vMAP: Vectorised Object Mapping for Neural Field SLAMXin Kong, Shikun Liu, Marwan Taher et al.
We present vMAP, an object-level dense SLAM system using neural field representations. Each object is represented by a small MLP, enabling efficient, watertight object modelling without the need for 3D priors. As an RGB-D camera browses a scene with no prior information, vMAP detects object instances on-the-fly, and dynamically adds them to its map. Specifically, thanks to the power of vectorised training, vMAP can optimise as many as 50 individual objects in a single scene, with an extremely efficient training speed of 5Hz map update. We experimentally demonstrate significantly improved scene-level and object-level reconstruction quality compared to prior neural field SLAM systems. Project page: https://kxhit.github.io/vMAP.
20.1CVOct 6, 2022
Feature-Realistic Neural Fusion for Real-Time, Open Set Scene UnderstandingKirill Mazur, Edgar Sucar, Andrew J. Davison
General scene understanding for robotics requires flexible semantic representation, so that novel objects and structures which may not have been known at training time can be identified, segmented and grouped. We present an algorithm which fuses general learned features from a standard pre-trained network into a highly efficient 3D geometric neural field representation during real-time SLAM. The fused 3D feature maps inherit the coherence of the neural field's geometry representation. This means that tiny amounts of human labelling interacting at runtime enable objects or even parts of objects to be robustly and accurately segmented in an open set manner.
9.4CVAug 9, 2022
Learning to Complete Object Shapes for Object-level Mapping in Dynamic ScenesBinbin Xu, Andrew J. Davison, Stefan Leutenegger
In this paper, we propose a novel object-level mapping system that can simultaneously segment, track, and reconstruct objects in dynamic scenes. It can further predict and complete their full geometries by conditioning on reconstructions from depth inputs and a category-level shape prior with the aim that completed object geometry leads to better object reconstruction and tracking accuracy. For each incoming RGB-D frame, we perform instance segmentation to detect objects and build data associations between the detection and the existing object maps. A new object map will be created for each unmatched detection. For each matched object, we jointly optimise its pose and latent geometry representations using geometric residual and differential rendering residual towards its shape prior and completed geometry. Our approach shows better tracking and reconstruction performance compared to methods using traditional volumetric mapping or learned shape prior approaches. We evaluate its effectiveness by quantitatively and qualitatively testing it in both synthetic and real-world sequences.
8.1ROOct 31, 2022
Real-time Mapping of Physical Scene Properties with an Autonomous Robot ExperimenterIain Haughton, Edgar Sucar, Andre Mouton et al.
Neural fields can be trained from scratch to represent the shape and appearance of 3D scenes efficiently. It has also been shown that they can densely map correlated properties such as semantics, via sparse interactions from a human labeller. In this work, we show that a robot can densely annotate a scene with arbitrary discrete or continuous physical properties via its own fully-autonomous experimental interactions, as it simultaneously scans and maps it with an RGB-D camera. A variety of scene interactions are possible, including poking with force sensing to determine rigidity, measuring local material type with single-pixel spectroscopy or predicting force distributions by pushing. Sparse experimental interactions are guided by entropy to enable high efficiency, with tabletop scene properties densely mapped from scratch in a few minutes from a few tens of interactions.
8.1ROMar 15, 2022
Simultaneous Localisation and Mapping with Quadric SurfacesTristan Laidlow, Andrew J. Davison
There are many possibilities for how to represent the map in simultaneous localisation and mapping (SLAM). While sparse, keypoint-based SLAM systems have achieved impressive levels of accuracy and robustness, their maps may not be suitable for many robotic tasks. Dense SLAM systems are capable of producing dense reconstructions, but can be computationally expensive and, like sparse systems, lack higher-level information about the structure of a scene. Human-made environments contain a lot of structure, and we seek to take advantage of this by enabling the use of quadric surfaces as features in SLAM systems. We introduce a minimal representation for quadric surfaces and show how this can be included in a least-squares formulation. We also show how our representation can be easily extended to include additional constraints on quadrics such as those found in quadrics of revolution. Finally, we introduce a proof-of-concept SLAM system using our representation, and provide some experimental results using an RGB-D dataset.
Rethinking Inductive Biases for Surface Normal EstimationGwangbin Bae, Andrew J. Davison · cambridge
Despite the growing demand for accurate surface normal estimation models, existing methods use general-purpose dense prediction models, adopting the same inductive biases as other tasks. In this paper, we discuss the inductive biases needed for surface normal estimation and propose to (1) utilize the per-pixel ray direction and (2) encode the relationship between neighboring surface normals by learning their relative rotation. The proposed method can generate crisp - yet, piecewise smooth - predictions for challenging in-the-wild images of arbitrary resolution and aspect ratio. Compared to a recent ViT-based state-of-the-art model, our method shows a stronger generalization ability, despite being trained on an orders of magnitude smaller dataset. The code is available at https://github.com/baegwangbin/DSINE.
ACE-SLAM: Scene Coordinate Regression for Neural Implicit Real-Time SLAMIgnacio Alzugaray, Marwan Taher, Andrew J. Davison
We present a novel neural RGB-D Simultaneous Localization And Mapping (SLAM) system that learns an implicit map of the scene in real time. For the first time, we explore the use of Scene Coordinate Regression (SCR) as the core implicit map representation in a neural SLAM pipeline, a paradigm that trains a lightweight network to directly map 2D image features to 3D global coordinates. SCR networks provide efficient, low-memory 3D map representations, enable extremely fast relocalization, and inherently preserve privacy, making them particularly suitable for neural implicit SLAM. Our system is the first one to achieve strict real-time in neural implicit RGB-D SLAM by relying on a SCR-based representation. We introduce a novel SCR architecture specifically tailored for this purpose and detail the critical design choices required to integrate SCR into a live SLAM pipeline. The resulting framework is simple yet flexible, seamlessly supporting both sparse and dense features, and operates reliably in dynamic environments without special adaptation. We evaluate our approach on established synthetic and real-world benchmarks, demonstrating competitive performance against the state of the art. Project Page: https://github.com/ialzugaray/ace-slam
Bootstrapping Semantic Segmentation with Regional ContrastShikun Liu, Shuaifeng Zhi, Edward Johns et al.
We present ReCo, a contrastive learning framework designed at a regional level to assist learning in semantic segmentation. ReCo performs semi-supervised or supervised pixel-level contrastive learning on a sparse set of hard negative pixels, with minimal additional memory footprint. ReCo is easy to implement, being built on top of off-the-shelf segmentation networks, and consistently improves performance in both semi-supervised and supervised semantic segmentation methods, achieving smoother segmentation boundaries and faster convergence. The strongest effect is in semi-supervised learning with very few labels. With ReCo, we achieve high-quality semantic segmentation models, requiring only 5 examples of each semantic class. Code is available at https://github.com/lorenmt/reco.
End-to-End Egospheric Spatial MemoryDaniel Lenton, Stephen James, Ronald Clark et al.
Spatial memory, or the ability to remember and recall specific locations and objects, is central to autonomous agents' ability to carry out tasks in real environments. However, most existing artificial memory modules are not very adept at storing spatial information. We propose a parameter-free module, Egospheric Spatial Memory (ESM), which encodes the memory in an ego-sphere around the agent, enabling expressive 3D representations. ESM can be trained end-to-end via either imitation or reinforcement learning, and improves both training efficiency and final performance against other memory baselines on both drone and manipulator visuomotor control tasks. The explicit egocentric geometry also enables us to seamlessly combine the learned controller with other non-learned modalities, such as local obstacle avoidance. We further show applications to semantic segmentation on the ScanNet dataset, where ESM naturally combines image-level and map-level inference modalities. Through our broad set of experiments, we show that ESM provides a general computation graph for embodied spatial reasoning, and the module forms a bridge between real-time mapping systems and differentiable memory architectures. Implementation at: https://github.com/ivy-dl/memory.
Self-Supervised Generalisation with Meta Auxiliary LearningShikun Liu, Andrew J. Davison, Edward Johns
Learning with auxiliary tasks can improve the ability of a primary task to generalise. However, this comes at the cost of manually labelling auxiliary data. We propose a new method which automatically learns appropriate labels for an auxiliary task, such that any supervised learning task can be improved without requiring access to any further data. The approach is to train two neural networks: a label-generation network to predict the auxiliary labels, and a multi-task network to train the primary task alongside the auxiliary task. The loss for the label-generation network incorporates the loss of the multi-task network, and so this interaction between the two networks can be seen as a form of meta learning with a double gradient. We show that our proposed method, Meta AuXiliary Learning (MAXL), outperforms single-task learning on 7 image datasets, without requiring any additional data. We also show that MAXL outperforms several other baselines for generating auxiliary labels, and is even competitive when compared with human-defined auxiliary labels. The self-supervised nature of our method leads to a promising new direction towards automated generalisation. Source code can be found at https://github.com/lorenmt/maxl.
End-to-End Multi-Task Learning with AttentionShikun Liu, Edward Johns, Andrew J. Davison
We propose a novel multi-task learning architecture, which allows learning of task-specific feature-level attention. Our design, the Multi-Task Attention Network (MTAN), consists of a single shared network containing a global feature pool, together with a soft-attention module for each task. These modules allow for learning of task-specific features from the global features, whilst simultaneously allowing for features to be shared across different tasks. The architecture can be trained end-to-end and can be built upon any feed-forward neural network, is simple to implement, and is parameter efficient. We evaluate our approach on a variety of datasets, across both image-to-image predictions and image classification tasks. We show that our architecture is state-of-the-art in multi-task learning compared to existing methods, and is also less sensitive to various weighting schemes in the multi-task loss function. Code is available at https://github.com/lorenmt/mtan.
EscherNet: A Generative Model for Scalable View SynthesisXin Kong, Shikun Liu, Xiaoyang Lyu et al.
We introduce EscherNet, a multi-view conditioned diffusion model for view synthesis. EscherNet learns implicit and generative 3D representations coupled with a specialised camera positional encoding, allowing precise and continuous relative control of the camera transformation between an arbitrary number of reference and target views. EscherNet offers exceptional generality, flexibility, and scalability in view synthesis -- it can generate more than 100 consistent target views simultaneously on a single consumer-grade GPU, despite being trained with a fixed number of 3 reference views to 3 target views. As a result, EscherNet not only addresses zero-shot novel view synthesis, but also naturally unifies single- and multi-image 3D reconstruction, combining these diverse tasks into a single, cohesive framework. Our extensive experiments demonstrate that EscherNet achieves state-of-the-art performance in multiple benchmarks, even when compared to methods specifically tailored for each individual problem. This remarkable versatility opens up new directions for designing scalable neural architectures for 3D vision. Project page: https://kxhit.github.io/EscherNet.
11.3CVApr 4, 2024
COMO: Compact Mapping and OdometryEric Dexheimer, Andrew J. Davison
We present COMO, a real-time monocular mapping and odometry system that encodes dense geometry via a compact set of 3D anchor points. Decoding anchor point projections into dense geometry via per-keyframe depth covariance functions guarantees that depth maps are joined together at visible anchor points. The representation enables joint optimization of camera poses and dense geometry, intrinsic 3D consistency, and efficient second-order inference. To maintain a compact yet expressive map, we introduce a frontend that leverages the covariance function for tracking and initializing potentially visually indistinct 3D points across frames. Altogether, we introduce a real-time system capable of estimating accurate poses and consistent geometry.
6.5CVJan 4, 2024
Fit-NGP: Fitting Object Models to Neural Graphics PrimitivesMarwan Taher, Ignacio Alzugaray, Andrew J. Davison
Accurate 3D object pose estimation is key to enabling many robotic applications that involve challenging object interactions. In this work, we show that the density field created by a state-of-the-art efficient radiance field reconstruction method is suitable for highly accurate and robust pose estimation for objects with known 3D models, even when they are very small and with challenging reflective surfaces. We present a fully automatic object pose estimation system based on a robot arm with a single wrist-mounted camera, which can scan a scene from scratch, detect and estimate the 6-Degrees of Freedom (DoF) poses of multiple objects within a couple of minutes of operation. Small objects such as bolts and nuts are estimated with accuracy on order of 1mm.
2.0CVJun 14, 2024
PixRO: Pixel-Distributed Rotational Odometry with Gaussian Belief PropagationIgnacio Alzugaray, Riku Murai, Andrew Davison
Images are the standard input for most computer vision algorithms. However, their processing often reduces to parallelizable operations applied locally and independently to individual pixels. Yet, many of these low-level raw pixel readings only provide redundant or noisy information for specific high-level tasks, leading to inefficiencies in both energy consumption during their transmission off-sensor and computational resources in their subsequent processing. As novel sensors featuring advanced in-pixel processing capabilities emerge, we envision a paradigm shift toward performing increasingly complex visual processing directly in-pixel, reducing computational overhead downstream. We advocate for synthesizing high-level cues at the pixel level, enabling their off-sensor transmission to directly support downstream tasks more effectively than raw pixel readings. This paper conceptualizes a novel photometric rotation estimation algorithm to be distributed at pixel level, where each pixel estimates the global motion of the camera by exchanging information with other pixels to achieve global consensus. We employ a probabilistic formulation and leverage Gaussian Belief Propagation (GBP) for decentralized inference using messaging-passing. The proposed proposed technique is evaluated on real-world public datasets and we offer a in-depth analysis of the practicality of applying GBP to distributed rotation estimation at pixel level.
11.0CVDec 10, 2023
SuperPrimitive: Scene Reconstruction at a Primitive LevelKirill Mazur, Gwangbin Bae, Andrew J. Davison
Joint camera pose and dense geometry estimation from a set of images or a monocular video remains a challenging problem due to its computational complexity and inherent visual ambiguities. Most dense incremental reconstruction systems operate directly on image pixels and solve for their 3D positions using multi-view geometry cues. Such pixel-level approaches suffer from ambiguities or violations of multi-view consistency (e.g. caused by textureless or specular surfaces). We address this issue with a new image representation which we call a SuperPrimitive. SuperPrimitives are obtained by splitting images into semantically correlated local regions and enhancing them with estimated surface normal directions, both of which are predicted by state-of-the-art single image neural networks. This provides a local geometry estimate per SuperPrimitive, while their relative positions are adjusted based on multi-view observations. We demonstrate the versatility of our new representation by addressing three 3D reconstruction tasks: depth completion, few-view structure from motion, and monocular dense visual odometry.
ReorientBot: Learning Object Reorientation for Specific-Posed PlacementKentaro Wada, Stephen James, Andrew J. Davison
Robots need the capability of placing objects in arbitrary, specific poses to rearrange the world and achieve various valuable tasks. Object reorientation plays a crucial role in this as objects may not initially be oriented such that the robot can grasp and then immediately place them in a specific goal pose. In this work, we present a vision-based manipulation system, ReorientBot, which consists of 1) visual scene understanding with pose estimation and volumetric reconstruction using an onboard RGB-D camera; 2) learned waypoint selection for successful and efficient motion generation for reorientation; 3) traditional motion planning to generate a collision-free trajectory from the selected waypoints. We evaluate our method using the YCB objects in both simulation and the real world, achieving 93% overall success, 81% improvement in success rate, and 22% improvement in execution time compared to a heuristic approach. We demonstrate extended multi-object rearrangement showing the general capability of the system.
SafePicking: Learning Safe Object Extraction via Object-Level MappingKentaro Wada, Stephen James, Andrew J. Davison
Robots need object-level scene understanding to manipulate objects while reasoning about contact, support, and occlusion among objects. Given a pile of objects, object recognition and reconstruction can identify the boundary of object instances, giving important cues as to how the objects form and support the pile. In this work, we present a system, SafePicking, that integrates object-level mapping and learning-based motion planning to generate a motion that safely extracts occluded target objects from a pile. Planning is done by learning a deep Q-network that receives observations of predicted poses and a depth-based heightmap to output a motion trajectory, trained to maximize a safety metric reward. Our results show that the observation fusion of poses and depth-sensing gives both better performance and robustness to the model. We evaluate our methods using the YCB objects in both simulation and the real world, achieving safe object extraction from piles.
14.0CVNov 29, 2021
ILabel: Interactive Neural Scene LabellingShuaifeng Zhi, Edgar Sucar, Andre Mouton et al.
Joint representation of geometry, colour and semantics using a 3D neural field enables accurate dense labelling from ultra-sparse interactions as a user reconstructs a scene in real-time using a handheld RGB-D sensor. Our iLabel system requires no training data, yet can densely label scenes more accurately than standard methods trained on large, expensively labelled image datasets. Furthermore, it works in an 'open set' manner, with semantic classes defined on the fly by the user. ILabel's underlying model is a multilayer perceptron (MLP) trained from scratch in real-time to learn a joint neural scene representation. The scene model is updated and visualised in real-time, allowing the user to focus interactions to achieve efficient labelling. A room or similar scene can be accurately labelled into 10+ semantic categories with only a few tens of clicks. Quantitative labelling accuracy scales powerfully with the number of clicks, and rapidly surpasses standard pre-trained semantic segmentation methods. We also demonstrate a hierarchical labelling variant.
5.6CVSep 13, 2021
Incremental Abstraction in Distributed Probabilistic SLAM GraphsJoseph Ortiz, Talfan Evans, Edgar Sucar et al.
Scene graphs represent the key components of a scene in a compact and semantically rich way, but are difficult to build during incremental SLAM operation because of the challenges of robustly identifying abstract scene elements and optimising continually changing, complex graphs. We present a distributed, graph-based SLAM framework for incrementally building scene graphs based on two novel components. First, we propose an incremental abstraction framework in which a neural network proposes abstract scene elements that are incorporated into the factor graph of a feature-based monocular SLAM system. Scene elements are confirmed or rejected through optimisation and incrementally replace the points yielding a more dense, semantic and compact representation. Second, enabled by our novel routing procedure, we use Gaussian Belief Propagation (GBP) for distributed inference on a graph processor. The time per iteration of GBP is structure-agnostic and we demonstrate the speed advantages over direct methods for inference of heterogeneous factor graphs. We run our system on real indoor datasets using planar abstractions and recover the major planes with significant compression.
9.4CVJul 19, 2021
CodeMapping: Real-Time Dense Mapping for Sparse SLAM using Compact Scene RepresentationsHidenobu Matsuki, Raluca Scona, Jan Czarnowski et al.
We propose a novel dense mapping framework for sparse visual SLAM systems which leverages a compact scene representation. State-of-the-art sparse visual SLAM systems provide accurate and reliable estimates of the camera trajectory and locations of landmarks. While these sparse maps are useful for localization, they cannot be used for other tasks such as obstacle avoidance or scene understanding. In this paper we propose a dense mapping framework to complement sparse visual SLAM systems which takes as input the camera poses, keyframes and sparse points produced by the SLAM system and predicts a dense depth image for every keyframe. We build on CodeSLAM and use a variational autoencoder (VAE) which is conditioned on intensity, sparse depth and reprojection error images from sparse SLAM to predict an uncertainty-aware dense depth map. The use of a VAE then enables us to refine the dense depth images through multi-view optimization which improves the consistency of overlapping frames. Our mapper runs in a separate thread in parallel to the SLAM system in a loosely coupled manner. This flexible design allows for integration with arbitrary metric sparse SLAM systems without delaying the main SLAM process. Our dense mapper can be used not only for local mapping but also globally consistent dense 3D reconstruction through TSDF fusion. We demonstrate our system running with ORB-SLAM3 and show accurate dense depth estimation which could enable applications such as robotics and augmented reality.
Coarse-to-Fine Q-attention: Efficient Learning for Visual Robotic Manipulation via DiscretisationStephen James, Kentaro Wada, Tristan Laidlow et al.
We present a coarse-to-fine discretisation method that enables the use of discrete reinforcement learning approaches in place of unstable and data-inefficient actor-critic methods in continuous robotics domains. This approach builds on the recently released ARM algorithm, which replaces the continuous next-best pose agent with a discrete one, with coarse-to-fine Q-attention. Given a voxelised scene, coarse-to-fine Q-attention learns what part of the scene to 'zoom' into. When this 'zooming' behaviour is applied iteratively, it results in a near-lossless discretisation of the translation space, and allows the use of a discrete action, deep Q-learning method. We show that our new coarse-to-fine algorithm achieves state-of-the-art performance on several difficult sparsely rewarded RLBench vision-based robotics tasks, and can train real-world policies, tabula rasa, in a matter of minutes, with as little as 3 demonstrations.
Q-attention: Enabling Efficient Learning for Vision-based Robotic ManipulationStephen James, Andrew J. Davison
Despite the success of reinforcement learning methods, they have yet to have their breakthrough moment when applied to a broad range of robotic manipulation tasks. This is partly due to the fact that reinforcement learning algorithms are notoriously difficult and time consuming to train, which is exacerbated when training from images rather than full-state inputs. As humans perform manipulation tasks, our eyes closely monitor every step of the process with our gaze focusing sequentially on the objects being manipulated. With this in mind, we present our Attention-driven Robotic Manipulation (ARM) algorithm, which is a general manipulation algorithm that can be applied to a range of sparse-rewarded tasks, given only a small number of demonstrations. ARM splits the complex task of manipulation into a 3 stage pipeline: (1) a Q-attention agent extracts relevant pixel locations from RGB and point cloud inputs, (2) a next-best pose agent that accepts crops from the Q-attention agent and outputs poses, and (3) a control agent that takes the goal pose and outputs joint actions. We show that current learning algorithms fail on a range of RLBench tasks, whilst ARM is successful.
8.7CVMar 30, 2021
SIMstack: A Generative Shape and Instance Model for Unordered Object StacksZoe Landgraf, Raluca Scona, Tristan Laidlow et al.
By estimating 3D shape and instances from a single view, we can capture information about an environment quickly, without the need for comprehensive scanning and multi-view fusion. Solving this task for composite scenes (such as object stacks) is challenging: occluded areas are not only ambiguous in shape but also in instance segmentation; multiple decompositions could be valid. We observe that physics constrains decomposition as well as shape in occluded regions and hypothesise that a latent space learned from scenes built under physics simulation can serve as a prior to better predict shape and instances in occluded regions. To this end we propose SIMstack, a depth-conditioned Variational Auto-Encoder (VAE), trained on a dataset of objects stacked under physics simulation. We formulate instance segmentation as a centre voting task which allows for class-agnostic detection and doesn't require setting the maximum number of objects in the scene. At test time, our model can generate 3D shape and instance segmentation from a single depth view, probabilistically sampling proposals for the occluded region from the learned latent space. Our method has practical applications in providing robots some of the ability humans have to make rapid intuitive inferences of partially observed scenes. We demonstrate an application for precise (non-disruptive) object grasping of unknown objects from a single depth view.
40.4CVMar 29, 2021
In-Place Scene Labelling and Understanding with Implicit Scene RepresentationShuaifeng Zhi, Tristan Laidlow, Stefan Leutenegger et al.
Semantic labelling is highly correlated with geometry and radiance reconstruction, as scene entities with similar shape and appearance are more likely to come from similar classes. Recent implicit neural reconstruction techniques are appealing as they do not require prior training data, but the same fully self-supervised approach is not possible for semantics because labels are human-defined properties. We extend neural radiance fields (NeRF) to jointly encode semantics with appearance and geometry, so that complete and accurate 2D semantic labels can be achieved using a small amount of in-place annotations specific to the scene. The intrinsic multi-view consistency and smoothness of NeRF benefit semantics by enabling sparse labels to efficiently propagate. We show the benefit of this approach when labels are either sparse or very noisy in room-scale scenes. We demonstrate its advantageous properties in various interesting applications such as an efficient scene labelling tool, novel semantic view synthesis, label denoising, super-resolution, label interpolation and multi-view semantic label fusion in visual semantic mapping systems.
42.1CVMar 23, 2021
iMAP: Implicit Mapping and Positioning in Real-TimeEdgar Sucar, Shikun Liu, Joseph Ortiz et al.
We show for the first time that a multilayer perceptron (MLP) can serve as the only scene representation in a real-time SLAM system for a handheld RGB-D camera. Our network is trained in live operation without prior data, building a dense, scene-specific implicit 3D model of occupancy and colour which is also immediately used for tracking. Achieving real-time SLAM via continual training of a neural network against a live image stream requires significant innovation. Our iMAP algorithm uses a keyframe structure and multi-processing computation flow, with dynamic information-guided pixel sampling for speed, with tracking at 10 Hz and global map updating at 2 Hz. The advantages of an implicit MLP over standard dense SLAM techniques include efficient geometry representation with automatic detail control and smooth, plausible filling-in of unobserved regions such as the back surfaces of objects.
38.6AINov 3, 2020
Rearrangement: A Challenge for Embodied AIDhruv Batra, Angel X. Chang, Sonia Chernova et al.
We describe a framework for research and evaluation in Embodied AI. Our proposal is based on a canonical task: Rearrangement. A standard task can focus the development of new techniques and serve as a source of trained models that can be transferred to other settings. In the rearrangement task, the goal is to bring a given physical environment into a specified state. The goal state can be specified by object poses, by images, by a description in language, or by letting the agent experience the environment in the goal state. We characterize rearrangement scenarios along different axes and describe metrics for benchmarking rearrangement performance. To facilitate research and exploration, we present experimental testbeds of rearrangement scenarios in four different simulation environments. We anticipate that other datasets will be released and new simulation platforms will be built to support training of rearrangement agents and their deployment on physical systems.
Deep Probabilistic Feature-metric TrackingBinbin Xu, Andrew J. Davison, Stefan Leutenegger
Dense image alignment from RGB-D images remains a critical issue for real-world applications, especially under challenging lighting conditions and in a wide baseline setting. In this paper, we propose a new framework to learn a pixel-wise deep feature map and a deep feature-metric uncertainty map predicted by a Convolutional Neural Network (CNN), which together formulate a deep probabilistic feature-metric residual of the two-view constraint that can be minimised using Gauss-Newton in a coarse-to-fine optimisation framework. Furthermore, our network predicts a deep initial pose for faster and more reliable convergence. The optimisation steps are differentiable and unrolled to train in an end-to-end fashion. Due to its probabilistic essence, our approach can easily couple with other residuals, where we show a combination with ICP. Experimental results demonstrate state-of-the-art performances on the TUM RGB-D dataset and the 3D rigid object tracking dataset. We further demonstrate our method's robustness and convergence qualitatively.
3.8MLJul 10, 2020
Next Waves in Veridical Network EmbeddingOwen G. Ward, Zhen Huang, Andrew Davison et al.
Embedding nodes of a large network into a metric (e.g., Euclidean) space has become an area of active research in statistical machine learning, which has found applications in natural and social sciences. Generally, a representation of a network object is learned in a Euclidean geometry and is then used for subsequent tasks regarding the nodes and/or edges of the network, such as community detection, node classification and link prediction. Network embedding algorithms have been proposed in multiple disciplines, often with domain-specific notations and details. In addition, different measures and tools have been adopted to evaluate and compare the methods proposed under different settings, often dependent of the downstream tasks. As a result, it is challenging to study these algorithms in the literature systematically. Motivated by the recently proposed Veridical Data Science (VDS) framework, we propose a framework for network embedding algorithms and discuss how the principles of predictability, computability and stability apply in this context. The utilization of this framework in network embedding holds the potential to motivate and point to new directions for future research.
22.8CVApr 9, 2020
NodeSLAM: Neural Object Descriptors for Multi-View Shape ReconstructionEdgar Sucar, Kentaro Wada, Andrew Davison
The choice of scene representation is crucial in both the shape inference algorithms it requires and the smart applications it enables. We present efficient and optimisable multi-class learned object descriptors together with a novel probabilistic and differential rendering engine, for principled full object shape inference from one or more RGB-D images. Our framework allows for accurate and robust 3D object reconstruction which enables multiple applications including robot grasping and placing, augmented reality, and the first object-level SLAM system capable of optimising object poses and shapes jointly with camera trajectory.
MoreFusion: Multi-object Reasoning for 6D Pose Estimation from Volumetric FusionKentaro Wada, Edgar Sucar, Stephen James et al.
Robots and other smart devices need efficient object-based scene representations from their on-board vision systems to reason about contact, physics and occlusion. Recognized precise object models will play an important role alongside non-parametric reconstructions of unrecognized structures. We present a system which can estimate the accurate poses of multiple known objects in contact and occlusion from real-time, embodied multi-view vision. Our approach makes 3D object pose proposals from single RGB-D views, accumulates pose estimates and non-parametric occupancy information from multiple views as the camera moves, and performs joint optimization to estimate consistent, non-intersecting poses for multiple objects in contact. We verify the accuracy and robustness of our approach experimentally on 2 object datasets: YCB-Video, and our own challenging Cluttered YCB-Video. We demonstrate a real-time robotics application where a robot arm precisely and orderly disassembles complicated piles of objects, using only on-board RGB-D vision.
5.0CVFeb 24, 2020
Comparing View-Based and Map-Based Semantic Labelling in Real-Time SLAMZoe Landgraf, Fabian Falck, Michael Bloesch et al.
Generally capable Spatial AI systems must build persistent scene representations where geometric models are combined with meaningful semantic labels. The many approaches to labelling scenes can be divided into two clear groups: view-based which estimate labels from the input view-wise data and then incrementally fuse them into the scene model as it is built; and map-based which label the generated scene model. However, there has so far been no attempt to quantitatively compare view-based and map-based labelling. Here, we present an experimental framework and comparison which uses real-time height map fusion as an accessible platform for a fair comparison, opening up the route to further systematic research in this area.
Learning One-Shot Imitation from Humans without HumansAlessandro Bonardi, Stephen James, Andrew J. Davison
Humans can naturally learn to execute a new task by seeing it performed by other individuals once, and then reproduce it in a variety of configurations. Endowing robots with this ability of imitating humans from third person is a very immediate and natural way of teaching new tasks. Only recently, through meta-learning, there have been successful attempts to one-shot imitation learning from humans; however, these approaches require a lot of human resources to collect the data in the real world to train the robot. But is there a way to remove the need for real world human demonstrations during training? We show that with Task-Embedded Control Networks, we can infer control polices by embedding human demonstrations that can condition a control policy and achieve one-shot imitation learning. Importantly, we do not use a real human arm to supply demonstrations during training, but instead leverage domain randomisation in an application that has not been seen before: sim-to-real transfer on humans. Upon evaluating our approach on pushing and placing tasks in both simulation and in the real world, we show that in comparison to a system that was trained on real-world data we are able to achieve similar results by utilising only simulation data.
19.2AIOct 30, 2019
FutureMapping 2: Gaussian Belief Propagation for Spatial AIAndrew J. Davison, Joseph Ortiz
We argue the case for Gaussian Belief Propagation (GBP) as a strong algorithmic framework for the distributed, generic and incremental probabilistic estimation we need in Spatial AI as we aim at high performance smart robots and devices which operate within the constraints of real products. Processor hardware is changing rapidly, and GBP has the right character to take advantage of highly distributed processing and storage while estimating global quantities, as well as great flexibility. We present a detailed tutorial on GBP, relating to the standard factor graph formulation used in robotics and computer vision, and give several simulation examples with code which demonstrate its properties.
RLBench: The Robot Learning Benchmark & Learning EnvironmentStephen James, Zicong Ma, David Rovick Arrojo et al.
We present a challenging new benchmark and learning-environment for robot learning: RLBench. The benchmark features 100 completely unique, hand-designed tasks ranging in difficulty, from simple target reaching and door opening, to longer multi-stage tasks, such as opening an oven and placing a tray in it. We provide an array of both proprioceptive observations and visual observations, which include rgb, depth, and segmentation masks from an over-the-shoulder stereo camera and an eye-in-hand monocular camera. Uniquely, each task comes with an infinite supply of demos through the use of motion planners operating on a series of waypoints given during task creation time; enabling an exciting flurry of demonstration-based learning. RLBench has been designed with scalability in mind; new tasks, along with their motion-planned demos, can be easily created and then verified by a series of tools, allowing users to submit their own tasks to the RLBench task repository. This large-scale benchmark aims to accelerate progress in a number of vision-guided manipulation research areas, including: reinforcement learning, imitation learning, multi-task learning, geometric computer vision, and in particular, few-shot learning. With the benchmark's breadth of tasks and demonstrations, we propose the first large-scale few-shot challenge in robotics. We hope that the scale and diversity of RLBench offers unparalleled research opportunities in the robot learning community and beyond.
PyRep: Bringing V-REP to Deep Robot LearningStephen James, Marc Freese, Andrew J. Davison
PyRep is a toolkit for robot learning research, built on top of the virtual robotics experimentation platform (V-REP). Through a series of modifications and additions, we have created a tailored version of V-REP built with robot learning in mind. The new PyRep toolkit offers three improvements: (1) a simple and flexible API for robot control and scene manipulation, (2) a new rendering engine, and (3) speed boosts upwards of 10,000x in comparison to the previous Python Remote API. With these improvements, we believe PyRep is the ideal toolkit to facilitate rapid prototyping of learning algorithms in the areas of reinforcement learning, imitation learning, state estimation, mapping, and computer vision.
18.8CVMar 15, 2019
SceneCode: Monocular Dense Semantic Reconstruction using Learned Encoded Scene RepresentationsShuaifeng Zhi, Michael Bloesch, Stefan Leutenegger et al.
Systems which incrementally create 3D semantic maps from image sequences must store and update representations of both geometry and semantic entities. However, while there has been much work on the correct formulation for geometrical estimation, state-of-the-art systems usually rely on simple semantic representations which store and update independent label estimates for each surface element (depth pixels, surfels, or voxels). Spatial correlation is discarded, and fused label maps are incoherent and noisy. We introduce a new compact and optimisable semantic representation by training a variational auto-encoder that is conditioned on a colour image. Using this learned latent space, we can tackle semantic label fusion by jointly optimising the low-dimenional codes associated with each of a set of overlapping images, producing consistent fused label maps which preserve spatial correlation. We also show how this approach can be used within a monocular keyframe based semantic mapping system where a similar code approach is used for geometry. The probabilistic formulation allows a flexible formulation where we can jointly estimate motion, geometry and semantics in a unified optimisation.
MID-Fusion: Octree-based Object-Level Multi-Instance Dynamic SLAMBinbin Xu, Wenbin Li, Dimos Tzoumanikas et al.
We propose a new multi-instance dynamic RGB-D SLAM system using an object-level octree-based volumetric representation. It can provide robust camera tracking in dynamic environments and at the same time, continuously estimate geometric, semantic, and motion properties for arbitrary objects in the scene. For each incoming frame, we perform instance segmentation to detect objects and refine mask boundaries using geometric and motion information. Meanwhile, we estimate the pose of each existing moving object using an object-oriented tracking method and robustly track the camera pose against the static scene. Based on the estimated camera pose and object poses, we associate segmented masks with existing models and incrementally fuse corresponding colour, depth, semantic, and foreground object probabilities into each object model. In contrast to existing approaches, our system is the first system to generate an object-level dynamic volumetric map from a single RGB-D camera, which can be used directly for robotic tasks. Our method can run at 2-3 Hz on a CPU, excluding the instance segmentation part. We demonstrate its effectiveness by quantitatively and qualitatively testing it on both synthetic and real-world sequences.
Task-Embedded Control Networks for Few-Shot Imitation LearningStephen James, Michael Bloesch, Andrew J. Davison
Much like humans, robots should have the ability to leverage knowledge from previously learned tasks in order to learn new tasks quickly in new and unfamiliar environments. Despite this, most robot learning approaches have focused on learning a single task, from scratch, with a limited notion of generalisation, and no way of leveraging the knowledge to learn other tasks more efficiently. One possible solution is meta-learning, but many of the related approaches are limited in their ability to scale to a large number of tasks and to learn further tasks without forgetting previously learned ones. With this in mind, we introduce Task-Embedded Control Networks, which employ ideas from metric learning in order to create a task embedding that can be used by a robot to learn new tasks from one or more demonstrations. In the area of visually-guided manipulation, we present simulation results in which we surpass the performance of a state-of-the-art method when using only visual information from each demonstration. Additionally, we demonstrate that our approach can also be used in conjunction with domain randomisation to train our few-shot learning ability in simulation and then deploy in the real world without any additional training. Once deployed, the robot can learn new tasks from a single real-world demonstration.
14.6CVSep 9, 2018
LS-Net: Learning to Solve Nonlinear Least Squares for Monocular StereoRonald Clark, Michael Bloesch, Jan Czarnowski et al.
Sum-of-squares objective functions are very popular in computer vision algorithms. However, these objective functions are not always easy to optimize. The underlying assumptions made by solvers are often not satisfied and many problems are inherently ill-posed. In this paper, we propose LS-Net, a neural nonlinear least squares optimization algorithm which learns to effectively optimize these cost functions even in the presence of adversities. Unlike traditional approaches, the proposed solver requires no hand-crafted regularizers or priors as these are implicitly learned from the data. We apply our method to the problem of motion stereo ie. jointly estimating the motion and scene geometry from pairs of images of a monocular sequence. We show that our learned optimizer is able to efficiently and effectively solve this challenging optimization problem.
29.8CVAug 25, 2018
Fusion++: Volumetric Object-Level SLAMJohn McCormac, Ronald Clark, Michael Bloesch et al.
We propose an online object-level SLAM system which builds a persistent and accurate 3D graph map of arbitrary reconstructed objects. As an RGB-D camera browses a cluttered indoor scene, Mask-RCNN instance segmentations are used to initialise compact per-object Truncated Signed Distance Function (TSDF) reconstructions with object size-dependent resolutions and a novel 3D foreground mask. Reconstructed objects are stored in an optimisable 6DoF pose graph which is our only persistent map representation. Objects are incrementally refined via depth fusion, and are used for tracking, relocalisation and loop closure detection. Loop closures cause adjustments in the relative pose estimates of object instances, but no intra-object warping. Each object also carries semantic information which is refined over time and an existence probability to account for spurious instance predictions. We demonstrate our approach on a hand-held RGB-D sequence from a cluttered office scene with a large number and variety of object instances, highlighting how the system closes loops and makes good use of existing objects on repeated loops. We quantitatively evaluate the trajectory error of our system against a baseline approach on the RGB-D SLAM benchmark, and qualitatively compare reconstruction quality of discovered objects on the YCB video dataset. Performance evaluation shows our approach is highly memory efficient and runs online at 4-8Hz (excluding relocalisation) despite not being optimised at the software level.
SLAMBench2: Multi-Objective Head-to-Head Benchmarking for Visual SLAMBruno Bodin, Harry Wagstaff, Sajad Saeedi et al.
SLAM is becoming a key component of robotics and augmented reality (AR) systems. While a large number of SLAM algorithms have been presented, there has been little effort to unify the interface of such algorithms, or to perform a holistic comparison of their capabilities. This is a problem since different SLAM applications can have different functional and non-functional requirements. For example, a mobile phonebased AR application has a tight energy budget, while a UAV navigation system usually requires high accuracy. SLAMBench2 is a benchmarking framework to evaluate existing and future SLAM systems, both open and close source, over an extensible list of datasets, while using a comparable and clearly specified list of performance metrics. A wide variety of existing SLAM algorithms and datasets is supported, e.g. ElasticFusion, InfiniTAM, ORB-SLAM2, OKVIS, and integrating new ones is straightforward and clearly specified by the framework. SLAMBench2 is a publicly-available software framework which represents a starting point for quantitative, comparable and validatable experimental research to investigate trade-offs across SLAM systems.
1.7CVAug 20, 2018
Navigating the Landscape for Real-time Localisation and Mapping for Robotics and Virtual and Augmented RealitySajad Saeedi, Bruno Bodin, Harry Wagstaff et al.
Visual understanding of 3D environments in real-time, at low power, is a huge computational challenge. Often referred to as SLAM (Simultaneous Localisation and Mapping), it is central to applications spanning domestic and industrial robotics, autonomous vehicles, virtual and augmented reality. This paper describes the results of a major research effort to assemble the algorithms, architectures, tools, and systems software needed to enable delivery of SLAM, by supporting applications specialists in selecting and configuring the appropriate algorithm and the appropriate hardware, and compilation pathway, to meet their performance, accuracy, and energy consumption goals. The major contributions we present are (1) tools and methodology for systematic quantitative evaluation of SLAM algorithms, (2) automated, machine-learning-guided exploration of the algorithmic and implementation design space with respect to multiple objectives, (3) end-to-end simulation tools to enable optimisation of heterogeneous, accelerated architectures for the specific algorithmic requirements of the various SLAM algorithmic approaches, and (4) tools for delivering, where appropriate, accelerated, adaptive SLAM solutions in a managed, JIT-compiled, adaptive runtime context.
Sim-to-Real Reinforcement Learning for Deformable Object ManipulationJan Matas, Stephen James, Andrew J. Davison
We have seen much recent progress in rigid object manipulation, but interaction with deformable objects has notably lagged behind. Due to the large configuration space of deformable objects, solutions using traditional modelling approaches require significant engineering work. Perhaps then, bypassing the need for explicit modelling and instead learning the control in an end-to-end manner serves as a better approach? Despite the growing interest in the use of end-to-end robot learning approaches, only a small amount of work has focused on their applicability to deformable object manipulation. Moreover, due to the large amount of data needed to learn these end-to-end solutions, an emerging trend is to learn control policies in simulation and then transfer them over to the real world. To-date, no work has explored whether it is possible to learn and transfer deformable object policies. We believe that if sim-to-real methods are to be employed further, then it should be possible to learn to interact with a wide variety of objects, and not only rigid objects. In this work, we use a combination of state-of-the-art deep reinforcement learning algorithms to solve the problem of manipulating deformable objects (specifically cloth). We evaluate our approach on three tasks --- folding a towel up to a mark, folding a face towel diagonally, and draping a piece of cloth over a hanger. Our agents are fully trained in simulation with domain randomisation, and then successfully deployed in the real world without having seen any real deformable objects.
27.0CVApr 3, 2018
CodeSLAM - Learning a Compact, Optimisable Representation for Dense Visual SLAMMichael Bloesch, Jan Czarnowski, Ronald Clark et al.
The representation of geometry in real-time 3D perception systems continues to be a critical research issue. Dense maps capture complete surface shape and can be augmented with semantic labels, but their high dimensionality makes them computationally costly to store and process, and unsuitable for rigorous probabilistic inference. Sparse feature-based representations avoid these problems, but capture only partial scene information and are mainly useful for localisation only. We present a new compact but dense representation of scene geometry which is conditioned on the intensity data from a single image and generated from a code consisting of a small number of parameters. We are inspired by work both on learned depth from images, and auto-encoders. Our approach is suitable for use in a keyframe-based monocular dense SLAM system: While each keyframe with a code can produce a depth map, the code can be optimised efficiently jointly with pose variables and together with the codes of overlapping keyframes to attain global consistency. Conditioning the depth map on the image allows the code to only represent aspects of the local geometry which cannot directly be predicted from the image. We explain how to learn our code representation, and demonstrate its advantageous properties in monocular SLAM.
27.3AIMar 29, 2018
FutureMapping: The Computational Structure of Spatial AI SystemsAndrew J. Davison
We discuss and predict the evolution of Simultaneous Localisation and Mapping (SLAM) into a general geometric and semantic `Spatial AI' perception capability for intelligent embodied devices. A big gap remains between the visual perception performance that devices such as augmented reality eyewear or comsumer robots will require and what is possible within the constraints imposed by real products. Co-design of algorithms, processors and sensors will be needed. We explore the computational structure of current and future Spatial AI algorithms and consider this within the landscape of ongoing hardware developments.
8.9CVAug 29, 2017
Semantic Texture for Robust Dense TrackingJan Czarnowski, Stefan Leutenegger, Andrew Davison
We argue that robust dense SLAM systems can make valuable use of the layers of features coming from a standard CNN as a pyramid of `semantic texture' which is suitable for dense alignment while being much more robust to nuisance factors such as lighting than raw RGB values. We use a straightforward Lucas-Kanade formulation of image alignment, with a schedule of iterations over the coarse-to-fine levels of a pyramid, and simply replace the usual image pyramid by the hierarchy of convolutional feature maps from a pre-trained CNN. The resulting dense alignment performance is much more robust to lighting and other variations, as we show by camera rotation tracking experiments on time-lapse sequences captured over many hours. Looking towards the future of scene representation for real-time visual SLAM, we further demonstrate that a selection using simple criteria of a small number of the total set of features output by a CNN gives just as accurate but much more efficient tracking performance.
38.8ROJul 7, 2017
Transferring End-to-End Visuomotor Control from Simulation to Real World for a Multi-Stage TaskStephen James, Andrew J. Davison, Edward Johns
End-to-end control for robot manipulation and grasping is emerging as an attractive alternative to traditional pipelined approaches. However, end-to-end methods tend to either be slow to train, exhibit little or no generalisability, or lack the ability to accomplish long-horizon or multi-stage tasks. In this paper, we show how two simple techniques can lead to end-to-end (image to velocity) execution of a multi-stage task, which is analogous to a simple tidying routine, without having seen a single real image. This involves locating, reaching for, and grasping a cube, then locating a basket and dropping the cube inside. To achieve this, robot trajectories are computed in a simulator, to collect a series of control velocities which accomplish the task. Then, a CNN is trained to map observed images to velocities, using domain randomisation to enable generalisation to real world images. Results show that we are able to successfully accomplish the task in the real world with the ability to generalise to novel environments, including those with dynamic lighting conditions, distractor objects, and moving objects, including the basket itself. We believe our approach to be simple, highly scalable, and capable of learning long-horizon tasks that have until now not been shown with the state-of-the-art in end-to-end robot control.
5.6CVFeb 2, 2017
Algorithmic Performance-Accuracy Trade-off in 3D Vision Applications Using HyperMapperLuigi Nardi, Bruno Bodin, Sajad Saeedi et al.
In this paper we investigate an emerging application, 3D scene understanding, likely to be significant in the mobile space in the near future. The goal of this exploration is to reduce execution time while meeting our quality of result objectives. In previous work we showed for the first time that it is possible to map this application to power constrained embedded systems, highlighting that decision choices made at the algorithmic design-level have the most impact. As the algorithmic design space is too large to be exhaustively evaluated, we use a previously introduced multi-objective Random Forest Active Learning prediction framework dubbed HyperMapper, to find good algorithmic designs. We show that HyperMapper generalizes on a recent cutting edge 3D scene understanding algorithm and on a modern GPU-based computer architecture. HyperMapper is able to beat an expert human hand-tuning the algorithmic parameters of the class of Computer Vision applications taken under consideration in this paper automatically. In addition, we use crowd-sourcing using a 3D scene understanding Android app to show that the Pareto front obtained on an embedded system can be used to accelerate the same application on all the 83 smart-phones and tablets crowd-sourced with speedups ranging from 2 to over 12.
21.6CVDec 15, 2016
SceneNet RGB-D: 5M Photorealistic Images of Synthetic Indoor Trajectories with Ground TruthJohn McCormac, Ankur Handa, Stefan Leutenegger et al.
We introduce SceneNet RGB-D, expanding the previous work of SceneNet to enable large scale photorealistic rendering of indoor scene trajectories. It provides pixel-perfect ground truth for scene understanding problems such as semantic segmentation, instance segmentation, and object detection, and also for geometric computer vision problems such as optical flow, depth estimation, camera pose estimation, and 3D reconstruction. Random sampling permits virtually unlimited scene configurations, and here we provide a set of 5M rendered RGB-D images from over 15K trajectories in synthetic layouts with random but physically simulated object poses. Each layout also has random lighting, camera trajectories, and textures. The scale of this dataset is well suited for pre-training data-driven computer vision techniques from scratch with RGB-D inputs, which previously has been limited by relatively small labelled datasets in NYUv2 and SUN RGB-D. It also provides a basis for investigating 3D scene labelling tasks by providing perfect camera poses and depth data as proxy for a SLAM system. We host the dataset at http://robotvault.bitbucket.io/scenenet-rgbd.html