25.3ROSep 3, 2024
GraspSplats: Efficient Manipulation with 3D Feature SplattingMazeyu Ji, Ri-Zhao Qiu, Xueyan Zou et al.
The ability for robots to perform efficient and zero-shot grasping of object parts is crucial for practical applications and is becoming prevalent with recent advances in Vision-Language Models (VLMs). To bridge the 2D-to-3D gap for representations to support such a capability, existing methods rely on neural fields (NeRFs) via differentiable rendering or point-based projection methods. However, we demonstrate that NeRFs are inappropriate for scene changes due to their implicitness and point-based methods are inaccurate for part localization without rendering-based optimization. To amend these issues, we propose GraspSplats. Using depth supervision and a novel reference feature computation method, GraspSplats generates high-quality scene representations in under 60 seconds. We further validate the advantages of Gaussian-based representation by showing that the explicit and optimized geometry in GraspSplats is sufficient to natively support (1) real-time grasp sampling and (2) dynamic and articulated object manipulation with point trackers. With extensive experiments on a Franka robot, we demonstrate that GraspSplats significantly outperforms existing methods under diverse task settings. In particular, GraspSplats outperforms NeRF-based methods like F3RM and LERF-TOGO, and 2D detection methods.
33.9RODec 17, 2024
ExBody2: Advanced Expressive Humanoid Whole-Body ControlMazeyu Ji, Xuanbin Peng, Fangchen Liu et al.
This paper tackles the challenge of enabling real-world humanoid robots to perform expressive and dynamic whole-body motions while maintaining overall stability and robustness. We propose Advanced Expressive Whole-Body Control (Exbody2), a method for producing whole-body tracking controllers that are trained on both human motion capture and simulated data and then transferred to the real world. We introduce a technique for decoupling the velocity tracking of the entire body from tracking body landmarks. We use a teacher policy to produce intermediate data that better conforms to the robot's kinematics and to automatically filter away infeasible whole-body motions. This two-step approach enabled us to produce a student policy that can be deployed on the robot that can walk, crouch, and dance. We also provide insight into the trade-off between versatility and the tracking performance on specific motions. We observed significant improvement of tracking performance after fine-tuning on a small amount of data, at the expense of the others.
27.8RODec 10, 2024
Mobile-TeleVision: Predictive Motion Priors for Humanoid Whole-Body ControlChenhao Lu, Xuxin Cheng, Jialong Li et al.
Humanoid robots require both robust lower-body locomotion and precise upper-body manipulation. While recent Reinforcement Learning (RL) approaches provide whole-body loco-manipulation policies, they lack precise manipulation with high DoF arms. In this paper, we propose decoupling upper-body control from locomotion, using inverse kinematics (IK) and motion retargeting for precise manipulation, while RL focuses on robust lower-body locomotion. We introduce PMP (Predictive Motion Priors), trained with Conditional Variational Autoencoder (CVAE) to effectively represent upper-body motions. The locomotion policy is trained conditioned on this upper-body motion representation, ensuring that the system remains robust with both manipulation and locomotion. We show that CVAE features are crucial for stability and robustness, and significantly outperforms RL-based whole-body control in precise manipulation. With precise upper-body motion and robust lower-body locomotion control, operators can remotely control the humanoid to walk around and explore different environments, while performing diverse manipulation tasks.
18.0ROOct 23, 2025
GSWorld: Closed-Loop Photo-Realistic Simulation Suite for Robotic ManipulationGuangqi Jiang, Haoran Chang, Ri-Zhao Qiu et al.
This paper presents GSWorld, a robust, photo-realistic simulator for robotics manipulation that combines 3D Gaussian Splatting with physics engines. Our framework advocates "closing the loop" of developing manipulation policies with reproducible evaluation of policies learned from real-robot data and sim2real policy training without using real robots. To enable photo-realistic rendering of diverse scenes, we propose a new asset format, which we term GSDF (Gaussian Scene Description File), that infuses Gaussian-on-Mesh representation with robot URDF and other objects. With a streamlined reconstruction pipeline, we curate a database of GSDF that contains 3 robot embodiments for single-arm and bimanual manipulation, as well as more than 40 objects. Combining GSDF with physics engines, we demonstrate several immediate interesting applications: (1) learning zero-shot sim2real pixel-to-action manipulation policy with photo-realistic rendering, (2) automated high-quality DAgger data collection for adapting policies to deployment environments, (3) reproducible benchmarking of real-robot manipulation policies in simulation, (4) simulation data collection by virtual teleoperation, and (5) zero-shot sim2real visual reinforcement learning. Website: https://3dgsworld.github.io/.