81% improvement in success rate, and 22% improvement in execution time compared to a heuristic approach. We demonstrate extended multi-object rearrangement showing the general capability of the system.
ROFeb 11, 2022
SafePicking: Learning Safe Object Extraction via Object-Level MappingKentaro Wada, Stephen James, Andrew J. Davison
Robots need object-level scene understanding to manipulate objects while reasoning about contact, support, and occlusion among objects. Given a pile of objects, object recognition and reconstruction can identify the boundary of object instances, giving important cues as to how the objects form and support the pile. In this work, we present a system, SafePicking, that integrates object-level mapping and learning-based motion planning to generate a motion that safely extracts occluded target objects from a pile. Planning is done by learning a deep Q-network that receives observations of predicted poses and a depth-based heightmap to output a motion trajectory, trained to maximize a safety metric reward. Our results show that the observation fusion of poses and depth-sensing gives both better performance and robustness to the model. We evaluate our methods using the YCB objects in both simulation and the real world, achieving safe object extraction from piles.
ROFeb 7, 2022
A Robot Web for Distributed Many-Device LocalisationRiku Murai, Joseph Ortiz, Sajad Saeedi et al.
We show that a distributed network of robots or other devices which make measurements of each other can collaborate to globally localise via efficient ad-hoc peer to peer communication. Our Robot Web solution is based on Gaussian Belief Propagation on the fundamental non-linear factor graph describing the probabilistic structure of all of the observations robots make internally or of each other, and is flexible for any type of robot, motion or sensor. We define a simple and efficient communication protocol which can be implemented by the publishing and reading of web pages or other asynchronous communication technologies. We show in simulations with up to 1000 robots interacting in arbitrary patterns that our solution convergently achieves global accuracy as accurate as a centralised non-linear factor graph solver while operating with high distributed efficiency of computation and communication. Via the use of robust factors in GBP, our method is tolerant to a high percentage of faults in sensor measurements or dropped communication packets.
CVNov 29, 2021
ILabel: Interactive Neural Scene LabellingShuaifeng Zhi, Edgar Sucar, Andre Mouton et al.
Joint representation of geometry, colour and semantics using a 3D neural field enables accurate dense labelling from ultra-sparse interactions as a user reconstructs a scene in real-time using a handheld RGB-D sensor. Our iLabel system requires no training data, yet can densely label scenes more accurately than standard methods trained on large, expensively labelled image datasets. Furthermore, it works in an 'open set' manner, with semantic classes defined on the fly by the user. ILabel's underlying model is a multilayer perceptron (MLP) trained from scratch in real-time to learn a joint neural scene representation. The scene model is updated and visualised in real-time, allowing the user to focus interactions to achieve efficient labelling. A room or similar scene can be accurately labelled into 10+ semantic categories with only a few tens of clicks. Quantitative labelling accuracy scales powerfully with the number of clicks, and rapidly surpasses standard pre-trained semantic segmentation methods. We also demonstrate a hierarchical labelling variant.
CVSep 13, 2021
Incremental Abstraction in Distributed Probabilistic SLAM GraphsJoseph Ortiz, Talfan Evans, Edgar Sucar et al.
Scene graphs represent the key components of a scene in a compact and semantically rich way, but are difficult to build during incremental SLAM operation because of the challenges of robustly identifying abstract scene elements and optimising continually changing, complex graphs. We present a distributed, graph-based SLAM framework for incrementally building scene graphs based on two novel components. First, we propose an incremental abstraction framework in which a neural network proposes abstract scene elements that are incorporated into the factor graph of a feature-based monocular SLAM system. Scene elements are confirmed or rejected through optimisation and incrementally replace the points yielding a more dense, semantic and compact representation. Second, enabled by our novel routing procedure, we use Gaussian Belief Propagation (GBP) for distributed inference on a graph processor. The time per iteration of GBP is structure-agnostic and we demonstrate the speed advantages over direct methods for inference of heterogeneous factor graphs. We run our system on real indoor datasets using planar abstractions and recover the major planes with significant compression.
CVJul 19, 2021
CodeMapping: Real-Time Dense Mapping for Sparse SLAM using Compact Scene RepresentationsHidenobu Matsuki, Raluca Scona, Jan Czarnowski et al.
We propose a novel dense mapping framework for sparse visual SLAM systems which leverages a compact scene representation. State-of-the-art sparse visual SLAM systems provide accurate and reliable estimates of the camera trajectory and locations of landmarks. While these sparse maps are useful for localization, they cannot be used for other tasks such as obstacle avoidance or scene understanding. In this paper we propose a dense mapping framework to complement sparse visual SLAM systems which takes as input the camera poses, keyframes and sparse points produced by the SLAM system and predicts a dense depth image for every keyframe. We build on CodeSLAM and use a variational autoencoder (VAE) which is conditioned on intensity, sparse depth and reprojection error images from sparse SLAM to predict an uncertainty-aware dense depth map. The use of a VAE then enables us to refine the dense depth images through multi-view optimization which improves the consistency of overlapping frames. Our mapper runs in a separate thread in parallel to the SLAM system in a loosely coupled manner. This flexible design allows for integration with arbitrary metric sparse SLAM systems without delaying the main SLAM process. Our dense mapper can be used not only for local mapping but also globally consistent dense 3D reconstruction through TSDF fusion. We demonstrate our system running with ORB-SLAM3 and show accurate dense depth estimation which could enable applications such as robotics and augmented reality.
AIJul 5, 2021
A visual introduction to Gaussian Belief PropagationJoseph Ortiz, Talfan Evans, Andrew J. Davison
In this article, we present a visual introduction to Gaussian Belief Propagation (GBP), an approximate probabilistic inference algorithm that operates by passing messages between the nodes of arbitrarily structured factor graphs. A special case of loopy belief propagation, GBP updates rely only on local information and will converge independently of the message schedule. Our key argument is that, given recent trends in computing hardware, GBP has the right computational properties to act as a scalable distributed probabilistic inference framework for future machine learning systems.
ROJun 23, 2021
Coarse-to-Fine Q-attention: Efficient Learning for Visual Robotic Manipulation via DiscretisationStephen James, Kentaro Wada, Tristan Laidlow et al.
We present a coarse-to-fine discretisation method that enables the use of discrete reinforcement learning approaches in place of unstable and data-inefficient actor-critic methods in continuous robotics domains. This approach builds on the recently released ARM algorithm, which replaces the continuous next-best pose agent with a discrete one, with coarse-to-fine Q-attention. Given a voxelised scene, coarse-to-fine Q-attention learns what part of the scene to 'zoom' into. When this 'zooming' behaviour is applied iteratively, it results in a near-lossless discretisation of the translation space, and allows the use of a discrete action, deep Q-learning method. We show that our new coarse-to-fine algorithm achieves state-of-the-art performance on several difficult sparsely rewarded RLBench vision-based robotics tasks, and can train real-world policies, tabula rasa, in a matter of minutes, with as little as 3 demonstrations.
ROMay 31, 2021
Q-attention: Enabling Efficient Learning for Vision-based Robotic ManipulationStephen James, Andrew J. Davison
Despite the success of reinforcement learning methods, they have yet to have their breakthrough moment when applied to a broad range of robotic manipulation tasks. This is partly due to the fact that reinforcement learning algorithms are notoriously difficult and time consuming to train, which is exacerbated when training from images rather than full-state inputs. As humans perform manipulation tasks, our eyes closely monitor every step of the process with our gaze focusing sequentially on the objects being manipulated. With this in mind, we present our Attention-driven Robotic Manipulation (ARM) algorithm, which is a general manipulation algorithm that can be applied to a range of sparse-rewarded tasks, given only a small number of demonstrations. ARM splits the complex task of manipulation into a 3 stage pipeline: (1) a Q-attention agent extracts relevant pixel locations from RGB and point cloud inputs, (2) a next-best pose agent that accepts crops from the Q-attention agent and outputs poses, and (3) a control agent that takes the goal pose and outputs joint actions. We show that current learning algorithms fail on a range of RLBench tasks, whilst ARM is successful.
CVMar 30, 2021
SIMstack: A Generative Shape and Instance Model for Unordered Object StacksZoe Landgraf, Raluca Scona, Tristan Laidlow et al.
By estimating 3D shape and instances from a single view, we can capture information about an environment quickly, without the need for comprehensive scanning and multi-view fusion. Solving this task for composite scenes (such as object stacks) is challenging: occluded areas are not only ambiguous in shape but also in instance segmentation; multiple decompositions could be valid. We observe that physics constrains decomposition as well as shape in occluded regions and hypothesise that a latent space learned from scenes built under physics simulation can serve as a prior to better predict shape and instances in occluded regions. To this end we propose SIMstack, a depth-conditioned Variational Auto-Encoder (VAE), trained on a dataset of objects stacked under physics simulation. We formulate instance segmentation as a centre voting task which allows for class-agnostic detection and doesn't require setting the maximum number of objects in the scene. At test time, our model can generate 3D shape and instance segmentation from a single depth view, probabilistically sampling proposals for the occluded region from the learned latent space. Our method has practical applications in providing robots some of the ability humans have to make rapid intuitive inferences of partially observed scenes. We demonstrate an application for precise (non-disruptive) object grasping of unknown objects from a single depth view.
CVMar 29, 2021
In-Place Scene Labelling and Understanding with Implicit Scene RepresentationShuaifeng Zhi, Tristan Laidlow, Stefan Leutenegger et al.
Semantic labelling is highly correlated with geometry and radiance reconstruction, as scene entities with similar shape and appearance are more likely to come from similar classes. Recent implicit neural reconstruction techniques are appealing as they do not require prior training data, but the same fully self-supervised approach is not possible for semantics because labels are human-defined properties. We extend neural radiance fields (NeRF) to jointly encode semantics with appearance and geometry, so that complete and accurate 2D semantic labels can be achieved using a small amount of in-place annotations specific to the scene. The intrinsic multi-view consistency and smoothness of NeRF benefit semantics by enabling sparse labels to efficiently propagate. We show the benefit of this approach when labels are either sparse or very noisy in room-scale scenes. We demonstrate its advantageous properties in various interesting applications such as an efficient scene labelling tool, novel semantic view synthesis, label denoising, super-resolution, label interpolation and multi-view semantic label fusion in visual semantic mapping systems.
CVMar 23, 2021
iMAP: Implicit Mapping and Positioning in Real-TimeEdgar Sucar, Shikun Liu, Joseph Ortiz et al.
We show for the first time that a multilayer perceptron (MLP) can serve as the only scene representation in a real-time SLAM system for a handheld RGB-D camera. Our network is trained in live operation without prior data, building a dense, scene-specific implicit 3D model of occupancy and colour which is also immediately used for tracking. Achieving real-time SLAM via continual training of a neural network against a live image stream requires significant innovation. Our iMAP algorithm uses a keyframe structure and multi-processing computation flow, with dynamic information-guided pixel sampling for speed, with tracking at 10 Hz and global map updating at 2 Hz. The advantages of an implicit MLP over standard dense SLAM techniques include efficient geometry representation with automatic detail control and smooth, plausible filling-in of unobserved regions such as the back surfaces of objects.
AINov 3, 2020
Rearrangement: A Challenge for Embodied AIDhruv Batra, Angel X. Chang, Sonia Chernova et al.
We describe a framework for research and evaluation in Embodied AI. Our proposal is based on a canonical task: Rearrangement. A standard task can focus the development of new techniques and serve as a source of trained models that can be transferred to other settings. In the rearrangement task, the goal is to bring a given physical environment into a specified state. The goal state can be specified by object poses, by images, by a description in language, or by letting the agent experience the environment in the goal state. We characterize rearrangement scenarios along different axes and describe metrics for benchmarking rearrangement performance. To facilitate research and exploration, we present experimental testbeds of rearrangement scenarios in four different simulation environments. We anticipate that other datasets will be released and new simulation platforms will be built to support training of rearrangement agents and their deployment on physical systems.
CVAug 31, 2020
Deep Probabilistic Feature-metric TrackingBinbin Xu, Andrew J. Davison, Stefan Leutenegger
Dense image alignment from RGB-D images remains a critical issue for real-world applications, especially under challenging lighting conditions and in a wide baseline setting. In this paper, we propose a new framework to learn a pixel-wise deep feature map and a deep feature-metric uncertainty map predicted by a Convolutional Neural Network (CNN), which together formulate a deep probabilistic feature-metric residual of the two-view constraint that can be minimised using Gauss-Newton in a coarse-to-fine optimisation framework. Furthermore, our network predicts a deep initial pose for faster and more reliable convergence. The optimisation steps are differentiable and unrolled to train in an end-to-end fashion. Due to its probabilistic essence, our approach can easily couple with other residuals, where we show a combination with ICP. Experimental results demonstrate state-of-the-art performances on the TUM RGB-D dataset and the 3D rigid object tracking dataset. We further demonstrate our method's robustness and convergence qualitatively.
CVApr 9, 2020
MoreFusion: Multi-object Reasoning for 6D Pose Estimation from Volumetric FusionKentaro Wada, Edgar Sucar, Stephen James et al.
Robots and other smart devices need efficient object-based scene representations from their on-board vision systems to reason about contact, physics and occlusion. Recognized precise object models will play an important role alongside non-parametric reconstructions of unrecognized structures. We present a system which can estimate the accurate poses of multiple known objects in contact and occlusion from real-time, embodied multi-view vision. Our approach makes 3D object pose proposals from single RGB-D views, accumulates pose estimates and non-parametric occupancy information from multiple views as the camera moves, and performs joint optimization to estimate consistent, non-intersecting poses for multiple objects in contact. We verify the accuracy and robustness of our approach experimentally on 2 object datasets: YCB-Video, and our own challenging Cluttered YCB-Video. We demonstrate a real-time robotics application where a robot arm precisely and orderly disassembles complicated piles of objects, using only on-board RGB-D vision.
CVMar 6, 2020
Bundle Adjustment on a Graph ProcessorJoseph Ortiz, Mark Pupilli, Stefan Leutenegger et al.
Graph processors such as Graphcore's Intelligence Processing Unit (IPU) are part of the major new wave of novel computer architecture for AI, and have a general design with massively parallel computation, distributed on-chip memory and very high inter-core communication bandwidth which allows breakthrough performance for message passing algorithms on arbitrary graphs. We show for the first time that the classical computer vision problem of bundle adjustment (BA) can be solved extremely fast on a graph processor using Gaussian Belief Propagation. Our simple but fully parallel implementation uses the 1216 cores on a single IPU chip to, for instance, solve a real BA problem with 125 keyframes and 1919 points in under 40ms, compared to 1450ms for the Ceres CPU library. Further code optimisation will surely increase this difference on static problems, but we argue that the real promise of graph processing is for flexible in-place optimisation of general, dynamically changing factor graphs representing Spatial AI problems. We give indications of this with experiments showing the ability of GBP to efficiently solve incremental SLAM problems, and deal with robust cost functions and different types of factors.
CVJan 14, 2020
DeepFactors: Real-Time Probabilistic Dense Monocular SLAMJan Czarnowski, Tristan Laidlow, Ronald Clark et al.
The ability to estimate rich geometry and camera motion from monocular imagery is fundamental to future interactive robotics and augmented reality applications. Different approaches have been proposed that vary in scene geometry representation (sparse landmarks, dense maps), the consistency metric used for optimising the multi-view problem, and the use of learned priors. We present a SLAM system that unifies these methods in a probabilistic framework while still maintaining real-time performance. This is achieved through the use of a learned compact depth map representation and reformulating three different types of errors: photometric, reprojection and geometric, which we make use of within standard factor graph software. We evaluate our system on trajectory estimation and depth reconstruction on real-world sequences and present various examples of estimated dense geometry.
RONov 4, 2019
Learning One-Shot Imitation from Humans without HumansAlessandro Bonardi, Stephen James, Andrew J. Davison
Humans can naturally learn to execute a new task by seeing it performed by other individuals once, and then reproduce it in a variety of configurations. Endowing robots with this ability of imitating humans from third person is a very immediate and natural way of teaching new tasks. Only recently, through meta-learning, there have been successful attempts to one-shot imitation learning from humans; however, these approaches require a lot of human resources to collect the data in the real world to train the robot. But is there a way to remove the need for real world human demonstrations during training? We show that with Task-Embedded Control Networks, we can infer control polices by embedding human demonstrations that can condition a control policy and achieve one-shot imitation learning. Importantly, we do not use a real human arm to supply demonstrations during training, but instead leverage domain randomisation in an application that has not been seen before: sim-to-real transfer on humans. Upon evaluating our approach on pushing and placing tasks in both simulation and in the real world, we show that in comparison to a system that was trained on real-world data we are able to achieve similar results by utilising only simulation data.
AIOct 30, 2019
FutureMapping 2: Gaussian Belief Propagation for Spatial AIAndrew J. Davison, Joseph Ortiz
We argue the case for Gaussian Belief Propagation (GBP) as a strong algorithmic framework for the distributed, generic and incremental probabilistic estimation we need in Spatial AI as we aim at high performance smart robots and devices which operate within the constraints of real products. Processor hardware is changing rapidly, and GBP has the right character to take advantage of highly distributed processing and storage while estimating global quantities, as well as great flexibility. We present a detailed tutorial on GBP, relating to the standard factor graph formulation used in robotics and computer vision, and give several simulation examples with code which demonstrate its properties.
ROSep 26, 2019
RLBench: The Robot Learning Benchmark & Learning EnvironmentStephen James, Zicong Ma, David Rovick Arrojo et al.
We present a challenging new benchmark and learning-environment for robot learning: RLBench. The benchmark features 100 completely unique, hand-designed tasks ranging in difficulty, from simple target reaching and door opening, to longer multi-stage tasks, such as opening an oven and placing a tray in it. We provide an array of both proprioceptive observations and visual observations, which include rgb, depth, and segmentation masks from an over-the-shoulder stereo camera and an eye-in-hand monocular camera. Uniquely, each task comes with an infinite supply of demos through the use of motion planners operating on a series of waypoints given during task creation time; enabling an exciting flurry of demonstration-based learning. RLBench has been designed with scalability in mind; new tasks, along with their motion-planned demos, can be easily created and then verified by a series of tools, allowing users to submit their own tasks to the RLBench task repository. This large-scale benchmark aims to accelerate progress in a number of vision-guided manipulation research areas, including: reinforcement learning, imitation learning, multi-task learning, geometric computer vision, and in particular, few-shot learning. With the benchmark's breadth of tasks and demonstrations, we propose the first large-scale few-shot challenge in robotics. We hope that the scale and diversity of RLBench offers unparalleled research opportunities in the robot learning community and beyond.
ROJun 26, 2019
PyRep: Bringing V-REP to Deep Robot LearningStephen James, Marc Freese, Andrew J. Davison
PyRep is a toolkit for robot learning research, built on top of the virtual robotics experimentation platform (V-REP). Through a series of modifications and additions, we have created a tailored version of V-REP built with robot learning in mind. The new PyRep toolkit offers three improvements: (1) a simple and flexible API for robot control and scene manipulation, (2) a new rendering engine, and (3) speed boosts upwards of 10,000x in comparison to the previous Python Remote API. With these improvements, we believe PyRep is the ideal toolkit to facilitate rapid prototyping of learning algorithms in the areas of reinforcement learning, imitation learning, state estimation, mapping, and computer vision.