19.3CVDec 7, 2023
Point2CAD: Reverse Engineering CAD Models from 3D Point CloudsYujia Liu, Anton Obukhov, Jan Dirk Wegner et al.
Computer-Aided Design (CAD) model reconstruction from point clouds is an important problem at the intersection of computer vision, graphics, and machine learning; it saves the designer significant time when iterating on in-the-wild objects. Recent advancements in this direction achieve relatively reliable semantic segmentation but still struggle to produce an adequate topology of the CAD model. In this work, we analyze the current state of the art for that ill-posed task and identify shortcomings of existing methods. We propose a hybrid analytic-neural reconstruction scheme that bridges the gap between segmented point clouds and structured CAD models and can be readily combined with different segmentation backbones. Moreover, to power the surface fitting stage, we propose a novel implicit neural representation of freeform surfaces, driving up the performance of our overall CAD reconstruction scheme. We extensively evaluate our method on the popular ABC benchmark of CAD models and set a new state-of-the-art for that dataset. Project page: https://www.obukhov.ai/point2cad}{https://www.obukhov.ai/point2cad.
5.2CVMar 4, 2024
Point2Building: Reconstructing Buildings from Airborne LiDAR Point CloudsYujia Liu, Anton Obukhov, Jan Dirk Wegner et al.
We present a learning-based approach to reconstruct buildings as 3D polygonal meshes from airborne LiDAR point clouds. What makes 3D building reconstruction from airborne LiDAR hard is the large diversity of building designs and especially roof shapes, the low and varying point density across the scene, and the often incomplete coverage of building facades due to occlusions by vegetation or to the viewing angle of the sensor. To cope with the diversity of shapes and inhomogeneous and incomplete object coverage, we introduce a generative model that directly predicts 3D polygonal meshes from input point clouds. Our autoregressive model, called Point2Building, iteratively builds up the mesh by generating sequences of vertices and faces. This approach enables our model to adapt flexibly to diverse geometries and building structures. Unlike many existing methods that rely heavily on pre-processing steps like exhaustive plane detection, our model learns directly from the point cloud data, thereby reducing error propagation and increasing the fidelity of the reconstruction. We experimentally validate our method on a collection of airborne LiDAR data of Zurich, Berlin and Tallinn. Our method shows good generalization to diverse urban styles.
3.6CVAug 3, 2025
Single Point, Full Mask: Velocity-Guided Level Set Evolution for End-to-End Amodal SegmentationZhixuan Li, Yujia Liu, Chen Hui et al.
Amodal segmentation aims to recover complete object shapes, including occluded regions with no visual appearance, whereas conventional segmentation focuses solely on visible areas. Existing methods typically rely on strong prompts, such as visible masks or bounding boxes, which are costly or impractical to obtain in real-world settings. While recent approaches such as the Segment Anything Model (SAM) support point-based prompts for guidance, they often perform direct mask regression without explicitly modeling shape evolution, limiting generalization in complex occlusion scenarios. Moreover, most existing methods suffer from a black-box nature, lacking geometric interpretability and offering limited insight into how occluded shapes are inferred. To deal with these limitations, we propose VELA, an end-to-end VElocity-driven Level-set Amodal segmentation method that performs explicit contour evolution from point-based prompts. VELA first constructs an initial level set function from image features and the point input, which then progressively evolves into the final amodal mask under the guidance of a shape-specific motion field predicted by a fully differentiable network. This network learns to generate evolution dynamics at each step, enabling geometrically grounded and topologically flexible contour modeling. Extensive experiments on COCOA-cls, D2SA, and KINS benchmarks demonstrate that VELA outperforms existing strongly prompted methods while requiring only a single-point prompt, validating the effectiveness of interpretable geometric modeling under weak guidance. The code will be publicly released.
17.5CVMar 4, 2021
PC2WF: 3D Wireframe Reconstruction from Raw Point CloudsYujia Liu, Stefano D'Aronco, Konrad Schindler et al.
We introduce PC2WF, the first end-to-end trainable deep network architecture to convert a 3D point cloud into a wireframe model. The network takes as input an unordered set of 3D points sampled from the surface of some object, and outputs a wireframe of that object, i.e., a sparse set of corner points linked by line segments. Recovering the wireframe is a challenging task, where the numbers of both vertices and edges are different for every instance, and a-priori unknown. Our architecture gradually builds up the model: It starts by encoding the points into feature vectors. Based on those features, it identifies a pool of candidate vertices, then prunes those candidates to a final set of corner vertices and refines their locations. Next, the corners are linked with an exhaustive set of candidate edges, which is again pruned to obtain the final wireframe. All steps are trainable, and errors can be backpropagated through the entire sequence. We validate the proposed model on a publicly available synthetic dataset, for which the ground truth wireframes are accessible, as well as on a new real-world dataset. Our model produces wireframe abstractions of good quality and outperforms several baselines.
8.3ROFeb 29, 2020
Rigid-Soft Interactive Learning for Robust GraspingLinhan Yang, Fang Wan, Haokun Wang et al.
Inspired by widely used soft fingers on grasping, we propose a method of rigid-soft interactive learning, aiming at reducing the time of data collection. In this paper, we classify the interaction categories into Rigid-Rigid, Rigid-Soft, Soft-Rigid according to the interaction surface between grippers and target objects. We find experimental evidence that the interaction types between grippers and target objects play an essential role in the learning methods. We use soft, stuffed toys for training, instead of everyday objects, to reduce the integration complexity and computational burden and exploit such rigid-soft interaction by changing the gripper fingers to the soft ones when dealing with rigid, daily-life items such as the Yale-CMU-Berkeley (YCB) objects. With a small data collection of 5K picking attempts in total, our results suggest that such Rigid-Soft and Soft-Rigid interactions are transferable. Moreover, the combination of different grasp types shows better performance on the grasping test. We achieve the best grasping performance at 97.5\% for easy YCB objects and 81.3\% for difficult YCB objects while using a precise grasp with a two-soft-finger gripper to collect training data and power grasp with a four-soft-finger gripper to test.
2.2ROFeb 29, 2020
Scalable Tactile Sensing for an Omni-adaptive Soft Robot FingerZeyi Yang, Sheng Ge, Fang Wan et al.
Robotic fingers made of soft material and compliant structures usually lead to superior adaptation when interacting with the unstructured physical environment. In this paper, we present an embedded sensing solution using optical fibers for an omni-adaptive soft robotic finger with exceptional adaptation in all directions. In particular, we managed to insert a pair of optical fibers inside the finger's structural cavity without interfering with its adaptive performance. The resultant integration is scalable as a versatile, low-cost, and moisture-proof solution for physically safe human-robot interaction. In addition, we experimented with our finger design for an object sorting task and identified sectional diameters of 94\% objects within the $\pm$6mm error and measured 80\% of the structural strains within $\pm$0.1mm/mm error. The proposed sensor design opens many doors in future applications of soft robotics for scalable and adaptive physical interactions in the unstructured environment.
1.5MLMay 25, 2015
Clustering via Content-Augmented Stochastic BlockmodelsJ. Massey Cashore, Xiaoting Zhao, Alexander A. Alemi et al.
Much of the data being created on the web contains interactions between users and items. Stochastic blockmodels, and other methods for community detection and clustering of bipartite graphs, can infer latent user communities and latent item clusters from this interaction data. These methods, however, typically ignore the items' contents and the information they provide about item clusters, despite the tendency of items in the same latent cluster to share commonalities in content. We introduce content-augmented stochastic blockmodels (CASB), which use item content together with user-item interaction data to enhance the user communities and item clusters learned. Comparisons to several state-of-the-art benchmark methods, on datasets arising from scientists interacting with scientific articles, show that content-augmented stochastic blockmodels provide highly accurate clusters with respect to metrics representative of the underlying community structure.