KangKang Yin

CV
h-index3
5papers
98citations
Novelty52%
AI Score33

5 Papers

ROSep 21, 2021Code
Robust Visual Teach and Repeat for UGVs Using 3D Semantic Maps

Mohammad Mahdavian, KangKang Yin, Mo Chen

We propose a Visual Teach and Repeat (VTR) algorithm using semantic landmarks extracted from environmental objects for ground robots with fixed mount monocular cameras. The proposed algorithm is robust to changes in the starting pose of the camera/robot, where a pose is defined as the planar position plus the orientation around the vertical axis. VTR consists of a teach phase in which a robot moves in a prescribed path, and a repeat phase in which the robot tries to repeat the same path starting from the same or a different pose. Most available VTR algorithms are pose dependent and cannot perform well in the repeat phase when starting from an initial pose far from that of the teach phase. To achieve more robust pose independency, the key is to generate a 3D semantic map of the environment containing the camera trajectory and the positions of surrounding objects during the teach phase. For specific implementation, we use ORB-SLAM to collect the camera poses and the 3D point clouds of the environment, and YOLOv3 to detect objects in the environment. We then combine the two outputs to build the semantic map. In the repeat phase, we relocalize the robot based on the detected objects and the stored semantic map. The robot is then able to move toward the teach path, and repeat it in both forward and backward directions. We have tested the proposed algorithm in different scenarios and compared it with two most relevant recent studies. Also, we compared our algorithm with two image-based relocalization methods. One is purely based on ORB-SLAM and the other combines Superglue and RANSAC. The results show that our algorithm is much more robust with respect to pose variations as well as environmental alterations. Our code and data are available at the following Github page: https://github.com/mmahdavian/semantic_visual_teach_repeat.

GRMay 6, 2025
PARC: Physics-based Augmentation with Reinforcement Learning for Character Controllers

Michael Xu, Yi Shi, KangKang Yin et al.

Humans excel in navigating diverse, complex environments with agile motor skills, exemplified by parkour practitioners performing dynamic maneuvers, such as climbing up walls and jumping across gaps. Reproducing these agile movements with simulated characters remains challenging, in part due to the scarcity of motion capture data for agile terrain traversal behaviors and the high cost of acquiring such data. In this work, we introduce PARC (Physics-based Augmentation with Reinforcement Learning for Character Controllers), a framework that leverages machine learning and physics-based simulation to iteratively augment motion datasets and expand the capabilities of terrain traversal controllers. PARC begins by training a motion generator on a small dataset consisting of core terrain traversal skills. The motion generator is then used to produce synthetic data for traversing new terrains. However, these generated motions often exhibit artifacts, such as incorrect contacts or discontinuities. To correct these artifacts, we train a physics-based tracking controller to imitate the motions in simulation. The corrected motions are then added to the dataset, which is used to continue training the motion generator in the next iteration. PARC's iterative process jointly expands the capabilities of the motion generator and tracker, creating agile and versatile models for interacting with complex environments. PARC provides an effective approach to develop controllers for agile terrain traversal, which bridges the gap between the scarcity of motion data and the need for versatile character controllers.

LGMay 2, 2021
Discovering Diverse Athletic Jumping Strategies

Zhiqi Yin, Zeshi Yang, Michiel van de Panne et al.

We present a framework that enables the discovery of diverse and natural-looking motion strategies for athletic skills such as the high jump. The strategies are realized as control policies for physics-based characters. Given a task objective and an initial character configuration, the combination of physics simulation and deep reinforcement learning (DRL) provides a suitable starting point for automatic control policy training. To facilitate the learning of realistic human motions, we propose a Pose Variational Autoencoder (P-VAE) to constrain the actions to a subspace of natural poses. In contrast to motion imitation methods, a rich variety of novel strategies can naturally emerge by exploring initial character states through a sample-efficient Bayesian diversity search (BDS) algorithm. A second stage of optimization that encourages novel policies can further enrich the unique strategies discovered. Our method allows for the discovery of diverse and novel strategies for athletic jumping motions such as high jumps and obstacle jumps with no motion examples and less reward engineering than prior work.

CVAug 1, 2020
Improving Skeleton-based Action Recognitionwith Robust Spatial and Temporal Features

Zeshi Yang, Kangkang Yin

Recently skeleton-based action recognition has made signif-icant progresses in the computer vision community. Most state-of-the-art algorithms are based on Graph Convolutional Networks (GCN), andtarget at improving the network structure of the backbone GCN lay-ers. In this paper, we propose a novel mechanism to learn more robustdiscriminative features in space and time. More specifically, we add aDiscriminative Feature Learning (DFL) branch to the last layers of thenetwork to extract discriminative spatial and temporal features to helpregularize the learning. We also formally advocate the use of Direction-Invariant Features (DIF) as input to the neural networks. We show thataction recognition accuracy can be improved when these robust featuresare learned and used. We compare our results with those of ST-GCNand related methods on four datasets: NTU-RGBD60, NTU-RGBD120,SYSU 3DHOI and Skeleton-Kinetics.

CVJul 30, 2020
Hierarchical Action Classification with Network Pruning

Mahdi Davoodikakhki, KangKang Yin

Research on human action classification has made significant progresses in the past few years. Most deep learning methods focus on improving performance by adding more network components. We propose, however, to better utilize auxiliary mechanisms, including hierarchical classification, network pruning, and skeleton-based preprocessing, to boost the model robustness and performance. We test the effectiveness of our method on four commonly used testing datasets: NTU RGB+D 60, NTU RGB+D 120, Northwestern-UCLA Multiview Action 3D, and UTD Multimodal Human Action Dataset. Our experiments show that our method can achieve either comparable or better performance on all four datasets. In particular, our method sets up a new baseline for NTU 120, the largest dataset among the four. We also analyze our method with extensive comparisons and ablation studies.