Jiajun Wu

CV
h-index56
146papers
21,766citations
Novelty55%
AI Score61

146 Papers

39.9CVDec 10, 2022Code
ULIP: Learning a Unified Representation of Language, Images, and Point Clouds for 3D Understanding

Le Xue, Mingfei Gao, Chen Xing et al. · salesforce, stanford

The recognition capabilities of current state-of-the-art 3D models are limited by datasets with a small number of annotated data and a pre-defined set of categories. In its 2D counterpart, recent advances have shown that similar problems can be significantly alleviated by employing knowledge from other modalities, such as language. Inspired by this, leveraging multimodal information for 3D modality could be promising to improve 3D understanding under the restricted data regime, but this line of research is not well studied. Therefore, we introduce ULIP to learn a unified representation of images, texts, and 3D point clouds by pre-training with object triplets from the three modalities. To overcome the shortage of training triplets, ULIP leverages a pre-trained vision-language model that has already learned a common visual and textual space by training with massive image-text pairs. Then, ULIP learns a 3D representation space aligned with the common image-text space, using a small number of automatically synthesized triplets. ULIP is agnostic to 3D backbone networks and can easily be integrated into any 3D architecture. Experiments show that ULIP effectively improves the performance of multiple recent 3D backbones by simply pre-training them on ShapeNet55 using our framework, achieving state-of-the-art performance in both standard 3D classification and zero-shot 3D classification on ModelNet40 and ScanObjectNN. ULIP also improves the performance of PointMLP by around 3% in 3D classification on ScanObjectNN, and outperforms PointCLIP by 28.8% on top-1 accuracy for zero-shot 3D classification on ModelNet40. Our code and pre-trained models are released at https://github.com/salesforce/ULIP.

26.0CVApr 5, 2022Code
ObjectFolder 2.0: A Multisensory Object Dataset for Sim2Real Transfer

Ruohan Gao, Zilin Si, Yen-Yu Chang et al. · stanford

Objects play a crucial role in our everyday activities. Though multisensory object-centric learning has shown great potential lately, the modeling of objects in prior work is rather unrealistic. ObjectFolder 1.0 is a recent dataset that introduces 100 virtualized objects with visual, acoustic, and tactile sensory data. However, the dataset is small in scale and the multisensory data is of limited quality, hampering generalization to real-world scenarios. We present ObjectFolder 2.0, a large-scale, multisensory dataset of common household objects in the form of implicit neural representations that significantly enhances ObjectFolder 1.0 in three aspects. First, our dataset is 10 times larger in the amount of objects and orders of magnitude faster in rendering time. Second, we significantly improve the multisensory rendering quality for all three modalities. Third, we show that models learned from virtual objects in our dataset successfully transfer to their real-world counterparts in three challenging tasks: object scale estimation, contact localization, and shape reconstruction. ObjectFolder 2.0 offers a new path and testbed for multisensory learning in computer vision and robotics. The dataset is available at https://github.com/rhgao/ObjectFolder.

11.8ROJun 1, 2023Code
Sonicverse: A Multisensory Simulation Platform for Embodied Household Agents that See and Hear

Ruohan Gao, Hao Li, Gokul Dharan et al. · stanford

Developing embodied agents in simulation has been a key research topic in recent years. Exciting new tasks, algorithms, and benchmarks have been developed in various simulators. However, most of them assume deaf agents in silent environments, while we humans perceive the world with multiple senses. We introduce Sonicverse, a multisensory simulation platform with integrated audio-visual simulation for training household agents that can both see and hear. Sonicverse models realistic continuous audio rendering in 3D environments in real-time. Together with a new audio-visual VR interface that allows humans to interact with agents with audio, Sonicverse enables a series of embodied AI tasks that need audio-visual perception. For semantic audio-visual navigation in particular, we also propose a new multi-task learning model that achieves state-of-the-art performance. In addition, we demonstrate Sonicverse's realism via sim-to-real transfer, which has not been achieved by other simulators: an agent trained in Sonicverse can successfully perform audio-visual navigation in real-world environments. Sonicverse is available at: https://github.com/StanfordVL/Sonicverse.

52.1ROJul 12, 2023Code
VoxPoser: Composable 3D Value Maps for Robotic Manipulation with Language Models

Wenlong Huang, Chen Wang, Ruohan Zhang et al. · mit, stanford

Large language models (LLMs) are shown to possess a wealth of actionable knowledge that can be extracted for robot manipulation in the form of reasoning and planning. Despite the progress, most still rely on pre-defined motion primitives to carry out the physical interactions with the environment, which remains a major bottleneck. In this work, we aim to synthesize robot trajectories, i.e., a dense sequence of 6-DoF end-effector waypoints, for a large variety of manipulation tasks given an open-set of instructions and an open-set of objects. We achieve this by first observing that LLMs excel at inferring affordances and constraints given a free-form language instruction. More importantly, by leveraging their code-writing capabilities, they can interact with a vision-language model (VLM) to compose 3D value maps to ground the knowledge into the observation space of the agent. The composed value maps are then used in a model-based planning framework to zero-shot synthesize closed-loop robot trajectories with robustness to dynamic perturbations. We further demonstrate how the proposed framework can benefit from online experiences by efficiently learning a dynamics model for scenes that involve contact-rich interactions. We present a large-scale study of the proposed method in both simulated and real-robot environments, showcasing the ability to perform a large variety of everyday manipulation tasks specified in free-form natural language. Videos and code at https://voxposer.github.io

40.4CVNov 30, 2022
3D Neural Field Generation using Triplane Diffusion

J. Ryan Shue, Eric Ryan Chan, Ryan Po et al. · stanford

Diffusion models have emerged as the state-of-the-art for image generation, among other tasks. Here, we present an efficient diffusion-based model for 3D-aware generation of neural fields. Our approach pre-processes training data, such as ShapeNet meshes, by converting them to continuous occupancy fields and factoring them into a set of axis-aligned triplane feature representations. Thus, our 3D training scenes are all represented by 2D feature planes, and we can directly train existing 2D diffusion models on these representations to generate 3D neural fields with high quality and diversity, outperforming alternative approaches to 3D-aware generation. Our approach requires essential modifications to existing triplane factorization pipelines to make the resulting features easy to learn for the diffusion model. We demonstrate state-of-the-art results on 3D generation on several object classes from ShapeNet.

3.9CVJun 2, 2023Code
HomE: Homography-Equivariant Video Representation Learning

Anirudh Sriram, Adrien Gaidon, Jiajun Wu et al. · salesforce, stanford

Recent advances in self-supervised representation learning have enabled more efficient and robust model performance without relying on extensive labeled data. However, most works are still focused on images, with few working on videos and even fewer on multi-view videos, where more powerful inductive biases can be leveraged for self-supervision. In this work, we propose a novel method for representation learning of multi-view videos, where we explicitly model the representation space to maintain Homography Equivariance (HomE). Our method learns an implicit mapping between different views, culminating in a representation space that maintains the homography relationship between neighboring views. We evaluate our HomE representation via action recognition and pedestrian intent prediction as downstream tasks. On action classification, our method obtains 96.4% 3-fold accuracy on the UCF101 dataset, better than most state-of-the-art self-supervised learning methods. Similarly, on the STIP dataset, we outperform the state-of-the-art by 6% for pedestrian intent prediction one second into the future while also obtaining an accuracy of 91.2% for pedestrian action (cross vs. not-cross) classification. Code is available at https://github.com/anirudhs123/HomE.

31.0CVJun 23, 2022
MaskViT: Masked Visual Pre-Training for Video Prediction

Agrim Gupta, Stephen Tian, Yunzhi Zhang et al. · stanford

The ability to predict future visual observations conditioned on past observations and motor commands can enable embodied agents to plan solutions to a variety of tasks in complex environments. This work shows that we can create good video prediction models by pre-training transformers via masked visual modeling. Our approach, named MaskViT, is based on two simple design decisions. First, for memory and training efficiency, we use two types of window attention: spatial and spatiotemporal. Second, during training, we mask a variable percentage of tokens instead of a fixed mask ratio. For inference, MaskViT generates all tokens via iterative refinement where we incrementally decrease the masking ratio following a mask scheduling function. On several datasets we demonstrate that MaskViT outperforms prior works in video prediction, is parameter efficient, and can generate high-resolution videos (256x256). Further, we demonstrate the benefits of inference speedup (up to 512x) due to iterative decoding by using MaskViT for planning on a real robot. Our work suggests that we can endow embodied agents with powerful predictive models by leveraging the general framework of masked visual modeling with minimal domain knowledge.

34.9CVJun 3, 2022
Revisiting the "Video" in Video-Language Understanding

Shyamal Buch, Cristóbal Eyzaguirre, Adrien Gaidon et al. · salesforce, stanford

What makes a video task uniquely suited for videos, beyond what can be understood from a single image? Building on recent progress in self-supervised image-language models, we revisit this question in the context of video and language tasks. We propose the atemporal probe (ATP), a new model for video-language analysis which provides a stronger bound on the baseline accuracy of multimodal models constrained by image-level understanding. By applying this model to standard discriminative video and language tasks, such as video question answering and text-to-video retrieval, we characterize the limitations and potential of current video-language benchmarks. We find that understanding of event temporality is often not necessary to achieve strong or state-of-the-art performance, even compared with recent large-scale video-language models and in contexts intended to benchmark deeper video-level understanding. We also demonstrate how ATP can improve both video-language dataset and model design. We describe a technique for leveraging ATP to better disentangle dataset subsets with a higher concentration of temporally challenging data, improving benchmarking efficacy for causal and temporal understanding. Further, we show that effectively integrating ATP into full video-level temporal models can improve efficiency and state-of-the-art accuracy.

36.5CVSep 28, 2023
Object Motion Guided Human Motion Synthesis

Jiaman Li, Jiajun Wu, C. Karen Liu · stanford

Modeling human behaviors in contextual environments has a wide range of applications in character animation, embodied AI, VR/AR, and robotics. In real-world scenarios, humans frequently interact with the environment and manipulate various objects to complete daily tasks. In this work, we study the problem of full-body human motion synthesis for the manipulation of large-sized objects. We propose Object MOtion guided human MOtion synthesis (OMOMO), a conditional diffusion framework that can generate full-body manipulation behaviors from only the object motion. Since naively applying diffusion models fails to precisely enforce contact constraints between the hands and the object, OMOMO learns two separate denoising processes to first predict hand positions from object motion and subsequently synthesize full-body poses based on the predicted hand positions. By employing the hand positions as an intermediate representation between the two denoising processes, we can explicitly enforce contact constraints, resulting in more physically plausible manipulation motions. With the learned model, we develop a novel system that captures full-body human manipulation motions by simply attaching a smartphone to the object being manipulated. Through extensive experiments, we demonstrate the effectiveness of our proposed pipeline and its ability to generalize to unseen objects. Additionally, as high-quality human-object interaction datasets are scarce, we collect a large-scale dataset consisting of 3D object geometry, object motion, and human motion. Our dataset contains human-object interaction motion for 15 objects, with a total duration of approximately 10 hours.

23.2CVOct 13, 2022
Retrospectives on the Embodied AI Workshop

Matt Deitke, Dhruv Batra, Yonatan Bisk et al. · allen-ai, cmu

We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.

23.8CVApr 27, 2023Code
Putting People in Their Place: Affordance-Aware Human Insertion into Scenes

Sumith Kulal, Tim Brooks, Alex Aiken et al. · berkeley, stanford

We study the problem of inferring scene affordances by presenting a method for realistically inserting people into scenes. Given a scene image with a marked region and an image of a person, we insert the person into the scene while respecting the scene affordances. Our model can infer the set of realistic poses given the scene context, re-pose the reference person, and harmonize the composition. We set up the task in a self-supervised fashion by learning to re-pose humans in video clips. We train a large-scale diffusion model on a dataset of 2.4M video clips that produces diverse plausible poses while respecting the scene context. Given the learned human-scene composition, our model can also hallucinate realistic people and scenes when prompted without conditioning and also enables interactive editing. A quantitative evaluation shows that our method synthesizes more realistic human appearance and more natural human-scene interactions than prior work.

18.7CVJun 1, 2023
The ObjectFolder Benchmark: Multisensory Learning with Neural and Real Objects

Ruohan Gao, Yiming Dou, Hao Li et al. · mit, stanford

We introduce the ObjectFolder Benchmark, a benchmark suite of 10 tasks for multisensory object-centric learning, centered around object recognition, reconstruction, and manipulation with sight, sound, and touch. We also introduce the ObjectFolder Real dataset, including the multisensory measurements for 100 real-world household objects, building upon a newly designed pipeline for collecting the 3D meshes, videos, impact sounds, and tactile readings of real-world objects. We conduct systematic benchmarking on both the 1,000 multisensory neural objects from ObjectFolder, and the real multisensory data from ObjectFolder Real. Our results demonstrate the importance of multisensory perception and reveal the respective roles of vision, audio, and touch for different object-centric learning tasks. By publicly releasing our dataset and benchmark suite, we hope to catalyze and enable new research in multisensory object-centric learning in computer vision, robotics, and beyond. Project page: https://objectfolder.stanford.edu

25.2ROMar 15, 2022
Vision-Based Manipulators Need to Also See from Their Hands

Kyle Hsu, Moo Jin Kim, Rafael Rafailov et al. · stanford

We study how the choice of visual perspective affects learning and generalization in the context of physical manipulation from raw sensor observations. Compared with the more commonly used global third-person perspective, a hand-centric (eye-in-hand) perspective affords reduced observability, but we find that it consistently improves training efficiency and out-of-distribution generalization. These benefits hold across a variety of learning algorithms, experimental settings, and distribution shifts, and for both simulated and real robot apparatuses. However, this is only the case when hand-centric observability is sufficient; otherwise, including a third-person perspective is necessary for learning, but also harms out-of-distribution generalization. To mitigate this, we propose to regularize the third-person information stream via a variational information bottleneck. On six representative manipulation tasks with varying hand-centric observability adapted from the Meta-World benchmark, this results in a state-of-the-art reinforcement learning agent operating from both perspectives improving its out-of-distribution generalization on every task. While some practitioners have long put cameras in the hands of robots, our work systematically analyzes the benefits of doing so and provides simple and broadly applicable insights for improving end-to-end learned vision-based robotic manipulation.

27.6CVDec 9, 2022
Ego-Body Pose Estimation via Ego-Head Pose Estimation

Jiaman Li, C. Karen Liu, Jiajun Wu · stanford

Estimating 3D human motion from an egocentric video sequence plays a critical role in human behavior understanding and has various applications in VR/AR. However, naively learning a mapping between egocentric videos and human motions is challenging, because the user's body is often unobserved by the front-facing camera placed on the head of the user. In addition, collecting large-scale, high-quality datasets with paired egocentric videos and 3D human motions requires accurate motion capture devices, which often limit the variety of scenes in the videos to lab-like environments. To eliminate the need for paired egocentric video and human motions, we propose a new method, Ego-Body Pose Estimation via Ego-Head Pose Estimation (EgoEgo), which decomposes the problem into two stages, connected by the head motion as an intermediate representation. EgoEgo first integrates SLAM and a learning approach to estimate accurate head motion. Subsequently, leveraging the estimated head pose as input, EgoEgo utilizes conditional diffusion to generate multiple plausible full-body motions. This disentanglement of head and body pose eliminates the need for training datasets with paired egocentric videos and 3D human motion, enabling us to leverage large-scale egocentric video datasets and motion capture datasets separately. Moreover, for systematic benchmarking, we develop a synthetic dataset, AMASS-Replica-Ego-Syn (ARES), with paired egocentric videos and human motion. On both ARES and real data, our EgoEgo model performs significantly better than the current state-of-the-art methods.

31.5CVOct 27, 2023Code
ZeroNVS: Zero-Shot 360-Degree View Synthesis from a Single Image

Kyle Sargent, Zizhang Li, Tanmay Shah et al. · stanford

We introduce a 3D-aware diffusion model, ZeroNVS, for single-image novel view synthesis for in-the-wild scenes. While existing methods are designed for single objects with masked backgrounds, we propose new techniques to address challenges introduced by in-the-wild multi-object scenes with complex backgrounds. Specifically, we train a generative prior on a mixture of data sources that capture object-centric, indoor, and outdoor scenes. To address issues from data mixture such as depth-scale ambiguity, we propose a novel camera conditioning parameterization and normalization scheme. Further, we observe that Score Distillation Sampling (SDS) tends to truncate the distribution of complex backgrounds during distillation of 360-degree scenes, and propose "SDS anchoring" to improve the diversity of synthesized novel views. Our model sets a new state-of-the-art result in LPIPS on the DTU dataset in the zero-shot setting, even outperforming methods specifically trained on DTU. We further adapt the challenging Mip-NeRF 360 dataset as a new benchmark for single-image novel view synthesis, and demonstrate strong performance in this setting. Our code and data are at http://kylesargent.github.io/zeronvs/

27.5CVMar 31, 2023Code
CIRCLE: Capture In Rich Contextual Environments

Joao Pedro Araujo, Jiaman Li, Karthik Vetrivel et al. · stanford

Synthesizing 3D human motion in a contextual, ecological environment is important for simulating realistic activities people perform in the real world. However, conventional optics-based motion capture systems are not suited for simultaneously capturing human movements and complex scenes. The lack of rich contextual 3D human motion datasets presents a roadblock to creating high-quality generative human motion models. We propose a novel motion acquisition system in which the actor perceives and operates in a highly contextual virtual world while being motion captured in the real world. Our system enables rapid collection of high-quality human motion in highly diverse scenes, without the concern of occlusion or the need for physical scene construction in the real world. We present CIRCLE, a dataset containing 10 hours of full-body reaching motion from 5 subjects across nine scenes, paired with ego-centric information of the environment represented in various forms, such as RGBD videos. We use this dataset to train a model that generates human motion conditioned on scene information. Leveraging our dataset, the model learns to use ego-centric scene information to achieve nontrivial reaching tasks in the context of complex 3D scenes. To download the data please visit https://stanford-tml.github.io/circle_dataset/.

21.2ROSep 28, 2023
D$^3$Fields: Dynamic 3D Descriptor Fields for Zero-Shot Generalizable Rearrangement

Yixuan Wang, Mingtong Zhang, Zhuoran Li et al. · mit, stanford

Scene representation is a crucial design choice in robotic manipulation systems. An ideal representation is expected to be 3D, dynamic, and semantic to meet the demands of diverse manipulation tasks. However, previous works often lack all three properties simultaneously. In this work, we introduce D$^3$Fields -- dynamic 3D descriptor fields. These fields are implicit 3D representations that take in 3D points and output semantic features and instance masks. They can also capture the dynamics of the underlying 3D environments. Specifically, we project arbitrary 3D points in the workspace onto multi-view 2D visual observations and interpolate features derived from visual foundational models. The resulting fused descriptor fields allow for flexible goal specifications using 2D images with varied contexts, styles, and instances. To evaluate the effectiveness of these descriptor fields, we apply our representation to rearrangement tasks in a zero-shot manner. Through extensive evaluation in real worlds and simulations, we demonstrate that D$^3$Fields are effective for zero-shot generalizable rearrangement tasks. We also compare D$^3$Fields with state-of-the-art implicit 3D representations and show significant improvements in effectiveness and efficiency.

26.0CVMar 23, 2023
NS3D: Neuro-Symbolic Grounding of 3D Objects and Relations

Joy Hsu, Jiayuan Mao, Jiajun Wu · stanford

Grounding object properties and relations in 3D scenes is a prerequisite for a wide range of artificial intelligence tasks, such as visually grounded dialogues and embodied manipulation. However, the variability of the 3D domain induces two fundamental challenges: 1) the expense of labeling and 2) the complexity of 3D grounded language. Hence, essential desiderata for models are to be data-efficient, generalize to different data distributions and tasks with unseen semantic forms, as well as ground complex language semantics (e.g., view-point anchoring and multi-object reference). To address these challenges, we propose NS3D, a neuro-symbolic framework for 3D grounding. NS3D translates language into programs with hierarchical structures by leveraging large language-to-code models. Different functional modules in the programs are implemented as neural networks. Notably, NS3D extends prior neuro-symbolic visual reasoning methods by introducing functional modules that effectively reason about high-arity relations (i.e., relations among more than two objects), key in disambiguating objects in complex 3D scenes. Modular and compositional architecture enables NS3D to achieve state-of-the-art results on the ReferIt3D view-dependence task, a 3D referring expression comprehension benchmark. Importantly, NS3D shows significantly improved performance on settings of data-efficiency and generalization, and demonstrate zero-shot transfer to an unseen 3D question-answering task.

27.6ROMay 5, 2022
RoboCraft: Learning to See, Simulate, and Shape Elasto-Plastic Objects with Graph Networks

Haochen Shi, Huazhe Xu, Zhiao Huang et al. · mit, stanford

Modeling and manipulating elasto-plastic objects are essential capabilities for robots to perform complex industrial and household interaction tasks (e.g., stuffing dumplings, rolling sushi, and making pottery). However, due to the high degree of freedom of elasto-plastic objects, significant challenges exist in virtually every aspect of the robotic manipulation pipeline, e.g., representing the states, modeling the dynamics, and synthesizing the control signals. We propose to tackle these challenges by employing a particle-based representation for elasto-plastic objects in a model-based planning framework. Our system, RoboCraft, only assumes access to raw RGBD visual observations. It transforms the sensing data into particles and learns a particle-based dynamics model using graph neural networks (GNNs) to capture the structure of the underlying system. The learned model can then be coupled with model-predictive control (MPC) algorithms to plan the robot's behavior. We show through experiments that with just 10 minutes of real-world robotic interaction data, our robot can learn a dynamics model that can be used to synthesize control signals to deform elasto-plastic objects into various target shapes, including shapes that the robot has never encountered before. We perform systematic evaluations in both simulation and the real world to demonstrate the robot's manipulation capabilities and ability to generalize to a more complex action space, different tool shapes, and a mixture of motion modes. We also conduct comparisons between RoboCraft and untrained human subjects controlling the gripper to manipulate deformable objects in both simulation and the real world. Our learned model-based planning framework is comparable to and sometimes better than human subjects on the tested tasks.

18.3ROJun 29, 2023
Dynamic-Resolution Model Learning for Object Pile Manipulation

Yixuan Wang, Yunzhu Li, Katherine Driggs-Campbell et al. · mit, stanford

Dynamics models learned from visual observations have shown to be effective in various robotic manipulation tasks. One of the key questions for learning such dynamics models is what scene representation to use. Prior works typically assume representation at a fixed dimension or resolution, which may be inefficient for simple tasks and ineffective for more complicated tasks. In this work, we investigate how to learn dynamic and adaptive representations at different levels of abstraction to achieve the optimal trade-off between efficiency and effectiveness. Specifically, we construct dynamic-resolution particle representations of the environment and learn a unified dynamics model using graph neural networks (GNNs) that allows continuous selection of the abstraction level. During test time, the agent can adaptively determine the optimal resolution at each model-predictive control (MPC) step. We evaluate our method in object pile manipulation, a task we commonly encounter in cooking, agriculture, manufacturing, and pharmaceutical applications. Through comprehensive evaluations both in the simulation and the real world, we show that our method achieves significantly better performance than state-of-the-art fixed-resolution baselines at the gathering, sorting, and redistribution of granular object piles made with various instances like coffee beans, almonds, corn, etc.

13.2CVMay 17, 2022Code
Unsupervised Segmentation in Real-World Images via Spelke Object Inference

Honglin Chen, Rahul Venkatesh, Yoni Friedman et al. · stanford

Self-supervised, category-agnostic segmentation of real-world images is a challenging open problem in computer vision. Here, we show how to learn static grouping priors from motion self-supervision by building on the cognitive science concept of a Spelke Object: a set of physical stuff that moves together. We introduce the Excitatory-Inhibitory Segment Extraction Network (EISEN), which learns to extract pairwise affinity graphs for static scenes from motion-based training signals. EISEN then produces segments from affinities using a novel graph propagation and competition network. During training, objects that undergo correlated motion (such as robot arms and the objects they move) are decoupled by a bootstrapping process: EISEN explains away the motion of objects it has already learned to segment. We show that EISEN achieves a substantial improvement in the state of the art for self-supervised image segmentation on challenging synthetic and real-world robotics datasets.

17.0CVMay 8, 2022
Unsupervised Discovery and Composition of Object Light Fields

Cameron Smith, Hong-Xing Yu, Sergey Zakharov et al. · stanford

Neural scene representations, both continuous and discrete, have recently emerged as a powerful new paradigm for 3D scene understanding. Recent efforts have tackled unsupervised discovery of object-centric neural scene representations. However, the high cost of ray-marching, exacerbated by the fact that each object representation has to be ray-marched separately, leads to insufficiently sampled radiance fields and thus, noisy renderings, poor framerates, and high memory and time complexity during training and rendering. Here, we propose to represent objects in an object-centric, compositional scene representation as light fields. We propose a novel light field compositor module that enables reconstructing the global light field from a set of object-centric light fields. Dubbed Compositional Object Light Fields (COLF), our method enables unsupervised learning of object-centric neural scene representations, state-of-the-art reconstruction and novel view synthesis performance on standard datasets, and rendering and training speeds at orders of magnitude faster than existing 3D approaches.

25.9ROOct 17, 2022
Differentiable Physics Simulation of Dynamics-Augmented Neural Objects

Simon Le Cleac'h, Hong-Xing Yu, Michelle Guo et al. · stanford

We present a differentiable pipeline for simulating the motion of objects that represent their geometry as a continuous density field parameterized as a deep network. This includes Neural Radiance Fields (NeRFs), and other related models. From the density field, we estimate the dynamical properties of the object, including its mass, center of mass, and inertia matrix. We then introduce a differentiable contact model based on the density field for computing normal and friction forces resulting from collisions. This allows a robot to autonomously build object models that are visually and \emph{dynamically} accurate from still images and videos of objects in motion. The resulting Dynamics-Augmented Neural Objects (DANOs) are simulated with an existing differentiable simulation engine, Dojo, interacting with other standard simulation objects, such as spheres, planes, and robots specified as URDFs. A robot can use this simulation to optimize grasps and manipulation trajectories of neural objects, or to improve the neural object models through gradient-based real-to-simulation transfer. We demonstrate the pipeline to learn the coefficient of friction of a bar of soap from a real video of the soap sliding on a table. We also learn the coefficient of friction and mass of a Stanford bunny through interactions with a Panda robot arm from synthetic data, and we optimize trajectories in simulation for the Panda arm to push the bunny to a goal location.

23.0CVOct 24, 2023Code
Stanford-ORB: A Real-World 3D Object Inverse Rendering Benchmark

Zhengfei Kuang, Yunzhi Zhang, Hong-Xing Yu et al. · stanford

We introduce Stanford-ORB, a new real-world 3D Object inverse Rendering Benchmark. Recent advances in inverse rendering have enabled a wide range of real-world applications in 3D content generation, moving rapidly from research and commercial use cases to consumer devices. While the results continue to improve, there is no real-world benchmark that can quantitatively assess and compare the performance of various inverse rendering methods. Existing real-world datasets typically only consist of the shape and multi-view images of objects, which are not sufficient for evaluating the quality of material recovery and object relighting. Methods capable of recovering material and lighting often resort to synthetic data for quantitative evaluation, which on the other hand does not guarantee generalization to complex real-world environments. We introduce a new dataset of real-world objects captured under a variety of natural scenes with ground-truth 3D scans, multi-view images, and environment lighting. Using this dataset, we establish the first comprehensive real-world evaluation benchmark for object inverse rendering tasks from in-the-wild scenes, and compare the performance of various existing methods.

21.8CVAug 2, 2023Code
Patched Denoising Diffusion Models For High-Resolution Image Synthesis

Zheng Ding, Mengqi Zhang, Jiajun Wu et al. · stanford

We propose an effective denoising diffusion model for generating high-resolution images (e.g., 1024$\times$512), trained on small-size image patches (e.g., 64$\times$64). We name our algorithm Patch-DM, in which a new feature collage strategy is designed to avoid the boundary artifact when synthesizing large-size images. Feature collage systematically crops and combines partial features of the neighboring patches to predict the features of a shifted image patch, allowing the seamless generation of the entire image due to the overlap in the patch feature space. Patch-DM produces high-quality image synthesis results on our newly collected dataset of nature images (1024$\times$512), as well as on standard benchmarks of smaller sizes (256$\times$256), including LSUN-Bedroom, LSUN-Church, and FFHQ. We compare our method with previous patch-based generation methods and achieve state-of-the-art FID scores on all four datasets. Further, Patch-DM also reduces memory complexity compared to the classic diffusion models.

19.5CVOct 24, 2023Code
What's Left? Concept Grounding with Logic-Enhanced Foundation Models

Joy Hsu, Jiayuan Mao, Joshua B. Tenenbaum et al. · stanford

Recent works such as VisProg and ViperGPT have smartly composed foundation models for visual reasoning-using large language models (LLMs) to produce programs that can be executed by pre-trained vision-language models. However, they operate in limited domains, such as 2D images, not fully exploiting the generalization of language: abstract concepts like "left" can also be grounded in 3D, temporal, and action data, as in moving to your left. This limited generalization stems from these inference-only methods' inability to learn or adapt pre-trained models to a new domain. We propose the Logic-Enhanced Foundation Model (LEFT), a unified framework that learns to ground and reason with concepts across domains with a differentiable, domain-independent, first-order logic-based program executor. LEFT has an LLM interpreter that outputs a program represented in a general, logic-based reasoning language, which is shared across all domains and tasks. LEFT's executor then executes the program with trainable domain-specific grounding modules. We show that LEFT flexibly learns concepts in four domains: 2D images, 3D scenes, human motions, and robotic manipulation. It exhibits strong reasoning ability in a wide variety of tasks, including those that are complex and not seen during training, and can be easily applied to new domains.

21.7AIApr 26, 2023
Programmatically Grounded, Compositionally Generalizable Robotic Manipulation

Renhao Wang, Jiayuan Mao, Joy Hsu et al. · stanford

Robots operating in the real world require both rich manipulation skills as well as the ability to semantically reason about when to apply those skills. Towards this goal, recent works have integrated semantic representations from large-scale pretrained vision-language (VL) models into manipulation models, imparting them with more general reasoning capabilities. However, we show that the conventional pretraining-finetuning pipeline for integrating such representations entangles the learning of domain-specific action information and domain-general visual information, leading to less data-efficient training and poor generalization to unseen objects and tasks. To this end, we propose ProgramPort, a modular approach to better leverage pretrained VL models by exploiting the syntactic and semantic structures of language instructions. Our framework uses a semantic parser to recover an executable program, composed of functional modules grounded on vision and action across different modalities. Each functional module is realized as a combination of deterministic computation and learnable neural networks. Program execution produces parameters to general manipulation primitives for a robotic end-effector. The entire modular network can be trained with end-to-end imitation learning objectives. Experiments show that our model successfully disentangles action and perception, translating to improved zero-shot and compositional generalization in a variety of manipulation behaviors. Project webpage at: \url{https://progport.github.io}.

12.1CVAug 8, 2023
Rendering Humans from Object-Occluded Monocular Videos

Tiange Xiang, Adam Sun, Jiajun Wu et al. · stanford

3D understanding and rendering of moving humans from monocular videos is a challenging task. Despite recent progress, the task remains difficult in real-world scenarios, where obstacles may block the camera view and cause partial occlusions in the captured videos. Existing methods cannot handle such defects due to two reasons. First, the standard rendering strategy relies on point-point mapping, which could lead to dramatic disparities between the visible and occluded areas of the body. Second, the naive direct regression approach does not consider any feasibility criteria (ie, prior information) for rendering under occlusions. To tackle the above drawbacks, we present OccNeRF, a neural rendering method that achieves better rendering of humans in severely occluded scenes. As direct solutions to the two drawbacks, we propose surface-based rendering by integrating geometry and visibility priors. We validate our method on both simulated and real-world occlusions and demonstrate our method's superiority.

19.5CVFeb 14, 2023
VQ3D: Learning a 3D-Aware Generative Model on ImageNet

Kyle Sargent, Jing Yu Koh, Han Zhang et al. · cmu, stanford

Recent work has shown the possibility of training generative models of 3D content from 2D image collections on small datasets corresponding to a single object class, such as human faces, animal faces, or cars. However, these models struggle on larger, more complex datasets. To model diverse and unconstrained image collections such as ImageNet, we present VQ3D, which introduces a NeRF-based decoder into a two-stage vector-quantized autoencoder. Our Stage 1 allows for the reconstruction of an input image and the ability to change the camera position around the image, and our Stage 2 allows for the generation of new 3D scenes. VQ3D is capable of generating and reconstructing 3D-aware images from the 1000-class ImageNet dataset of 1.2 million training images. We achieve an ImageNet generation FID score of 16.8, compared to 69.8 for the next best baseline method.

13.6CVApr 26, 2023Code
A Control-Centric Benchmark for Video Prediction

Stephen Tian, Chelsea Finn, Jiajun Wu · stanford

Video is a promising source of knowledge for embodied agents to learn models of the world's dynamics. Large deep networks have become increasingly effective at modeling complex video data in a self-supervised manner, as evaluated by metrics based on human perceptual similarity or pixel-wise comparison. However, it remains unclear whether current metrics are accurate indicators of performance on downstream tasks. We find empirically that for planning robotic manipulation, existing metrics can be unreliable at predicting execution success. To address this, we propose a benchmark for action-conditioned video prediction in the form of a control benchmark that evaluates a given model for simulated robotic manipulation through sampling-based planning. Our benchmark, Video Prediction for Visual Planning ($VP^2$), includes simulated environments with 11 task categories and 310 task instance definitions, a full planning implementation, and training datasets containing scripted interaction trajectories for each task category. A central design goal of our benchmark is to expose a simple interface -- a single forward prediction call -- so it is straightforward to evaluate almost any action-conditioned video prediction model. We then leverage our benchmark to study the effects of scaling model size, quantity of training data, and model ensembling by analyzing five highly-performant video prediction models, finding that while scale can improve perceptual quality when modeling visually diverse settings, other attributes such as uncertainty awareness can also aid planning performance.

15.5ROOct 21, 2022Code
STAP: Sequencing Task-Agnostic Policies

Christopher Agia, Toki Migimatsu, Jiajun Wu et al. · stanford

Advances in robotic skill acquisition have made it possible to build general-purpose libraries of learned skills for downstream manipulation tasks. However, naively executing these skills one after the other is unlikely to succeed without accounting for dependencies between actions prevalent in long-horizon plans. We present Sequencing Task-Agnostic Policies (STAP), a scalable framework for training manipulation skills and coordinating their geometric dependencies at planning time to solve long-horizon tasks never seen by any skill during training. Given that Q-functions encode a measure of skill feasibility, we formulate an optimization problem to maximize the joint success of all skills sequenced in a plan, which we estimate by the product of their Q-values. Our experiments indicate that this objective function approximates ground truth plan feasibility and, when used as a planning objective, reduces myopic behavior and thereby promotes long-horizon task success. We further demonstrate how STAP can be used for task and motion planning by estimating the geometric feasibility of skill sequences provided by a task planner. We evaluate our approach in simulation and on a real robot. Qualitative results and code are made available at https://sites.google.com/stanford.edu/stap.

12.6CVJan 12, 2023
Accidental Light Probes

Hong-Xing Yu, Samir Agarwala, Charles Herrmann et al. · deepmind, stanford

Recovering lighting in a scene from a single image is a fundamental problem in computer vision. While a mirror ball light probe can capture omnidirectional lighting, light probes are generally unavailable in everyday images. In this work, we study recovering lighting from accidental light probes (ALPs) -- common, shiny objects like Coke cans, which often accidentally appear in daily scenes. We propose a physically-based approach to model ALPs and estimate lighting from their appearances in single images. The main idea is to model the appearance of ALPs by photogrammetrically principled shading and to invert this process via differentiable rendering to recover incidental illumination. We demonstrate that we can put an ALP into a scene to allow high-fidelity lighting estimation. Our model can also recover lighting for existing images that happen to contain an ALP.

17.0LGJan 27, 2023
Learning Vortex Dynamics for Fluid Inference and Prediction

Yitong Deng, Hong-Xing Yu, Jiajun Wu et al. · stanford

We propose a novel differentiable vortex particle (DVP) method to infer and predict fluid dynamics from a single video. Lying at its core is a particle-based latent space to encapsulate the hidden, Lagrangian vortical evolution underpinning the observable, Eulerian flow phenomena. Our differentiable vortex particles are coupled with a learnable, vortex-to-velocity dynamics mapping to effectively capture the complex flow features in a physically-constrained, low-dimensional space. This representation facilitates the learning of a fluid simulator tailored to the input video that can deliver robust, long-term future predictions. The value of our method is twofold: first, our learned simulator enables the inference of hidden physics quantities (e.g., velocity field) purely from visual observation; secondly, it also supports future prediction, constructing the input video's sequel along with its future dynamics evolution. We compare our method with a range of existing methods on both synthetic and real-world videos, demonstrating improved reconstruction quality, visual plausibility, and physical integrity.

13.9AIOct 5, 2023
CLEVRER-Humans: Describing Physical and Causal Events the Human Way

Jiayuan Mao, Xuelin Yang, Xikun Zhang et al. · stanford

Building machines that can reason about physical events and their causal relationships is crucial for flexible interaction with the physical world. However, most existing physical and causal reasoning benchmarks are exclusively based on synthetically generated events and synthetic natural language descriptions of causal relationships. This design brings up two issues. First, there is a lack of diversity in both event types and natural language descriptions; second, causal relationships based on manually-defined heuristics are different from human judgments. To address both shortcomings, we present the CLEVRER-Humans benchmark, a video reasoning dataset for causal judgment of physical events with human labels. We employ two techniques to improve data collection efficiency: first, a novel iterative event cloze task to elicit a new representation of events in videos, which we term Causal Event Graphs (CEGs); second, a data augmentation technique based on neural language generative models. We convert the collected CEGs into questions and answers to be consistent with prior work. Finally, we study a collection of baseline approaches for CLEVRER-Humans question-answering, highlighting the great challenges set forth by our benchmark.

13.8GRJan 4, 2023
Scene Synthesis from Human Motion

Sifan Ye, Yixing Wang, Jiaman Li et al. · stanford

Large-scale capture of human motion with diverse, complex scenes, while immensely useful, is often considered prohibitively costly. Meanwhile, human motion alone contains rich information about the scene they reside in and interact with. For example, a sitting human suggests the existence of a chair, and their leg position further implies the chair's pose. In this paper, we propose to synthesize diverse, semantically reasonable, and physically plausible scenes based on human motion. Our framework, Scene Synthesis from HUMan MotiON (SUMMON), includes two steps. It first uses ContactFormer, our newly introduced contact predictor, to obtain temporally consistent contact labels from human motion. Based on these predictions, SUMMON then chooses interacting objects and optimizes physical plausibility losses; it further populates the scene with objects that do not interact with humans. Experimental results demonstrate that SUMMON synthesizes feasible, plausible, and diverse scenes and has the potential to generate extensive human-scene interaction data for the community.

12.7CVJul 25, 2022
Translating a Visual LEGO Manual to a Machine-Executable Plan

Ruocheng Wang, Yunzhi Zhang, Jiayuan Mao et al. · stanford

We study the problem of translating an image-based, step-by-step assembly manual created by human designers into machine-interpretable instructions. We formulate this problem as a sequential prediction task: at each step, our model reads the manual, locates the components to be added to the current shape, and infers their 3D poses. This task poses the challenge of establishing a 2D-3D correspondence between the manual image and the real 3D object, and 3D pose estimation for unseen 3D objects, since a new component to be added in a step can be an object built from previous steps. To address these two challenges, we present a novel learning-based framework, the Manual-to-Executable-Plan Network (MEPNet), which reconstructs the assembly steps from a sequence of manual images. The key idea is to integrate neural 2D keypoint detection modules and 2D-3D projection algorithms for high-precision prediction and strong generalization to unseen components. The MEPNet outperforms existing methods on three newly collected LEGO manual datasets and a Minecraft house dataset.

7.9AIJun 23, 2023
Task-Driven Graph Attention for Hierarchical Relational Object Navigation

Michael Lingelbach, Chengshu Li, Minjune Hwang et al. · stanford

Embodied AI agents in large scenes often need to navigate to find objects. In this work, we study a naturally emerging variant of the object navigation task, hierarchical relational object navigation (HRON), where the goal is to find objects specified by logical predicates organized in a hierarchical structure - objects related to furniture and then to rooms - such as finding an apple on top of a table in the kitchen. Solving such a task requires an efficient representation to reason about object relations and correlate the relations in the environment and in the task goal. HRON in large scenes (e.g. homes) is particularly challenging due to its partial observability and long horizon, which invites solutions that can compactly store the past information while effectively exploring the scene. We demonstrate experimentally that scene graphs are the best-suited representation compared to conventional representations such as images or 2D maps. We propose a solution that uses scene graphs as part of its input and integrates graph neural networks as its backbone, with an integrated task-driven attention mechanism, and demonstrate its better scalability and learning efficiency than state-of-the-art baselines.

8.5ROJul 12, 2023
Giving Robots a Hand: Learning Generalizable Manipulation with Eye-in-Hand Human Video Demonstrations

Moo Jin Kim, Jiajun Wu, Chelsea Finn · stanford

Eye-in-hand cameras have shown promise in enabling greater sample efficiency and generalization in vision-based robotic manipulation. However, for robotic imitation, it is still expensive to have a human teleoperator collect large amounts of expert demonstrations with a real robot. Videos of humans performing tasks, on the other hand, are much cheaper to collect since they eliminate the need for expertise in robotic teleoperation and can be quickly captured in a wide range of scenarios. Therefore, human video demonstrations are a promising data source for learning generalizable robotic manipulation policies at scale. In this work, we augment narrow robotic imitation datasets with broad unlabeled human video demonstrations to greatly enhance the generalization of eye-in-hand visuomotor policies. Although a clear visual domain gap exists between human and robot data, our framework does not need to employ any explicit domain adaptation method, as we leverage the partial observability of eye-in-hand cameras as well as a simple fixed image masking scheme. On a suite of eight real-world tasks involving both 3-DoF and 6-DoF robot arm control, our method improves the success rates of eye-in-hand manipulation policies by 58% (absolute) on average, enabling robots to generalize to both new environment configurations and new tasks that are unseen in the robot demonstration data. See video results at https://giving-robots-a-hand.github.io/ .

14.5CVNov 1, 2023
Are These the Same Apple? Comparing Images Based on Object Intrinsics

Klemen Kotar, Stephen Tian, Hong-Xing Yu et al. · stanford

The human visual system can effortlessly recognize an object under different extrinsic factors such as lighting, object poses, and background, yet current computer vision systems often struggle with these variations. An important step to understanding and improving artificial vision systems is to measure image similarity purely based on intrinsic object properties that define object identity. This problem has been studied in the computer vision literature as re-identification, though mostly restricted to specific object categories such as people and cars. We propose to extend it to general object categories, exploring an image similarity metric based on object intrinsics. To benchmark such measurements, we collect the Common paired objects Under differenT Extrinsics (CUTE) dataset of $18,000$ images of $180$ objects under different extrinsic factors such as lighting, poses, and imaging conditions. While existing methods such as LPIPS and CLIP scores do not measure object intrinsics well, we find that combining deep features learned from contrastive self-supervised learning with foreground filtering is a simple yet effective approach to approximating the similarity. We conduct an extensive survey of pre-trained features and foreground extraction methods to arrive at a strong baseline that best measures intrinsic object-centric image similarity among current methods. Finally, we demonstrate that our approach can aid in downstream applications such as acting as an analog for human subjects and improving generalizable re-identification. Please see our project website at https://s-tian.github.io/projects/cute/ for visualizations of the data and demos of our metric.

13.9SDJun 16, 2023
RealImpact: A Dataset of Impact Sound Fields for Real Objects

Samuel Clarke, Ruohan Gao, Mason Wang et al. · stanford

Objects make unique sounds under different perturbations, environment conditions, and poses relative to the listener. While prior works have modeled impact sounds and sound propagation in simulation, we lack a standard dataset of impact sound fields of real objects for audio-visual learning and calibration of the sim-to-real gap. We present RealImpact, a large-scale dataset of real object impact sounds recorded under controlled conditions. RealImpact contains 150,000 recordings of impact sounds of 50 everyday objects with detailed annotations, including their impact locations, microphone locations, contact force profiles, material labels, and RGBD images. We make preliminary attempts to use our dataset as a reference to current simulation methods for estimating object impact sounds that match the real world. Moreover, we demonstrate the usefulness of our dataset as a testbed for acoustic and audio-visual learning via the evaluation of two benchmark tasks, including listener location classification and visual acoustic matching.

12.2CVDec 9, 2022Code
Seeing a Rose in Five Thousand Ways

Yunzhi Zhang, Shangzhe Wu, Noah Snavely et al. · deepmind, stanford

What is a rose, visually? A rose comprises its intrinsics, including the distribution of geometry, texture, and material specific to its object category. With knowledge of these intrinsic properties, we may render roses of different sizes and shapes, in different poses, and under different lighting conditions. In this work, we build a generative model that learns to capture such object intrinsics from a single image, such as a photo of a bouquet. Such an image includes multiple instances of an object type. These instances all share the same intrinsics, but appear different due to a combination of variance within these intrinsics and differences in extrinsic factors, such as pose and illumination. Experiments show that our model successfully learns object intrinsics (distribution of geometry, texture, and material) for a wide range of objects, each from a single Internet image. Our method achieves superior results on multiple downstream tasks, including intrinsic image decomposition, shape and image generation, view synthesis, and relighting.

11.1ROJun 14, 2023
Multi-Object Manipulation via Object-Centric Neural Scattering Functions

Stephen Tian, Yancheng Cai, Hong-Xing Yu et al. · cambridge, mit

Learned visual dynamics models have proven effective for robotic manipulation tasks. Yet, it remains unclear how best to represent scenes involving multi-object interactions. Current methods decompose a scene into discrete objects, but they struggle with precise modeling and manipulation amid challenging lighting conditions as they only encode appearance tied with specific illuminations. In this work, we propose using object-centric neural scattering functions (OSFs) as object representations in a model-predictive control framework. OSFs model per-object light transport, enabling compositional scene re-rendering under object rearrangement and varying lighting conditions. By combining this approach with inverse parameter estimation and graph-based neural dynamics models, we demonstrate improved model-predictive control performance and generalization in compositional multi-object environments, even in previously unseen scenarios and harsh lighting conditions.

6.5CVJun 27, 2022
Programmatic Concept Learning for Human Motion Description and Synthesis

Sumith Kulal, Jiayuan Mao, Alex Aiken et al. · stanford

We introduce Programmatic Motion Concepts, a hierarchical motion representation for human actions that captures both low-level motion and high-level description as motion concepts. This representation enables human motion description, interactive editing, and controlled synthesis of novel video sequences within a single framework. We present an architecture that learns this concept representation from paired video and action sequences in a semi-supervised manner. The compactness of our representation also allows us to present a low-resource training recipe for data-efficient learning. By outperforming established baselines, especially in the small data regime, we demonstrate the efficiency and effectiveness of our framework for multiple applications.

2.8CVSep 13, 2023
Tree-Structured Shading Decomposition

Chen Geng, Hong-Xing Yu, Sharon Zhang et al. · stanford

We study inferring a tree-structured representation from a single image for object shading. Prior work typically uses the parametric or measured representation to model shading, which is neither interpretable nor easily editable. We propose using the shade tree representation, which combines basic shading nodes and compositing methods to factorize object surface shading. The shade tree representation enables novice users who are unfamiliar with the physical shading process to edit object shading in an efficient and intuitive manner. A main challenge in inferring the shade tree is that the inference problem involves both the discrete tree structure and the continuous parameters of the tree nodes. We propose a hybrid approach to address this issue. We introduce an auto-regressive inference model to generate a rough estimation of the tree structure and node parameters, and then we fine-tune the inferred shade tree through an optimization algorithm. We show experiments on synthetic images, captured reflectance, real images, and non-realistic vector drawings, allowing downstream applications such as material editing, vectorized shading, and relighting. Project website: https://chen-geng.com/inv-shade-trees

2.8CVApr 3, 2023
Partial-View Object View Synthesis via Filtered Inversion

Fan-Yun Sun, Jonathan Tremblay, Valts Blukis et al. · microsoft-research, mit

We propose Filtering Inversion (FINV), a learning framework and optimization process that predicts a renderable 3D object representation from one or few partial views. FINV addresses the challenge of synthesizing novel views of objects from partial observations, spanning cases where the object is not entirely in view, is partially occluded, or is only observed from similar views. To achieve this, FINV learns shape priors by training a 3D generative model. At inference, given one or more views of a novel real-world object, FINV first finds a set of latent codes for the object by inverting the generative model from multiple initial seeds. Maintaining the set of latent codes, FINV filters and resamples them after receiving each new observation, akin to particle filtering. The generator is then finetuned for each latent code on the available views in order to adapt to novel objects. We show that FINV successfully synthesizes novel views of real-world objects (e.g., chairs, tables, and cars), even if the generative prior is trained only on synthetic objects. The ability to address the sim-to-real problem allows FINV to be used for object categories without real-world datasets. FINV achieves state-of-the-art performance on multiple real-world datasets, recovers object shape and texture from partial and sparse views, is robust to occlusion, and is able to incrementally improve its representation with more observations.

4.8CVDec 9, 2022
Physically Plausible Animation of Human Upper Body from a Single Image

Ziyuan Huang, Zhengping Zhou, Yung-Yu Chuang et al. · stanford

We present a new method for generating controllable, dynamically responsive, and photorealistic human animations. Given an image of a person, our system allows the user to generate Physically plausible Upper Body Animation (PUBA) using interaction in the image space, such as dragging their hand to various locations. We formulate a reinforcement learning problem to train a dynamic model that predicts the person's next 2D state (i.e., keypoints on the image) conditioned on a 3D action (i.e., joint torque), and a policy that outputs optimal actions to control the person to achieve desired goals. The dynamic model leverages the expressiveness of 3D simulation and the visual realism of 2D videos. PUBA generates 2D keypoint sequences that achieve task goals while being responsive to forceful perturbation. The sequences of keypoints are then translated by a pose-to-image generator to produce the final photorealistic video.

38.1ROSep 5, 2023
Physically Grounded Vision-Language Models for Robotic Manipulation

Jensen Gao, Bidipta Sarkar, Fei Xia et al.

Recent advances in vision-language models (VLMs) have led to improved performance on tasks such as visual question answering and image captioning. Consequently, these models are now well-positioned to reason about the physical world, particularly within domains such as robotic manipulation. However, current VLMs are limited in their understanding of the physical concepts (e.g., material, fragility) of common objects, which restricts their usefulness for robotic manipulation tasks that involve interaction and physical reasoning about such objects. To address this limitation, we propose PhysObjects, an object-centric dataset of 39.6K crowd-sourced and 417K automated physical concept annotations of common household objects. We demonstrate that fine-tuning a VLM on PhysObjects improves its understanding of physical object concepts, including generalization to held-out concepts, by capturing human priors of these concepts from visual appearance. We incorporate this physically grounded VLM in an interactive framework with a large language model-based robotic planner, and show improved planning performance on tasks that require reasoning about physical object concepts, compared to baselines that do not leverage physically grounded VLMs. We additionally illustrate the benefits of our physically grounded VLM on a real robot, where it improves task success rates. We release our dataset and provide further details and visualizations of our results at https://iliad.stanford.edu/pg-vlm/.

9.4ROSep 11, 2023
Learning Sequential Acquisition Policies for Robot-Assisted Feeding

Priya Sundaresan, Jiajun Wu, Dorsa Sadigh

A robot providing mealtime assistance must perform specialized maneuvers with various utensils in order to pick up and feed a range of food items. Beyond these dexterous low-level skills, an assistive robot must also plan these strategies in sequence over a long horizon to clear a plate and complete a meal. Previous methods in robot-assisted feeding introduce highly specialized primitives for food handling without a means to compose them together. Meanwhile, existing approaches to long-horizon manipulation lack the flexibility to embed highly specialized primitives into their frameworks. We propose Visual Action Planning OveR Sequences (VAPORS), a framework for long-horizon food acquisition. VAPORS learns a policy for high-level action selection by leveraging learned latent plate dynamics in simulation. To carry out sequential plans in the real world, VAPORS delegates action execution to visually parameterized primitives. We validate our approach on complex real-world acquisition trials involving noodle acquisition and bimanual scooping of jelly beans. Across 38 plates, VAPORS acquires much more efficiently than baselines, generalizes across realistic plate variations such as toppings and sauces, and qualitatively appeals to user feeding preferences in a survey conducted across 49 individuals. Code, datasets, videos, and supplementary materials can be found on our website: https://sites.google.com/view/vaporsbot.

8.5RONov 2, 2023
NOIR: Neural Signal Operated Intelligent Robots for Everyday Activities

Ruohan Zhang, Sharon Lee, Minjune Hwang et al.

We present Neural Signal Operated Intelligent Robots (NOIR), a general-purpose, intelligent brain-robot interface system that enables humans to command robots to perform everyday activities through brain signals. Through this interface, humans communicate their intended objects of interest and actions to the robots using electroencephalography (EEG). Our novel system demonstrates success in an expansive array of 20 challenging, everyday household activities, including cooking, cleaning, personal care, and entertainment. The effectiveness of the system is improved by its synergistic integration of robot learning algorithms, allowing for NOIR to adapt to individual users and predict their intentions. Our work enhances the way humans interact with robots, replacing traditional channels of interaction with direct, neural communication. Project website: https://noir-corl.github.io/.

11.8CVNov 3, 2025Code
Web-Scale Collection of Video Data for 4D Animal Reconstruction

Brian Nlong Zhao, Jiajun Wu, Shangzhe Wu

Computer vision for animals holds great promise for wildlife research but often depends on large-scale data, while existing collection methods rely on controlled capture setups. Recent data-driven approaches show the potential of single-view, non-invasive analysis, yet current animal video datasets are limited--offering as few as 2.4K 15-frame clips and lacking key processing for animal-centric 3D/4D tasks. We introduce an automated pipeline that mines YouTube videos and processes them into object-centric clips, along with auxiliary annotations valuable for downstream tasks like pose estimation, tracking, and 3D/4D reconstruction. Using this pipeline, we amass 30K videos (2M frames)--an order of magnitude more than prior works. To demonstrate its utility, we focus on the 4D quadruped animal reconstruction task. To support this task, we present Animal-in-Motion (AiM), a benchmark of 230 manually filtered sequences with 11K frames showcasing clean, diverse animal motions. We evaluate state-of-the-art model-based and model-free methods on Animal-in-Motion, finding that 2D metrics favor the former despite unrealistic 3D shapes, while the latter yields more natural reconstructions but scores lower--revealing a gap in current evaluation. To address this, we enhance a recent model-free approach with sequence-level optimization, establishing the first 4D animal reconstruction baseline. Together, our pipeline, benchmark, and baseline aim to advance large-scale, markerless 4D animal reconstruction and related tasks from in-the-wild videos. Code and datasets are available at https://github.com/briannlongzhao/Animal-in-Motion.