Purdue
Abstract:We present a neural operator architecture to simulate Lagrangian dynamics, such as fluid flow, granular flows, and elastoplasticity. Traditional numerical methods, such as the finite element method (FEM), suffer from long run times and large memory consumption. On the other hand, approaches based on graph neural networks are faster but still suffer from long computation times on dense graphs, which are often required for high-fidelity simulations. Our model, GIOROM or Graph Interaction Operator for Reduced-Order Modeling, learns temporal dynamics within a reduced-order setting, capturing spatial features from a highly sparse graph representation of the input and generalizing to arbitrary spatial locations during inference. The model is geometry-aware and discretization-agnostic and can generalize to different initial conditions, velocities, and geometries after training. We show that point clouds of the order of 100,000 points can be inferred from sparse graphs with $\sim$1000 points, with negligible change in computation time. We empirically evaluate our model on elastic solids, Newtonian fluids, Non-Newtonian fluids, Drucker-Prager granular flows, and von Mises elastoplasticity. On these benchmarks, our approach results in a 25$\times$ speedup compared to other neural network-based physics simulators while delivering high-fidelity predictions of complex physical systems and showing better performance on most benchmarks. The code and the demos are provided at https://github.com/HrishikeshVish/GIOROM.
Abstract:We present a multimodal learning-based method to simultaneously synthesize co-speech facial expressions and upper-body gestures for digital characters using RGB video data captured using commodity cameras. Our approach learns from sparse face landmarks and upper-body joints, estimated directly from video data, to generate plausible emotive character motions. Given a speech audio waveform and a token sequence of the speaker's face landmark motion and body-joint motion computed from a video, our method synthesizes the motion sequences for the speaker's face landmarks and body joints to match the content and the affect of the speech. We design a generator consisting of a set of encoders to transform all the inputs into a multimodal embedding space capturing their correlations, followed by a pair of decoders to synthesize the desired face and pose motions. To enhance the plausibility of synthesis, we use an adversarial discriminator that learns to differentiate between the face and pose motions computed from the original videos and our synthesized motions based on their affective expressions. To evaluate our approach, we extend the TED Gesture Dataset to include view-normalized, co-speech face landmarks in addition to body gestures. We demonstrate the performance of our method through thorough quantitative and qualitative experiments on multiple evaluation metrics and via a user study. We observe that our method results in low reconstruction error and produces synthesized samples with diverse facial expressions and body gestures for digital characters.
Abstract:Safety and robustness are crucial factors in developing trustworthy autonomous vehicles. One essential aspect of addressing these factors is to equip vehicles with the capability to predict future trajectories for all moving objects in the surroundings and quantify prediction uncertainties. In this paper, we propose the Sequential Neural Variational Agent (SeNeVA), a generative model that describes the distribution of future trajectories for a single moving object. Our approach can distinguish Out-of-Distribution data while quantifying uncertainty and achieving competitive performance compared to state-of-the-art methods on the Argoverse 2 and INTERACTION datasets. Specifically, a 0.446 meters minimum Final Displacement Error, a 0.203 meters minimum Average Displacement Error, and a 5.35% Miss Rate are achieved on the INTERACTION test set. Extensive qualitative and quantitative analysis is also provided to evaluate the proposed model. Our open-source code is available at https://github.com/PurdueDigitalTwin/seneva.
Abstract:This work highlights a critical shortcoming in text-based Large Language Models (LLMs) used for human-robot interaction, demonstrating that text alone as a conversation modality falls short in such applications. While LLMs excel in processing text in these human conversations, they struggle with the nuances of verbal instructions in scenarios like social navigation, where ambiguity and uncertainty can erode trust in robotic and other AI systems. We can address this shortcoming by moving beyond text and additionally focusing on the paralinguistic features of these audio responses. These features are the aspects of spoken communication that do not involve the literal wording (lexical content) but convey meaning and nuance through how something is said. We present "Beyond Text"; an approach that improves LLM decision-making by integrating audio transcription along with a subsection of these features, which focus on the affect and more relevant in human-robot conversations. This approach not only achieves a 70.26% winning rate, outperforming existing LLMs by 48.30%, but also enhances robustness against token manipulation adversarial attacks, highlighted by a 22.44% less decrease ratio than the text-only language model in winning rate. "Beyond Text" marks an advancement in social robot navigation and broader Human-Robot interactions, seamlessly integrating text-based guidance with human-audio-informed language models.
Abstract:We have witnessed significant progress in deep learning-based 3D vision, ranging from neural radiance field (NeRF) based 3D representation learning to applications in novel view synthesis (NVS). However, existing scene-level datasets for deep learning-based 3D vision, limited to either synthetic environments or a narrow selection of real-world scenes, are quite insufficient. This insufficiency not only hinders a comprehensive benchmark of existing methods but also caps what could be explored in deep learning-based 3D analysis. To address this critical gap, we present DL3DV-10K, a large-scale scene dataset, featuring 51.2 million frames from 10,510 videos captured from 65 types of point-of-interest (POI) locations, covering both bounded and unbounded scenes, with different levels of reflection, transparency, and lighting. We conducted a comprehensive benchmark of recent NVS methods on DL3DV-10K, which revealed valuable insights for future research in NVS. In addition, we have obtained encouraging results in a pilot study to learn generalizable NeRF from DL3DV-10K, which manifests the necessity of a large-scale scene-level dataset to forge a path toward a foundation model for learning 3D representation. Our DL3DV-10K dataset, benchmark results, and models will be publicly accessible at https://dl3dv-10k.github.io/DL3DV-10K/.
Abstract:3D generation has rapidly accelerated in the past decade owing to the progress in the field of generative modeling. Score Distillation Sampling (SDS) based rendering has improved 3D asset generation to a great extent. Further, the recent work of Denoising Diffusion Policy Optimization (DDPO) demonstrates that the diffusion process is compatible with policy gradient methods and has been demonstrated to improve the 2D diffusion models using an aesthetic scoring function. We first show that this aesthetic scorer acts as a strong guide for a variety of SDS-based methods and demonstrates its effectiveness in text-to-3D synthesis. Further, we leverage the DDPO approach to improve the quality of the 3D rendering obtained from 2D diffusion models. Our approach, DDPO3D, employs the policy gradient method in tandem with aesthetic scoring. To the best of our knowledge, this is the first method that extends policy gradient methods to 3D score-based rendering and shows improvement across SDS-based methods such as DreamGaussian, which are currently driving research in text-to-3D synthesis. Our approach is compatible with score distillation-based methods, which would facilitate the integration of diverse reward functions into the generative process. Our project page can be accessed via https://ddpo3d.github.io.
Abstract:In emergency scenarios, mobile robots must navigate like humans, interpreting stimuli to locate potential victims rapidly without interfering with first responders. Existing socially-aware navigation algorithms face computational and adaptability challenges. To overcome these, we propose a solution, MIRACLE -- an inverse reinforcement and curriculum learning model, that employs gamified learning to gather stimuli-driven human navigational data. This data is then used to train a Deep Inverse Maximum Entropy Reinforcement Learning model, reducing reliance on demonstrator abilities. Testing reveals a low loss of 2.7717 within a 400-sized environment, signifying human-like response replication. Current databases lack comprehensive stimuli-driven data, necessitating our approach. By doing so, we enable robots to navigate emergency situations with human-like perception, enhancing their life-saving capabilities.
Abstract:We present LaMPilot, a novel framework for planning in the field of autonomous driving, rethinking the task as a code-generation process that leverages established behavioral primitives. This approach aims to address the challenge of interpreting and executing spontaneous user instructions such as "overtake the car ahead," which have typically posed difficulties for existing frameworks. We introduce the LaMPilot benchmark specifically designed to quantitatively evaluate the efficacy of Large Language Models (LLMs) in translating human directives into actionable driving policies. We then evaluate a wide range of state-of-the-art code generation language models on tasks from the LaMPilot Benchmark. The results of the experiments showed that GPT-4, with human feedback, achieved an impressive task completion rate of 92.7% and a minimal collision rate of 0.9%. To encourage further investigation in this area, our code and dataset will be made available.
Abstract:Resource-constrained robots often suffer from energy inefficiencies, underutilized computational abilities due to inadequate task allocation, and a lack of robustness in dynamic environments, all of which strongly affect their performance. This paper introduces DREAM - Decentralized Reinforcement Learning for Exploration and Efficient Energy Management in Multi-Robot Systems, a comprehensive framework that optimizes the allocation of resources for efficient exploration. It advances beyond conventional heuristic-based task planning as observed conventionally. The framework incorporates Operational Range Estimation using Reinforcement Learning to perform exploration and obstacle avoidance in unfamiliar terrains. DREAM further introduces an Energy Consumption Model for goal allocation, thereby ensuring mission completion under constrained resources using a Graph Neural Network. This approach also ensures that the entire Multi-Robot System can survive for an extended period of time for further missions compared to the conventional approach of randomly allocating goals, which compromises one or more agents. Our approach adapts to prioritizing agents in real-time, showcasing remarkable resilience against dynamic environments. This robust solution was evaluated in various simulated environments, demonstrating adaptability and applicability across diverse scenarios. We observed a substantial improvement of about 25% over the baseline method, leading the way for future research in resource-constrained robotics.
Abstract:Training and preparing first responders and humanitarian robots for Mass Casualty Incidents (MCIs) often poses a challenge owing to the lack of realistic and easily accessible test facilities. While such facilities can offer realistic scenarios post an MCI that can serve training and educational purposes for first responders and humanitarian robots, they are often hard to access owing to logistical constraints. To overcome this challenge, we present HEROES- a versatile Unreal Engine simulator for designing novel training simulations for humans and emergency robots for such urban search and rescue operations. The proposed HEROES simulator is capable of generating synthetic datasets for machine learning pipelines that are used for training robot navigation. This work addresses the necessity for a comprehensive training platform in the robotics community, ensuring pragmatic and efficient preparation for real-world emergency scenarios. The strengths of our simulator lie in its adaptability, scalability, and ability to facilitate collaboration between robot developers and first responders, fostering synergy in developing effective strategies for search and rescue operations in MCIs. We conducted a preliminary user study with an 81% positive response supporting the ability of HEROES to generate sufficiently varied environments, and a 78% positive response affirming the usefulness of the simulation environment of HEROES.