Wei Chen

CV
h-index8
5papers
374citations
Novelty53%
AI Score37

5 Papers

21.8CVDec 7, 2023
Digital Life Project: Autonomous 3D Characters with Social Intelligence

Zhongang Cai, Jianping Jiang, Zhongfei Qing et al.

In this work, we present Digital Life Project, a framework utilizing language as the universal medium to build autonomous 3D characters, who are capable of engaging in social interactions and expressing with articulated body motions, thereby simulating life in a digital environment. Our framework comprises two primary components: 1) SocioMind: a meticulously crafted digital brain that models personalities with systematic few-shot exemplars, incorporates a reflection process based on psychology principles, and emulates autonomy by initiating dialogue topics; 2) MoMat-MoGen: a text-driven motion synthesis paradigm for controlling the character's digital body. It integrates motion matching, a proven industry technique to ensure motion quality, with cutting-edge advancements in motion generation for diversity. Extensive experiments demonstrate that each module achieves state-of-the-art performance in its respective domain. Collectively, they enable virtual characters to initiate and sustain dialogues autonomously, while evolving their socio-psychological states. Concurrently, these characters can perform contextually relevant bodily movements. Additionally, a motion captioning module further allows the virtual character to recognize and appropriately respond to human players' actions. Homepage: https://digital-life-project.com/

9.5ROMar 4, 2025
GraphGarment: Learning Garment Dynamics for Bimanual Cloth Manipulation Tasks

Wei Chen, Kelin Li, Dongmyoung Lee et al.

Physical manipulation of garments is often crucial when performing fabric-related tasks, such as hanging garments. However, due to the deformable nature of fabrics, these operations remain a significant challenge for robots in household, healthcare, and industrial environments. In this paper, we propose GraphGarment, a novel approach that models garment dynamics based on robot control inputs and applies the learned dynamics model to facilitate garment manipulation tasks such as hanging. Specifically, we use graphs to represent the interactions between the robot end-effector and the garment. GraphGarment uses a graph neural network (GNN) to learn a dynamics model that can predict the next garment state given the current state and input action in simulation. To address the substantial sim-to-real gap, we propose a residual model that compensates for garment state prediction errors, thereby improving real-world performance. The garment dynamics model is then applied to a model-based action sampling strategy, where it is utilized to manipulate the garment to a reference pre-hanging configuration for garment-hanging tasks. We conducted four experiments using six types of garments to validate our approach in both simulation and real-world settings. In simulation experiments, GraphGarment achieves better garment state prediction performance, with a prediction error 0.46 cm lower than the best baseline. Our approach also demonstrates improved performance in the garment-hanging simulation experiment with enhancements of 12%, 24%, and 10%, respectively. Moreover, real-world robot experiments confirm the robustness of sim-to-real transfer, with an error increase of 0.17 cm compared to simulation results. Supplementary material is available at:https://sites.google.com/view/graphgarment.

3.7CVJan 24, 2024
Synthetic data enables faster annotation and robust segmentation for multi-object grasping in clutter

Dongmyoung Lee, Wei Chen, Nicolas Rojas

Object recognition and object pose estimation in robotic grasping continue to be significant challenges, since building a labelled dataset can be time consuming and financially costly in terms of data collection and annotation. In this work, we propose a synthetic data generation method that minimizes human intervention and makes downstream image segmentation algorithms more robust by combining a generated synthetic dataset with a smaller real-world dataset (hybrid dataset). Annotation experiments show that the proposed synthetic scene generation can diminish labelling time dramatically. RGB image segmentation is trained with hybrid dataset and combined with depth information to produce pixel-to-point correspondence of individual segmented objects. The object to grasp is then determined by the confidence score of the segmentation algorithm. Pick-and-place experiments demonstrate that segmentation trained on our hybrid dataset (98.9%, 70%) outperforms the real dataset and a publicly available dataset by (6.7%, 18.8%) and (2.8%, 10%) in terms of labelling and grasping success rate, respectively. Supplementary material is available at https://sites.google.com/view/synthetic-dataset-generation.

27.0CVMar 12, 2021Code
FS-Net: Fast Shape-based Network for Category-Level 6D Object Pose Estimation with Decoupled Rotation Mechanism

Wei Chen, Xi Jia, Hyung Jin Chang et al.

In this paper, we focus on category-level 6D pose and size estimation from monocular RGB-D image. Previous methods suffer from inefficient category-level pose feature extraction which leads to low accuracy and inference speed. To tackle this problem, we propose a fast shape-based network (FS-Net) with efficient category-level feature extraction for 6D pose estimation. First, we design an orientation aware autoencoder with 3D graph convolution for latent feature extraction. The learned latent feature is insensitive to point shift and object size thanks to the shift and scale-invariance properties of the 3D graph convolution. Then, to efficiently decode category-level rotation information from the latent feature, we propose a novel decoupled rotation mechanism that employs two decoders to complementarily access the rotation information. Meanwhile, we estimate translation and size by two residuals, which are the difference between the mean of object points and ground truth translation, and the difference between the mean size of the category and ground truth size, respectively. Finally, to increase the generalization ability of FS-Net, we propose an online box-cage based 3D deformation mechanism to augment the training data. Extensive experiments on two benchmark datasets show that the proposed method achieves state-of-the-art performance in both category- and instance-level 6D object pose estimation. Especially in category-level pose estimation, without extra synthetic data, our method outperforms existing methods by 6.3% on the NOCS-REAL dataset.

18.2CVMar 24, 2020Code
G2L-Net: Global to Local Network for Real-time 6D Pose Estimation with Embedding Vector Features

Wei Chen, Xi Jia, Hyung Jin Chang et al.

In this paper, we propose a novel real-time 6D object pose estimation framework, named G2L-Net. Our network operates on point clouds from RGB-D detection in a divide-and-conquer fashion. Specifically, our network consists of three steps. First, we extract the coarse object point cloud from the RGB-D image by 2D detection. Second, we feed the coarse object point cloud to a translation localization network to perform 3D segmentation and object translation prediction. Third, via the predicted segmentation and translation, we transfer the fine object point cloud into a local canonical coordinate, in which we train a rotation localization network to estimate initial object rotation. In the third step, we define point-wise embedding vector features to capture viewpoint-aware information. To calculate more accurate rotation, we adopt a rotation residual estimator to estimate the residual between initial rotation and ground truth, which can boost initial pose estimation performance. Our proposed G2L-Net is real-time despite the fact multiple steps are stacked via the proposed coarse-to-fine framework. Extensive experiments on two benchmark datasets show that G2L-Net achieves state-of-the-art performance in terms of both accuracy and speed.