Hao Su

CV
h-index47
34papers
5,894citations
Novelty55%
AI Score40

34 Papers

48.0CVJun 29, 2023Code
One-2-3-45: Any Single Image to 3D Mesh in 45 Seconds without Per-Shape Optimization

Minghua Liu, Chao Xu, Haian Jin et al.

Single image 3D reconstruction is an important but challenging task that requires extensive knowledge of our natural world. Many existing methods solve this problem by optimizing a neural radiance field under the guidance of 2D diffusion models but suffer from lengthy optimization time, 3D inconsistency results, and poor geometry. In this work, we propose a novel method that takes a single image of any object as input and generates a full 360-degree 3D textured mesh in a single feed-forward pass. Given a single image, we first use a view-conditioned 2D diffusion model, Zero123, to generate multi-view images for the input view, and then aim to lift them up to 3D space. Since traditional reconstruction methods struggle with inconsistent multi-view predictions, we build our 3D reconstruction module upon an SDF-based generalizable neural surface reconstruction method and propose several critical training strategies to enable the reconstruction of 360-degree meshes. Without costly optimizations, our method reconstructs 3D shapes in significantly less time than existing methods. Moreover, our method favors better geometry, generates more 3D consistent results, and adheres more closely to the input image. We evaluate our approach on both synthetic data and in-the-wild images and demonstrate its superiority in terms of both mesh quality and runtime. In addition, our approach can seamlessly support the text-to-3D task by integrating with off-the-shelf text-to-image diffusion models.

12.8CVAug 30, 2024
ConDense: Consistent 2D/3D Pre-training for Dense and Sparse Features from Multi-View Images

Xiaoshuai Zhang, Zhicheng Wang, Howard Zhou et al. · cmu, deepmind

To advance the state of the art in the creation of 3D foundation models, this paper introduces the ConDense framework for 3D pre-training utilizing existing pre-trained 2D networks and large-scale multi-view datasets. We propose a novel 2D-3D joint training scheme to extract co-embedded 2D and 3D features in an end-to-end pipeline, where 2D-3D feature consistency is enforced through a volume rendering NeRF-like ray marching process. Using dense per pixel features we are able to 1) directly distill the learned priors from 2D models to 3D models and create useful 3D backbones, 2) extract more consistent and less noisy 2D features, 3) formulate a consistent embedding space where 2D, 3D, and other modalities of data (e.g., natural language prompts) can be jointly queried. Furthermore, besides dense features, ConDense can be trained to extract sparse features (e.g., key points), also with 2D-3D consistency -- condensing 3D NeRF representations into compact sets of decorated key points. We demonstrate that our pre-trained model provides good initialization for various 3D tasks including 3D classification and segmentation, outperforming other 3D pre-training methods by a significant margin. It also enables, by exploiting our sparse features, additional useful downstream tasks, such as matching 2D images to 3D scenes, detecting duplicate 3D scenes, and querying a repository of 3D scenes through natural language -- all quite efficiently and without any per-scene fine-tuning.

20.8CVDec 5, 2023Code
PartSLIP++: Enhancing Low-Shot 3D Part Segmentation via Multi-View Instance Segmentation and Maximum Likelihood Estimation

Yuchen Zhou, Jiayuan Gu, Xuanlin Li et al.

Open-world 3D part segmentation is pivotal in diverse applications such as robotics and AR/VR. Traditional supervised methods often grapple with limited 3D data availability and struggle to generalize to unseen object categories. PartSLIP, a recent advancement, has made significant strides in zero- and few-shot 3D part segmentation. This is achieved by harnessing the capabilities of the 2D open-vocabulary detection module, GLIP, and introducing a heuristic method for converting and lifting multi-view 2D bounding box predictions into 3D segmentation masks. In this paper, we introduce PartSLIP++, an enhanced version designed to overcome the limitations of its predecessor. Our approach incorporates two major improvements. First, we utilize a pre-trained 2D segmentation model, SAM, to produce pixel-wise 2D segmentations, yielding more precise and accurate annotations than the 2D bounding boxes used in PartSLIP. Second, PartSLIP++ replaces the heuristic 3D conversion process with an innovative modified Expectation-Maximization algorithm. This algorithm conceptualizes 3D instance segmentation as unobserved latent variables, and then iteratively refines them through an alternating process of 2D-3D matching and optimization with gradient descent. Through extensive evaluations, we show that PartSLIP++ demonstrates better performance over PartSLIP in both low-shot 3D semantic and instance-based object part segmentation tasks. Code released at https://github.com/zyc00/PartSLIP2.

33.2LGJul 30, 2021Code
ManiSkill: Generalizable Manipulation Skill Benchmark with Large-Scale Demonstrations

Tongzhou Mu, Zhan Ling, Fanbo Xiang et al.

Object manipulation from 3D visual inputs poses many challenges on building generalizable perception and policy models. However, 3D assets in existing benchmarks mostly lack the diversity of 3D shapes that align with real-world intra-class complexity in topology and geometry. Here we propose SAPIEN Manipulation Skill Benchmark (ManiSkill) to benchmark manipulation skills over diverse objects in a full-physics simulator. 3D assets in ManiSkill include large intra-class topological and geometric variations. Tasks are carefully chosen to cover distinct types of manipulation challenges. Latest progress in 3D vision also makes us believe that we should customize the benchmark so that the challenge is inviting to researchers working on 3D deep learning. To this end, we simulate a moving panoramic camera that returns ego-centric point clouds or RGB-D images. In addition, we would like ManiSkill to serve a broad set of researchers interested in manipulation research. Besides supporting the learning of policies from interactions, we also support learning-from-demonstrations (LfD) methods, by providing a large number of high-quality demonstrations (~36,000 successful trajectories, ~1.5M point cloud/RGB-D frames in total). We provide baselines using 3D deep learning and LfD algorithms. All code of our benchmark (simulator, environment, SDK, and baselines) is open-sourced, and a challenge facing interdisciplinary researchers will be held based on the benchmark.

26.2RODec 18, 2024
Policy Decorator: Model-Agnostic Online Refinement for Large Policy Model

Xiu Yuan, Tongzhou Mu, Stone Tao et al.

Recent advancements in robot learning have used imitation learning with large models and extensive demonstrations to develop effective policies. However, these models are often limited by the quantity, quality, and diversity of demonstrations. This paper explores improving offline-trained imitation learning models through online interactions with the environment. We introduce Policy Decorator, which uses a model-agnostic residual policy to refine large imitation learning models during online interactions. By implementing controlled exploration strategies, Policy Decorator enables stable, sample-efficient online learning. Our evaluation spans eight tasks across two benchmarks-ManiSkill and Adroit-and involves two state-of-the-art imitation learning models (Behavior Transformer and Diffusion Policy). The results show Policy Decorator effectively improves the offline-trained policies and preserves the smooth motion of imitation learning models, avoiding the erratic behaviors of pure RL policies. See our project page (https://policydecorator.github.io) for videos.

7.8ROMar 26, 2025
Learning Adaptive Dexterous Grasping from Single Demonstrations

Liangzhi Shi, Yulin Liu, Lingqi Zeng et al.

How can robots learn dexterous grasping skills efficiently and apply them adaptively based on user instructions? This work tackles two key challenges: efficient skill acquisition from limited human demonstrations and context-driven skill selection. We introduce AdaDexGrasp, a framework that learns a library of grasping skills from a single human demonstration per skill and selects the most suitable one using a vision-language model (VLM). To improve sample efficiency, we propose a trajectory following reward that guides reinforcement learning (RL) toward states close to a human demonstration while allowing flexibility in exploration. To learn beyond the single demonstration, we employ curriculum learning, progressively increasing object pose variations to enhance robustness. At deployment, a VLM retrieves the appropriate skill based on user instructions, bridging low-level learned skills with high-level intent. We evaluate AdaDexGrasp in both simulation and real-world settings, showing that our approach significantly improves RL efficiency and enables learning human-like grasp strategies across varied object configurations. Finally, we demonstrate zero-shot transfer of our learned policies to a real-world PSYONIC Ability Hand, with a 90% success rate across objects, significantly outperforming the baseline.

4.1LGMay 4, 2025
Coupled Distributional Random Expert Distillation for World Model Online Imitation Learning

Shangzhe Li, Zhiao Huang, Hao Su

Imitation Learning (IL) has achieved remarkable success across various domains, including robotics, autonomous driving, and healthcare, by enabling agents to learn complex behaviors from expert demonstrations. However, existing IL methods often face instability challenges, particularly when relying on adversarial reward or value formulations in world model frameworks. In this work, we propose a novel approach to online imitation learning that addresses these limitations through a reward model based on random network distillation (RND) for density estimation. Our reward model is built on the joint estimation of expert and behavioral distributions within the latent space of the world model. We evaluate our method across diverse benchmarks, including DMControl, Meta-World, and ManiSkill2, showcasing its ability to deliver stable performance and achieve expert-level results in both locomotion and manipulation tasks. Our approach demonstrates improved stability over adversarial methods while maintaining expert-level performance.

13.4LGMay 6, 2024Code
Reverse Forward Curriculum Learning for Extreme Sample and Demonstration Efficiency in Reinforcement Learning

Stone Tao, Arth Shukla, Tse-kai Chan et al.

Reinforcement learning (RL) presents a promising framework to learn policies through environment interaction, but often requires an infeasible amount of interaction data to solve complex tasks from sparse rewards. One direction includes augmenting RL with offline data demonstrating desired tasks, but past work often require a lot of high-quality demonstration data that is difficult to obtain, especially for domains such as robotics. Our approach consists of a reverse curriculum followed by a forward curriculum. Unique to our approach compared to past work is the ability to efficiently leverage more than one demonstration via a per-demonstration reverse curriculum generated via state resets. The result of our reverse curriculum is an initial policy that performs well on a narrow initial state distribution and helps overcome difficult exploration problems. A forward curriculum is then used to accelerate the training of the initial policy to perform well on the full initial state distribution of the task and improve demonstration and sample efficiency. We show how the combination of a reverse curriculum and forward curriculum in our method, RFCL, enables significant improvements in demonstration and sample efficiency compared against various state-of-the-art learning-from-demonstration baselines, even solving previously unsolvable tasks that require high precision and control.

11.6ROMay 7, 2021
Reinforcement Learning and Control of a Lower Extremity Exoskeleton for Squat Assistance

S. Luo, G. Androwis, S. Adamovich et al.

A significant challenge for the control of a robotic lower extremity rehabilitation exoskeleton is to ensure stability and robustness during programmed tasks or motions, which is crucial for the safety of the mobility-impaired user. Due to various levels of the user's disability, the human-exoskeleton interaction forces and external perturbations are unpredictable and could vary substantially and cause conventional motion controllers to behave unreliably or the robot to fall down. In this work, we propose a new, reinforcement learning-based, motion controller for a lower extremity rehabilitation exoskeleton, aiming to perform collaborative squatting exercises with efficiency, stability, and strong robustness. Unlike most existing rehabilitation exoskeletons, our exoskeleton has ankle actuation on both sagittal and front planes and is equipped with multiple foot force sensors to estimate center of pressure (CoP), an important indicator of system balance. This proposed motion controller takes advantage of the CoP information by incorporating it in the state input of the control policy network and adding it to the reward during the learning to maintain a well balanced system state during motions. In addition, we use dynamics randomization and adversary force perturbations including large human interaction forces during the training to further improve control robustness. To evaluate the effectiveness of the learning controller, we conduct numerical experiments with different settings to demonstrate its remarkable ability on controlling the exoskeleton to repetitively perform well balanced and robust squatting motions under strong perturbations and realistic human interaction forces.

14.4CVFeb 18, 2021Code
DeepMetaHandles: Learning Deformation Meta-Handles of 3D Meshes with Biharmonic Coordinates

Minghua Liu, Minhyuk Sung, Radomir Mech et al.

We propose DeepMetaHandles, a 3D conditional generative model based on mesh deformation. Given a collection of 3D meshes of a category and their deformation handles (control points), our method learns a set of meta-handles for each shape, which are represented as combinations of the given handles. The disentangled meta-handles factorize all the plausible deformations of the shape, while each of them corresponds to an intuitive deformation. A new deformation can then be generated by sampling the coefficients of the meta-handles in a specific range. We employ biharmonic coordinates as the deformation function, which can smoothly propagate the control points' translations to the entire mesh. To avoid learning zero deformation as meta-handles, we incorporate a target-fitting module which deforms the input mesh to match a random target. To enhance deformations' plausibility, we employ a soft-rasterizer-based discriminator that projects the meshes to a 2D space. Our experiments demonstrate the superiority of the generated deformations as well as the interpretability and consistency of the learned meta-handles.

3.0ROJan 1, 2021
Design and Actuator Optimization of Lightweight and Compliant Knee Exoskeleton for Mobility Assistance of Children with Crouch Gait

Sainan Zhang, Tzu-Hao Huang, Chunhai Jiao et al.

Pediatric exoskeletons offer great promise to increase mobility for children with crouch gait caused by cerebral palsy. A lightweight, compliant and user-specific actuator is critical for maximizing the benefits of an exoskeleton to users. To date, pediatric exoskeletons generally use the same actuators as adult exoskeletons, which are heavy and resistive to natural movement. There is yet no easy way for robotic exoskeletons to accommodate the changes in design requirements that occur as a child ages. We developed a lightweight (1.65 kg unilateral mass) and compliant pediatric knee exoskeleton with a bandwidth of 22.6 Hz that can provide torque assistance to children with crouch gait using high torque density motor. Experimental results demonstrated that the robot exhibited low mechanical impedance (1.79 Nm average backdrive torque) under the unpowered condition and 0.32 Nm with zero-torque tracking control. Root mean square (RMS) error of torque tracking result is less than 0.73 Nm (5.7% with respect to 12 Nm torque). To achieve optimal age-specific performance, we proposed the first optimization framework that considered both motor and transmission of the actuator system that can produce optimal settings for children between 3 and 18 years old. The optimization generated an optimal motor air gap radius that monotonically increases with age from 0.011 to 0.033 meters, and optimal gear ratio varies from 2.6 to 11.6 (3-13 years old) and 11.6 to 10.2 (13-18 years old), leading to actuators of minimal mass.

5.7RODec 14, 2020
Medical Robots for Infectious Diseases: Lessons and Challenges from the COVID-19 Pandemic

Antonio Di Lallo, Robin R. Murphy, Axel Krieger et al.

Medical robots can play an important role in mitigating the spread of infectious diseases and delivering quality care to patients during the COVID-19 pandemic. Methods and procedures involving medical robots in the continuum of care, ranging from disease prevention, screening, diagnosis, treatment, and homecare have been extensively deployed and also present incredible opportunities for future development. This paper provides an overview of the current state-of-the-art, highlighting the enabling technologies and unmet needs for prospective technological advances within the next 5-10 years. We also identify key research and knowledge barriers that need to be addressed in developing effective and flexible solutions to ensure preparedness for rapid and scalable deployment to combat infectious diseases.

8.5CVDec 4, 2020
Compositionally Generalizable 3D Structure Prediction

Songfang Han, Jiayuan Gu, Kaichun Mo et al.

Single-image 3D shape reconstruction is an important and long-standing problem in computer vision. A plethora of existing works is constantly pushing the state-of-the-art performance in the deep learning era. However, there remains a much more difficult and under-explored issue on how to generalize the learned skills over unseen object categories that have very different shape geometry distributions. In this paper, we bring in the concept of compositional generalizability and propose a novel framework that could better generalize to these unseen categories. We factorize the 3D shape reconstruction problem into proper sub-problems, each of which is tackled by a carefully designed neural sub-module with generalizability concerns. The intuition behind our formulation is that object parts (slates and cylindrical parts), their relationships (adjacency and translation symmetry), and shape substructures (T-junctions and a symmetric group of parts) are mostly shared across object categories, even though object geometries may look very different (e.g. chairs and cabinets). Experiments on PartNet show that we achieve superior performance than state-of-the-art. This validates our problem factorization and network designs.

5.0CVOct 26, 2020
Refactoring Policy for Compositional Generalizability using Self-Supervised Object Proposals

Tongzhou Mu, Jiayuan Gu, Zhiwei Jia et al.

We study how to learn a policy with compositional generalizability. We propose a two-stage framework, which refactorizes a high-reward teacher policy into a generalizable student policy with strong inductive bias. Particularly, we implement an object-centric GNN-based student policy, whose input objects are learned from images through self-supervised learning. Empirically, we evaluate our approach on four difficult tasks that require compositional generalizability, and achieve superior performance compared to baselines.

1.2GROct 5, 2020
Photon-Driven Neural Path Guiding

Shilin Zhu, Zexiang Xu, Tiancheng Sun et al.

Although Monte Carlo path tracing is a simple and effective algorithm to synthesize photo-realistic images, it is often very slow to converge to noise-free results when involving complex global illumination. One of the most successful variance-reduction techniques is path guiding, which can learn better distributions for importance sampling to reduce pixel noise. However, previous methods require a large number of path samples to achieve reliable path guiding. We present a novel neural path guiding approach that can reconstruct high-quality sampling distributions for path guiding from a sparse set of samples, using an offline trained neural network. We leverage photons traced from light sources as the input for sampling density reconstruction, which is highly effective for challenging scenes with strong global illumination. To fully make use of our deep neural network, we partition the scene space into an adaptive hierarchical grid, in which we apply our network to reconstruct high-quality sampling distributions for any local region in the scene. This allows for highly efficient path guiding for any path bounce at any location in path tracing. We demonstrate that our photon-driven neural path guiding method can generalize well on diverse challenging testing scenes that are not seen in training. Our approach achieves significantly better rendering results of testing scenes than previous state-of-the-art path guiding methods.

14.7CVJul 29, 2020Code
Deep Keypoint-Based Camera Pose Estimation with Geometric Constraints

You-Yi Jau, Rui Zhu, Hao Su et al.

Estimating relative camera poses from consecutive frames is a fundamental problem in visual odometry (VO) and simultaneous localization and mapping (SLAM), where classic methods consisting of hand-crafted features and sampling-based outlier rejection have been a dominant choice for over a decade. Although multiple works propose to replace these modules with learning-based counterparts, most have not yet been as accurate, robust and generalizable as conventional methods. In this paper, we design an end-to-end trainable framework consisting of learnable modules for detection, feature extraction, matching and outlier rejection, while directly optimizing for the geometric pose objective. We show both quantitatively and qualitatively that pose estimation performance may be achieved on par with the classic pipeline. Moreover, we are able to show by end-to-end training, the key components of the pipeline could be significantly improved, which leads to better generalizability to unseen datasets compared to existing learning-based methods.

3.3GRApr 25, 2020
Deep Photon Mapping

Shilin Zhu, Zexiang Xu, Henrik Wann Jensen et al.

Recently, deep learning-based denoising approaches have led to dramatic improvements in low sample-count Monte Carlo rendering. These approaches are aimed at path tracing, which is not ideal for simulating challenging light transport effects like caustics, where photon mapping is the method of choice. However, photon mapping requires very large numbers of traced photons to achieve high-quality reconstructions. In this paper, we develop the first deep learning-based method for particle-based rendering, and specifically focus on photon density estimation, the core of all particle-based methods. We train a novel deep neural network to predict a kernel function to aggregate photon contributions at shading points. Our network encodes individual photons into per-photon features, aggregates them in the neighborhood of a shading point to construct a photon local context vector, and infers a kernel function from the per-photon and photon local context features. This network is easy to incorporate in many previous photon mapping methods (by simply swapping the kernel density estimator) and can produce high-quality reconstructions of complex global illumination effects like caustics with an order of magnitude fewer photons compared to previous photon mapping methods.

8.3ROApr 1, 2020
Quasi-Direct Drive Actuation for a Lightweight Hip Exoskeleton with High Backdrivability and High Bandwidth

Shuangyue Yu, Tzu-Hao Huang, Xiaolong Yang et al.

High-performance actuators are crucial to enable mechanical versatility of lower-limb wearable robots, which are required to be lightweight, highly backdrivable, and with high bandwidth. State-of-the-art actuators, e.g., series elastic actuators (SEAs), have to compromise bandwidth to improve compliance (i.e., backdrivability). In this paper, we describe the design and human-robot interaction modeling of a portable hip exoskeleton based on our custom quasi-direct drive (QDD) actuation (i.e., a high torque density motor with low ratio gear). We also present a model-based performance benchmark comparison of representative actuators in terms of torque capability, control bandwidth, backdrivability, and force tracking accuracy. This paper aims to corroborate the underlying philosophy of "design for control", namely meticulous robot design can simplify control algorithms while ensuring high performance. Following this idea, we create a lightweight bilateral hip exoskeleton (overall mass is 3.4 kg) to reduce joint loadings during normal activities, including walking and squatting. Experimental results indicate that the exoskeleton is able to produce high nominal torque (17.5 Nm), high backdrivability (0.4 Nm backdrive torque), high bandwidth (62.4 Hz), and high control accuracy (1.09 Nm root mean square tracking error, i.e., 5.4% of the desired peak torque). Its controller is versatile to assist walking at different speeds (0.8-1.4 m/s) and squatting at 2 s cadence. This work demonstrates significant improvement in backdrivability and control bandwidth compared with state-of-the-art exoskeletons powered by the conventional actuation or SEA.

17.9CVFeb 16, 2020Code
Learning to Group: A Bottom-Up Framework for 3D Part Discovery in Unseen Categories

Tiange Luo, Kaichun Mo, Zhiao Huang et al.

We address the problem of discovering 3D parts for objects in unseen categories. Being able to learn the geometry prior of parts and transfer this prior to unseen categories pose fundamental challenges on data-driven shape segmentation approaches. Formulated as a contextual bandit problem, we propose a learning-based agglomerative clustering framework which learns a grouping policy to progressively group small part proposals into bigger ones in a bottom-up fashion. At the core of our approach is to restrict the local context for extracting part-level features, which encourages the generalizability to unseen categories. On the large-scale fine-grained 3D part dataset, PartNet, we demonstrate that our method can transfer knowledge of parts learned from 3 training categories to 21 unseen testing categories without seeing any annotated samples. Quantitative comparisons against four shape segmentation baselines shows that our approach achieve the state-of-the-art performance.

15.7CVNov 25, 2019
StructEdit: Learning Structural Shape Variations

Kaichun Mo, Paul Guerrero, Li Yi et al.

Learning to encode differences in the geometry and (topological) structure of the shapes of ordinary objects is key to generating semantically plausible variations of a given shape, transferring edits from one shape to another, and many other applications in 3D content creation. The common approach of encoding shapes as points in a high-dimensional latent feature space suggests treating shape differences as vectors in that space. Instead, we treat shape differences as primary objects in their own right and propose to encode them in their own latent space. In a setting where the shapes themselves are encoded in terms of fine-grained part hierarchies, we demonstrate that a separate encoding of shape deltas or differences provides a principled way to deal with inhomogeneities in the shape space due to different combinatorial part structures, while also allowing for compactness in the representation, as well as edit abstraction and transfer. Our approach is based on a conditional variational autoencoder for encoding and decoding shape deltas, conditioned on a source shape. We demonstrate the effectiveness and robustness of our approach in multiple shape modification and generation tasks, and provide comparison and ablation studies on the PartNet dataset, one of the largest publicly available 3D datasets.

16.3LGSep 25, 2019
Multi-task Batch Reinforcement Learning with Metric Learning

Jiachen Li, Quan Vuong, Shuang Liu et al.

We tackle the Multi-task Batch Reinforcement Learning problem. Given multiple datasets collected from different tasks, we train a multi-task policy to perform well in unseen tasks sampled from the same distribution. The task identities of the unseen tasks are not provided. To perform well, the policy must infer the task identity from collected transitions by modelling its dependency on states, actions and rewards. Because the different datasets may have state-action distributions with large divergence, the task inference module can learn to ignore the rewards and spuriously correlate $\textit{only}$ state-action pairs to the task identity, leading to poor test time performance. To robustify task inference, we propose a novel application of the triplet loss. To mine hard negative examples, we relabel the transitions from the training tasks by approximating their reward functions. When we allow further training on the unseen tasks, using the trained policy as an initialization leads to significantly faster convergence compared to randomly initialized policies (up to $80\%$ improvement and across 5 different Mujoco task distributions). We name our method $\textbf{MBML}$ ($\textbf{M}\text{ulti-task}$ $\textbf{B}\text{atch}$ RL with $\textbf{M}\text{etric}$ $\textbf{L}\text{earning}$).

15.2CVAug 16, 2019Code
Adversarial shape perturbations on 3D point clouds

Daniel Liu, Ronald Yu, Hao Su

The importance of training robust neural network grows as 3D data is increasingly utilized in deep learning for vision tasks in robotics, drone control, and autonomous driving. One commonly used 3D data type is 3D point clouds, which describe shape information. We examine the problem of creating robust models from the perspective of the attacker, which is necessary in understanding how 3D neural networks can be exploited. We explore two categories of attacks: distributional attacks that involve imperceptible perturbations to the distribution of points, and shape attacks that involve deforming the shape represented by a point cloud. We explore three possible shape attacks for attacking 3D point cloud classification and show that some of them are able to be effective even against preprocessing steps, like the previously proposed point-removal defenses.

35.0GRAug 1, 2019
StructureNet: Hierarchical Graph Networks for 3D Shape Generation

Kaichun Mo, Paul Guerrero, Li Yi et al.

The ability to generate novel, diverse, and realistic 3D shapes along with associated part semantics and structure is central to many applications requiring high-quality 3D assets or large volumes of realistic training data. A key challenge towards this goal is how to accommodate diverse shape variations, including both continuous deformations of parts as well as structural or discrete alterations which add to, remove from, or modify the shape constituents and compositional structure. Such object structure can typically be organized into a hierarchy of constituent object parts and relationships, represented as a hierarchy of n-ary graphs. We introduce StructureNet, a hierarchical graph network which (i) can directly encode shapes represented as such n-ary graphs; (ii) can be robustly trained on large and complex shape families; and (iii) can be used to generate a great diversity of realistic structured shape geometries. Technically, we accomplish this by drawing inspiration from recent advances in graph neural networks to propose an order-invariant encoding of n-ary graphs, considering jointly both part geometry and inter-part relations during network training. We extensively evaluate the quality of the learned latent spaces for various shape families and show significant advantages over baseline and competing methods. The learned latent spaces enable several structure-aware geometry processing applications, including shape generation and interpolation, shape editing, or shape structure discovery directly from un-annotated images, point clouds, or partial scans.

4.9ROJul 4, 2019
Spine-Inspired Continuum Soft Exoskeleton for Stoop Lifting Assistance

Xiaolong Yang, Tzu-Hao Huang, Hang Hu et al.

Back injuries are the most prevalent work-related musculoskeletal disorders and represent a major cause of disability. Although innovations in wearable robots aim to alleviate this hazard, the majority of existing exoskeletons are obtrusive because the rigid linkage design limits natural movement, thus causing ergonomic risk. Moreover, these existing systems are typically only suitable for one type of movement assistance, not ubiquitous for a wide variety of activities. To fill in this gap, this paper presents a new wearable robot design approach continuum soft exoskeleton. This spine-inspired wearable robot is unobtrusive and assists both squat and stoops while not impeding walking motion. To tackle the challenge of the unique anatomy of spine that is inappropriate to be simplified as a single degree of freedom joint, our robot is conformal to human anatomy and it can reduce multiple types of forces along the human spine such as the spinae muscle force, shear, and compression force of the lumbar vertebrae. We derived kinematics and kinetics models of this mechanism and established an analytical biomechanics model of human-robot interaction. Quantitative analysis of disc compression force, disc shear force and muscle force was performed in simulation. We further developed a virtual impedance control strategy to deliver force control and compensate hysteresis of Bowden cable transmission. The feasibility of the prototype was experimentally tested on three healthy subjects. The root mean square error of force tracking is 6.63 N (3.3 % of the 200N peak force) and it demonstrated that it can actively control the stiffness to the desired value. This continuum soft exoskeleton represents a feasible solution with the potential to reduce back pain for multiple activities and multiple forces along the human spine.

3.5ROFeb 19, 2019
A Soft High Force Hand Exoskeleton for Rehabilitation and Assistance of Spinal Cord Injury and Stroke Individuals

Shuangyue Yu, Hadia Perez, James Barkas et al.

Individuals with spinal cord injury (SCI) and stroke who is lack of manipulation capability have a particular need for robotic hand exoskeletons. Among assistive and rehabilitative medical exoskeletons, there exists a sharp trade-off between device power on the one hand and ergonomics and portability on other, devices that provide stronger grasping assistance do so at the cost of patient comfort. This paper proposes using fin-ray inspired, cable-driven finger orthoses to generate high fingertip forces without the painful compressive and shear stresses commonly associated with conventional cable-drive exoskeletons. With combination cable-driven transmission and segmented-finger orthoses, the exoskeleton transmitted larger forces and applied torques discretely to the fingers, leading to strong fingertip forces. A prototype of the finger orthoses and associated cable transmission was fabricated, and force transmission tests of the prototype in the finger flexion mode demonstrated a 2:1 input-output ratio between cable tension and fingertip force, with a maximum fingertip force of 22 N. Moreover, the proposed design provides a comfortable experience for wearers thanks to its lightweight and conformal properties to the hands.

1.9ROFeb 19, 2019
Design and Control of a Quasi-Direct Drive Soft Exoskeleton for Knee Injury Prevention during Squatting

Shuangyue Yu, Tzu-Hao Huang, Dianpeng Wang et al.

This paper presents design and control innovations of wearable robots that tackle two barriers to widespread adoption of powered exoskeletons, namely restriction of human movement and versatile control of wearable co-robot systems. First, the proposed quasi-direct drive actuation comprising of our customized high torque density motors and low ratio transmission mechanism significantly reduces the mass of the robot and produces high backdrivability. Second, we derive a biomechanics model-based control that generates biological torque profile for versatile control of both squat and stoop lifting assistance. The control algorithm detects lifting postures using compact inertial measurement unit (IMU) sensors to generate an assistive profile that is proportional to the biological torque produced from our model. Experimental results demonstrate that the robot exhibits low mechanical impedance (1.5 Nm resistive torque) when it is unpowered and 0.5 Nm resistive torque with zero-torque tracking control. Root mean square (RMS) error of torque tracking is less than 0.29 Nm (1.21% error of 24 Nm peak torque). Compared with squatting without the exoskeleton, the controller reduces 87.5%, 80% and 75% of the of three knee extensor muscles (average peak EMG of 3 healthy subjects) during squat with 50% of biological torque assistance.

10.1ROFeb 11, 2019
Comfort-Centered Design of a Lightweight and Backdrivable Knee Exoskeleton

Junlin Wang, Xiao Li, Tzu-Hao Huang et al.

This paper presents design principles for comfort-centered wearable robots and their application in a lightweight and backdrivable knee exoskeleton. The mitigation of discomfort is treated as mechanical design and control issues and three solutions are proposed in this paper: 1) a new wearable structure optimizes the strap attachment configuration and suit layout to ameliorate excessive shear forces of conventional wearable structure design; 2) rolling knee joint and double-hinge mechanisms reduce the misalignment in the sagittal and frontal plane, without increasing the mechanical complexity and inertia, respectively; 3) a low impedance mechanical transmission reduces the reflected inertia and damping of the actuator to human, thus the exoskeleton is highly-backdrivable. Kinematic simulations demonstrate that misalignment between the robot joint and knee joint can be reduced by 74% at maximum knee flexion. In experiments, the exoskeleton in the unpowered mode exhibits 1.03 Nm root mean square (RMS) low resistive torque. The torque control experiments demonstrate 0.31 Nm RMS torque tracking error in three human subjects.

19.0CVNov 30, 2018
Adversarial Defense by Stratified Convolutional Sparse Coding

Bo Sun, Nian-hsuan Tsai, Fangchen Liu et al.

We propose an adversarial defense method that achieves state-of-the-art performance among attack-agnostic adversarial defense methods while also maintaining robustness to input resolution, scale of adversarial perturbation, and scale of dataset size. Based on convolutional sparse coding, we construct a stratified low-dimensional quasi-natural image space that faithfully approximates the natural image space while also removing adversarial perturbations. We introduce a novel Sparse Transformation Layer (STL) in between the input image and the first layer of the neural network to efficiently project images into our quasi-natural image space. Our experiments show state-of-the-art performance of our method compared to other attack-agnostic adversarial defense methods in various adversarial settings.

21.3CVNov 29, 2018
ApolloCar3D: A Large 3D Car Instance Understanding Benchmark for Autonomous Driving

Xibin Song, Peng Wang, Dingfu Zhou et al.

Autonomous driving has attracted remarkable attention from both industry and academia. An important task is to estimate 3D properties(e.g.translation, rotation and shape) of a moving or parked vehicle on the road. This task, while critical, is still under-researched in the computer vision community - partially owing to the lack of large scale and fully-annotated 3D car database suitable for autonomous driving research. In this paper, we contribute the first large-scale database suitable for 3D car instance understanding - ApolloCar3D. The dataset contains 5,277 driving images and over 60K car instances, where each car is fitted with an industry-grade 3D CAD model with absolute model size and semantically labelled keypoints. This dataset is above 20 times larger than PASCAL3D+ and KITTI, the current state-of-the-art. To enable efficient labelling in 3D, we build a pipeline by considering 2D-3D keypoint correspondences for a single instance and 3D relationship among multiple instances. Equipped with such dataset, we build various baseline algorithms with the state-of-the-art deep convolutional neural networks. Specifically, we first segment each car with a pre-trained Mask R-CNN, and then regress towards its 3D pose and shape based on a deformable 3D car model with or without using semantic keypoints. We show that using keypoints significantly improves fitting performance. Finally, we develop a new 3D metric jointly considering 3D pose and 3D shape, allowing for comprehensive evaluation and ablation study. By comparing with human performance we suggest several future directions for further improvements.

22.5CVDec 27, 2016
Learning Non-Lambertian Object Intrinsics across ShapeNet Categories

Jian Shi, Yue Dong, Hao Su et al.

We consider the non-Lambertian object intrinsic problem of recovering diffuse albedo, shading, and specular highlights from a single image of an object. We build a large-scale object intrinsics database based on existing 3D models in the ShapeNet database. Rendered with realistic environment maps, millions of synthetic images of objects and their corresponding albedo, shading, and specular ground-truth images are used to train an encoder-decoder CNN. Once trained, the network can decompose an image into the product of albedo and shading components, along with an additive specular component. Our CNN delivers accurate and sharp results in this classical inverse problem of computer vision, sharp details attributed to skip layer connections at corresponding resolutions from the encoder to the decoder. Benchmarked on our ShapeNet and MIT intrinsics datasets, our model consistently outperforms the state-of-the-art by a large margin. We train and test our CNN on different object categories. Perhaps surprising especially from the CNN classification perspective, our intrinsics CNN generalizes very well across categories. Our analysis shows that feature learning at the encoder stage is more crucial for developing a universal representation across categories. We apply our synthetic data trained model to images and videos downloaded from the internet, and observe robust and realistic intrinsics results. Quality non-Lambertian intrinsics could open up many interesting applications such as image-based albedo and specular editing.

31.3CVDec 2, 2016
SyncSpecCNN: Synchronized Spectral CNN for 3D Shape Segmentation

Li Yi, Hao Su, Xingwen Guo et al.

In this paper, we study the problem of semantic annotation on 3D models that are represented as shape graphs. A functional view is taken to represent localized information on graphs, so that annotations such as part segment or keypoint are nothing but 0-1 indicator vertex functions. Compared with images that are 2D grids, shape graphs are irregular and non-isomorphic data structures. To enable the prediction of vertex functions on them by convolutional neural networks, we resort to spectral CNN method that enables weight sharing by parameterizing kernels in the spectral domain spanned by graph laplacian eigenbases. Under this setting, our network, named SyncSpecCNN, strive to overcome two key challenges: how to share coefficients and conduct multi-scale analysis in different parts of the graph for a single shape, and how to share information across related but different shapes that may be represented by very different graphs. Towards these goals, we introduce a spectral parameterization of dilated convolutional kernels and a spectral transformer network. Experimentally we tested our SyncSpecCNN on various tasks, including 3D shape part segmentation and 3D keypoint prediction. State-of-the-art performance has been achieved on all benchmark datasets.

50.2CVDec 2, 2016Code
A Point Set Generation Network for 3D Object Reconstruction from a Single Image

Haoqiang Fan, Hao Su, Leonidas Guibas

Generation of 3D data by deep neural network has been attracting increasing attention in the research community. The majority of extant works resort to regular representations such as volumetric grids or collection of images; however, these representations obscure the natural invariance of 3D shapes under geometric transformations and also suffer from a number of other issues. In this paper we address the problem of 3D reconstruction from a single image, generating a straight-forward form of output -- point cloud coordinates. Along with this problem arises a unique and interesting issue, that the groundtruth shape for an input image may be ambiguous. Driven by this unorthodox output form and the inherent ambiguity in groundtruth, we design architecture, loss function and learning paradigm that are novel and effective. Our final solution is a conditional shape sampler, capable of predicting multiple plausible 3D point clouds from an input image. In experiments not only can our system outperform state-of-the-art methods on single image based 3d reconstruction benchmarks; but it also shows a strong performance for 3d shape completion and promising ability in making multiple plausible predictions.

34.4CVDec 1, 2016Code
Learning Shape Abstractions by Assembling Volumetric Primitives

Shubham Tulsiani, Hao Su, Leonidas J. Guibas et al.

We present a learning framework for abstracting complex shapes by learning to assemble objects using 3D volumetric primitives. In addition to generating simple and geometrically interpretable explanations of 3D objects, our framework also allows us to automatically discover and exploit consistent structure in the data. We demonstrate that using our method allows predicting shape representations which can be leveraged for obtaining a consistent parsing across the instances of a shape collection and constructing an interpretable shape similarity measure. We also examine applications for image-based prediction as well as shape manipulation.

6.7LGJun 18, 2012
Efficient Euclidean Projections onto the Intersection of Norm Balls

Adams Wei Yu, Hao Su, Li Fei-Fei

Using sparse-inducing norms to learn robust models has received increasing attention from many fields for its attractive properties. Projection-based methods have been widely applied to learning tasks constrained by such norms. As a key building block of these methods, an efficient operator for Euclidean projection onto the intersection of $\ell_1$ and $\ell_{1,q}$ norm balls $(q=2\text{or}\infty)$ is proposed in this paper. We prove that the projection can be reduced to finding the root of an auxiliary function which is piecewise smooth and monotonic. Hence, a bisection algorithm is sufficient to solve the problem. We show that the time complexity of our solution is $O(n+g\log g)$ for $q=2$ and $O(n\log n)$ for $q=\infty$, where $n$ is the dimensionality of the vector to be projected and $g$ is the number of disjoint groups; we confirm this complexity by experimentation. Empirical study reveals that our method achieves significantly better performance than classical methods in terms of running time and memory usage. We further show that embedded with our efficient projection operator, projection-based algorithms can solve regression problems with composite norm constraints more efficiently than other methods and give superior accuracy.