Abstract:The task of reassembly is a significant challenge across multiple domains, including archaeology, genomics, and molecular docking, requiring the precise placement and orientation of elements to reconstruct an original structure. In this work, we address key limitations in state-of-the-art Deep Learning methods for reassembly, namely i) scalability; ii) multimodality; and iii) real-world applicability: beyond square or simple geometric shapes, realistic and complex erosion, or other real-world problems. We propose ReassembleNet, a method that reduces complexity by representing each input piece as a set of contour keypoints and learning to select the most informative ones by Graph Neural Networks pooling inspired techniques. ReassembleNet effectively lowers computational complexity while enabling the integration of features from multiple modalities, including both geometric and texture data. Further enhanced through pretraining on a semi-synthetic dataset. We then apply diffusion-based pose estimation to recover the original structure. We improve on prior methods by 55% and 86% for RMSE Rotation and Translation, respectively.
Abstract:Graph Neural Networks (GNNs) excel at learning from pairwise interactions but often overlook multi-way and hierarchical relationships. Topological Deep Learning (TDL) addresses this limitation by leveraging combinatorial topological spaces. However, existing TDL models are restricted to undirected settings and fail to capture the higher-order directed patterns prevalent in many complex systems, e.g., brain networks, where such interactions are both abundant and functionally significant. To fill this gap, we introduce Semi-Simplicial Neural Networks (SSNs), a principled class of TDL models that operate on semi-simplicial sets -- combinatorial structures that encode directed higher-order motifs and their directional relationships. To enhance scalability, we propose Routing-SSNs, which dynamically select the most informative relations in a learnable manner. We prove that SSNs are strictly more expressive than standard graph and TDL models. We then introduce a new principled framework for brain dynamics representation learning, grounded in the ability of SSNs to provably recover topological descriptors shown to successfully characterize brain activity. Empirically, SSNs achieve state-of-the-art performance on brain dynamics classification tasks, outperforming the second-best model by up to 27%, and message passing GNNs by up to 50% in accuracy. Our results highlight the potential of principled topological models for learning from structured brain data, establishing a unique real-world case study for TDL. We also test SSNs on standard node classification and edge regression tasks, showing competitive performance. We will make the code and data publicly available.
Abstract:Shape completion networks have been used recently in real-world robotic experiments to complete the missing/hidden information in environments where objects are only observed in one or few instances where self-occlusions are bound to occur. Nowadays, most approaches rely on deep neural networks that handle rich 3D point cloud data that lead to more precise and realistic object geometries. However, these models still suffer from inaccuracies due to its nondeterministic/stochastic inferences which could lead to poor performance in grasping scenarios where these errors compound to unsuccessful grasps. We present an approach to calculate the uncertainty of a 3D shape completion model during inference of single view point clouds of an object on a table top. In addition, we propose an update to grasp pose algorithms quality score by introducing the uncertainty of the completed point cloud present in the grasp candidates. To test our full pipeline we perform real world grasping with a 7dof robotic arm with a 2 finger gripper on a large set of household objects and compare against previous approaches that do not measure uncertainty. Our approach ranks the grasp quality better, leading to higher grasp success rate for the rank 5 grasp candidates compared to state of the art.
Abstract:We present a self-supervised method to improve an agent's abilities in describing arbitrary objects while actively exploring a generic environment. This is a challenging problem, as current models struggle to obtain coherent image captions due to different camera viewpoints and clutter. We propose a three-phase framework to fine-tune existing captioning models that enhances caption accuracy and consistency across views via a consensus mechanism. First, an agent explores the environment, collecting noisy image-caption pairs. Then, a consistent pseudo-caption for each object instance is distilled via consensus using a large language model. Finally, these pseudo-captions are used to fine-tune an off-the-shelf captioning model, with the addition of contrastive learning. We analyse the performance of the combination of captioning models, exploration policies, pseudo-labeling methods, and fine-tuning strategies, on our manually labeled test set. Results show that a policy can be trained to mine samples with higher disagreement compared to classical baselines. Our pseudo-captioning method, in combination with all policies, has a higher semantic similarity compared to other existing methods, and fine-tuning improves caption accuracy and consistency by a significant margin. Code and test set annotations available at https://hsp-iit.github.io/embodied-captioning/
Abstract:Progress in Embodied AI has made it possible for end-to-end-trained agents to navigate in photo-realistic environments with high-level reasoning and zero-shot or language-conditioned behavior, but benchmarks are still dominated by simulation. In this work, we focus on the fine-grained behavior of fast-moving real robots and present a large-scale experimental study involving \numepisodes{} navigation episodes in a real environment with a physical robot, where we analyze the type of reasoning emerging from end-to-end training. In particular, we study the presence of realistic dynamics which the agent learned for open-loop forecasting, and their interplay with sensing. We analyze the way the agent uses latent memory to hold elements of the scene structure and information gathered during exploration. We probe the planning capabilities of the agent, and find in its memory evidence for somewhat precise plans over a limited horizon. Furthermore, we show in a post-hoc analysis that the value function learned by the agent relates to long-term planning. Put together, our experiments paint a new picture on how using tools from computer vision and sequential decision making have led to new capabilities in robotics and control. An interactive tool is available at europe.naverlabs.com/research/publications/reasoning-in-visual-navigation-of-end-to-end-trained-agents.
Abstract:In image generation, Multiple Latent Variable Generative Models (MLVGMs) employ multiple latent variables to gradually shape the final images, from global characteristics to finer and local details (e.g., StyleGAN, NVAE), emerging as powerful tools for diverse applications. Yet their generative dynamics and latent variable utilization remain only empirically observed. In this work, we propose a novel framework to systematically quantify the impact of each latent variable in MLVGMs, using Mutual Information (MI) as a guiding metric. Our analysis reveals underutilized variables and can guide the use of MLVGMs in downstream applications. With this foundation, we introduce a method for generating synthetic data for Self-Supervised Contrastive Representation Learning (SSCRL). By leveraging the hierarchical and disentangled variables of MLVGMs, and guided by the previous analysis, we apply tailored latent perturbations to produce diverse views for SSCRL, without relying on real data altogether. Additionally, we introduce a Continuous Sampling (CS) strategy, where the generator dynamically creates new samples during SSCRL training, greatly increasing data variability. Our comprehensive experiments demonstrate the effectiveness of these contributions, showing that MLVGMs' generated views compete on par with or even surpass views generated from real data. This work establishes a principled approach to understanding and exploiting MLVGMs, advancing both generative modeling and self-supervised learning.
Abstract:Attackers can deliberately perturb classifiers' input with subtle noise, altering final predictions. Among proposed countermeasures, adversarial purification employs generative networks to preprocess input images, filtering out adversarial noise. In this study, we propose specific generators, defined Multiple Latent Variable Generative Models (MLVGMs), for adversarial purification. These models possess multiple latent variables that naturally disentangle coarse from fine features. Taking advantage of these properties, we autoencode images to maintain class-relevant information, while discarding and re-sampling any detail, including adversarial noise. The procedure is completely training-free, exploring the generalization abilities of pre-trained MLVGMs on the adversarial purification downstream task. Despite the lack of large models, trained on billions of samples, we show that smaller MLVGMs are already competitive with traditional methods, and can be used as foundation models. Official code released at https://github.com/SerezD/gen_adversarial.
Abstract:World-wide detailed 2D maps require enormous collective efforts. OpenStreetMap is the result of 11 million registered users manually annotating the GPS location of over 1.75 billion entries, including distinctive landmarks and common urban objects. At the same time, manual annotations can include errors and are slow to update, limiting the map's accuracy. Maps from Motion (MfM) is a step forward to automatize such time-consuming map making procedure by computing 2D maps of semantic objects directly from a collection of uncalibrated multi-view images. From each image, we extract a set of object detections, and estimate their spatial arrangement in a top-down local map centered in the reference frame of the camera that captured the image. Aligning these local maps is not a trivial problem, since they provide incomplete, noisy fragments of the scene, and matching detections across them is unreliable because of the presence of repeated pattern and the limited appearance variability of urban objects. We address this with a novel graph-based framework, that encodes the spatial and semantic distribution of the objects detected in each image, and learns how to combine them to predict the objects' poses in a global reference system, while taking into account all possible detection matches and preserving the topology observed in each image. Despite the complexity of the problem, our best model achieves global 2D registration with an average accuracy within 4 meters (i.e., below GPS accuracy) even on sparse sequences with strong viewpoint change, on which COLMAP has an 80% failure rate. We provide extensive evaluation on synthetic and real-world data, showing how the method obtains a solution even in scenarios where standard optimization techniques fail.
Abstract:We present billboard Splatting (BBSplat) - a novel approach for 3D scene representation based on textured geometric primitives. BBSplat represents the scene as a set of optimizable textured planar primitives with learnable RGB textures and alpha-maps to control their shape. BBSplat primitives can be used in any Gaussian Splatting pipeline as drop-in replacements for Gaussians. Our method's qualitative and quantitative improvements over 3D and 2D Gaussians are most noticeable when fewer primitives are used, when BBSplat achieves over 1200 FPS. Our novel regularization term encourages textures to have a sparser structure, unlocking an efficient compression that leads to a reduction in storage space of the model. Our experiments show the efficiency of BBSplat on standard datasets of real indoor and outdoor scenes such as Tanks&Temples, DTU, and Mip-NeRF-360. We demonstrate improvements on PSNR, SSIM, and LPIPS metrics compared to the state-of-the-art, especially for the case when fewer primitives are used, which, on the other hand, leads to up to 2 times inference speed improvement for the same rendering quality.
Abstract:This paper proposes the RePAIR dataset that represents a challenging benchmark to test modern computational and data driven methods for puzzle-solving and reassembly tasks. Our dataset has unique properties that are uncommon to current benchmarks for 2D and 3D puzzle solving. The fragments and fractures are realistic, caused by a collapse of a fresco during a World War II bombing at the Pompeii archaeological park. The fragments are also eroded and have missing pieces with irregular shapes and different dimensions, challenging further the reassembly algorithms. The dataset is multi-modal providing high resolution images with characteristic pictorial elements, detailed 3D scans of the fragments and meta-data annotated by the archaeologists. Ground truth has been generated through several years of unceasing fieldwork, including the excavation and cleaning of each fragment, followed by manual puzzle solving by archaeologists of a subset of approx. 1000 pieces among the 16000 available. After digitizing all the fragments in 3D, a benchmark was prepared to challenge current reassembly and puzzle-solving methods that often solve more simplistic synthetic scenarios. The tested baselines show that there clearly exists a gap to fill in solving this computationally complex problem.