ROAug 1, 2024
IN-Sight: Interactive Navigation through SightPhilipp Schoch, Fan Yang, Yuntao Ma et al.
Current visual navigation systems often treat the environment as static, lacking the ability to adaptively interact with obstacles. This limitation leads to navigation failure when encountering unavoidable obstructions. In response, we introduce IN-Sight, a novel approach to self-supervised path planning, enabling more effective navigation strategies through interaction with obstacles. Utilizing RGB-D observations, IN-Sight calculates traversability scores and incorporates them into a semantic map, facilitating long-range path planning in complex, maze-like environments. To precisely navigate around obstacles, IN-Sight employs a local planner, trained imperatively on a differentiable costmap using representation learning techniques. The entire framework undergoes end-to-end training within the state-of-the-art photorealistic Intel SPEAR Simulator. We validate the effectiveness of IN-Sight through extensive benchmarking in a variety of simulated scenarios and ablation studies. Moreover, we demonstrate the system's real-world applicability with zero-shot sim-to-real transfer, deploying our planner on the legged robot platform ANYmal, showcasing its practical potential for interactive navigation in real environments.
GRSep 2, 2025Code
Unifi3D: A Study on 3D Representations for Generation and Reconstruction in a Common FrameworkNina Wiedemann, Sainan Liu, Quentin Leboutet et al.
Following rapid advancements in text and image generation, research has increasingly shifted towards 3D generation. Unlike the well-established pixel-based representation in images, 3D representations remain diverse and fragmented, encompassing a wide variety of approaches such as voxel grids, neural radiance fields, signed distance functions, point clouds, or octrees, each offering distinct advantages and limitations. In this work, we present a unified evaluation framework designed to assess the performance of 3D representations in reconstruction and generation. We compare these representations based on multiple criteria: quality, computational efficiency, and generalization performance. Beyond standard model benchmarking, our experiments aim to derive best practices over all steps involved in the 3D generation pipeline, including preprocessing, mesh reconstruction, compression with autoencoders, and generation. Our findings highlight that reconstruction errors significantly impact overall performance, underscoring the need to evaluate generation and reconstruction jointly. We provide insights that can inform the selection of suitable 3D models for various applications, facilitating the development of more robust and application-specific solutions in 3D generation. The code for our framework is available at https://github.com/isl-org/unifi3d.
ROMay 13, 2024Code
OpenBot-Fleet: A System for Collective Learning with Real RobotsMatthias Müller, Samarth Brahmbhatt, Ankur Deka et al.
We introduce OpenBot-Fleet, a comprehensive open-source cloud robotics system for navigation. OpenBot-Fleet uses smartphones for sensing, local compute and communication, Google Firebase for secure cloud storage and off-board compute, and a robust yet low-cost wheeled robot toact in real-world environments. The robots collect task data and upload it to the cloud where navigation policies can be learned either offline or online and can then be sent back to the robot fleet. In our experiments we distribute 72 robots to a crowd of workers who operate them in homes, and show that OpenBot-Fleet can learn robust navigation policies that generalize to unseen homes with >80% success rate. OpenBot-Fleet represents a significant step forward in cloud robotics, making it possible to deploy large continually learning robot fleets in a cost-effective and scalable manner. All materials can be found at https://www.openbot.org. A video is available at https://youtu.be/wiv2oaDgDi8
DCMar 12
KernelFoundry: Hardware-aware evolutionary GPU kernel optimizationNina Wiedemann, Quentin Leboutet, Michael Paulitsch et al.
Optimizing GPU kernels presents a significantly greater challenge for large language models (LLMs) than standard code generation tasks, as it requires understanding hardware architecture, parallel optimization strategies, and performance profiling outputs. Most existing LLM-based approaches to kernel generation rely on simple prompting and feedback loops, incorporating hardware awareness only indirectly through profiling feedback. We introduce KernelFoundry, an evolutionary framework that efficiently explores the GPU kernel design space through three key mechanisms: (1) MAP-Elites quality-diversity search with kernel-specific behavioral dimensions to sustain exploration across diverse optimization strategies; (2) meta-prompt evolution, which co-evolves prompts with kernels to uncover task-specific optimization strategies, and (3) template-based parameter optimization to tune kernels to inputs and hardware. We evaluate this framework on KernelBench, robust-kbench, and custom tasks, generating SYCL kernels as a cross-platform GPU programming model and CUDA kernels for comparison to prior work. Our approach consistently outperforms the baseline methods, achieving an average speedup of 2.3x on KernelBench for SYCL. Moreover, KernelFoundry is implemented as a distributed framework with remote access to diverse hardware, enabling rapid benchmarking and featuring a flexible user input layer that supports kernel generation for a wide range of real-world use cases beyond benchmarking.
CVOct 7, 2025
HoloScene: Simulation-Ready Interactive 3D Worlds from a Single VideoHongchi Xia, Chih-Hao Lin, Hao-Yu Hsu et al.
Digitizing the physical world into accurate simulation-ready virtual environments offers significant opportunities in a variety of fields such as augmented and virtual reality, gaming, and robotics. However, current 3D reconstruction and scene-understanding methods commonly fall short in one or more critical aspects, such as geometry completeness, object interactivity, physical plausibility, photorealistic rendering, or realistic physical properties for reliable dynamic simulation. To address these limitations, we introduce HoloScene, a novel interactive 3D reconstruction framework that simultaneously achieves these requirements. HoloScene leverages a comprehensive interactive scene-graph representation, encoding object geometry, appearance, and physical properties alongside hierarchical and inter-object relationships. Reconstruction is formulated as an energy-based optimization problem, integrating observational data, physical constraints, and generative priors into a unified, coherent objective. Optimization is efficiently performed via a hybrid approach combining sampling-based exploration with gradient-based refinement. The resulting digital twins exhibit complete and precise geometry, physical stability, and realistic rendering from novel viewpoints. Evaluations conducted on multiple benchmark datasets demonstrate superior performance, while practical use-cases in interactive gaming and real-time digital-twin manipulation illustrate HoloScene's broad applicability and effectiveness. Project page: https://xiahongchi.github.io/HoloScene.