Motion trajectories offer reliable references for physics-based motion learning but suffer from sparsity, particularly in regions that lack sufficient data coverage. To address this challenge, we introduce a self-supervised, structured representation and generation method that extracts spatial-temporal relationships in periodic or quasi-periodic motions. The motion dynamics in a continuously parameterized latent space enable our method to enhance the interpolation and generalization capabilities of motion learning algorithms. The motion learning controller, informed by the motion parameterization, operates online tracking of a wide range of motions, including targets unseen during training. With a fallback mechanism, the controller dynamically adapts its tracking strategy and automatically resorts to safe action execution when a potentially risky target is proposed. By leveraging the identified spatial-temporal structure, our work opens new possibilities for future advancements in general motion representation and learning algorithms.
The surge in high-throughput omics data has reshaped the landscape of biological research, underlining the need for powerful, user-friendly data analysis and interpretation tools. This paper presents GenoCraft, a web-based comprehensive software solution designed to handle the entire pipeline of omics data processing. GenoCraft offers a unified platform featuring advanced bioinformatics tools, covering all aspects of omics data analysis. It encompasses a range of functionalities, such as normalization, quality control, differential analysis, network analysis, pathway analysis, and diverse visualization techniques. This software makes state-of-the-art omics data analysis more accessible to a wider range of users. With GenoCraft, researchers and data scientists have access to an array of cutting-edge bioinformatics tools under a user-friendly interface, making it a valuable resource for managing and analyzing large-scale omics data. The API with an interactive web interface is publicly available at https://genocraft.stanford. edu/. We also release all the codes in https://github.com/futianfan/GenoCraft.
Multi-view inverse rendering is the problem of estimating the scene parameters such as shapes, materials, or illuminations from a sequence of images captured under different viewpoints. Many approaches, however, assume single light bounce and thus fail to recover challenging scenarios like inter-reflections. On the other hand, simply extending those methods to consider multi-bounced light requires more assumptions to alleviate the ambiguity. To address this problem, we propose Neural Incident Stokes Fields (NeISF), a multi-view inverse rendering framework that reduces ambiguities using polarization cues. The primary motivation for using polarization cues is that it is the accumulation of multi-bounced light, providing rich information about geometry and material. Based on this knowledge, the proposed incident Stokes field efficiently models the accumulated polarization effect with the aid of an original physically-based differentiable polarimetric renderer. Lastly, experimental results show that our method outperforms the existing works in synthetic and real scenarios.
Despite many successful applications of data-driven control in robotics, extracting meaningful diverse behaviors remains a challenge. Typically, task performance needs to be compromised in order to achieve diversity. In many scenarios, task requirements are specified as a multitude of reward terms, each requiring a different trade-off. In this work, we take a constrained optimization viewpoint on the quality-diversity trade-off and show that we can obtain diverse policies while imposing constraints on their value functions which are defined through distinct rewards. In line with previous work, further control of the diversity level can be achieved through an attract-repel reward term motivated by the Van der Waals force. We demonstrate the effectiveness of our method on a local navigation task where a quadruped robot needs to reach the target within a finite horizon. Finally, our trained policies transfer well to the real 12-DoF quadruped robot, Solo12, and exhibit diverse agile behaviors with successful obstacle traversal.
In this work, we propose an inverse rendering model that estimates 3D shape, spatially-varying reflectance, homogeneous subsurface scattering parameters, and an environment illumination jointly from only a pair of captured images of a translucent object. In order to solve the ambiguity problem of inverse rendering, we use a physically-based renderer and a neural renderer for scene reconstruction and material editing. Because two renderers are differentiable, we can compute a reconstruction loss to assist parameter estimation. To enhance the supervision of the proposed neural renderer, we also propose an augmented loss. In addition, we use a flash and no-flash image pair as the input. To supervise the training, we constructed a large-scale synthetic dataset of translucent objects, which consists of 117K scenes. Qualitative and quantitative results on both synthetic and real-world datasets demonstrated the effectiveness of the proposed model.
The conventional machine learning (ML) and deep learning approaches need to share customers' sensitive information with an external credit bureau to generate a prediction model that opens the door to privacy leakage. This leakage risk makes financial companies face an enormous challenge in their cooperation. Federated learning is a machine learning setting that can protect data privacy, but the high communication cost is often the bottleneck of the federated systems, especially for large neural networks. Limiting the number and size of communications is necessary for the practical training of large neural structures. Gradient sparsification has received increasing attention as a method to reduce communication cost, which only updates significant gradients and accumulates insignificant gradients locally. However, the secure aggregation framework cannot directly use gradient sparsification. This article proposes two sparsification methods to reduce communication cost in federated learning. One is a time-varying hierarchical sparsification method for model parameter update, which solves the problem of maintaining model accuracy after high ratio sparsity. It can significantly reduce the cost of a single communication. The other is to apply the sparsification method to the secure aggregation framework. We sparse the encryption mask matrix to reduce the cost of communication while protecting privacy. Experiments show that under different Non-IID experiment settings, our method can reduce the upload communication cost to about 2.9% to 18.9% of the conventional federated learning algorithm when the sparse rate is 0.01.
Learning diverse skills is one of the main challenges in robotics. To this end, imitation learning approaches have achieved impressive results. These methods require explicitly labeled datasets or assume consistent skill execution to enable learning and active control of individual behaviors, which limits their applicability. In this work, we propose a cooperative adversarial method for obtaining single versatile policies with controllable skill sets from unlabeled datasets containing diverse state transition patterns by maximizing their discriminability. Moreover, we show that by utilizing unsupervised skill discovery in the generative adversarial imitation learning framework, novel and useful skills emerge with successful task fulfillment. Finally, the obtained versatile policies are tested on an agile quadruped robot called Solo 8 and present faithful replications of diverse skills encoded in the demonstrations.
Learning agile skills is one of the main challenges in robotics. To this end, reinforcement learning approaches have achieved impressive results. These methods require explicit task information in terms of a reward function or an expert that can be queried in simulation to provide a target control output, which limits their applicability. In this work, we propose a generative adversarial method for inferring reward functions from partial and potentially physically incompatible demonstrations for successful skill acquirement where reference or expert demonstrations are not easily accessible. Moreover, we show that by using a Wasserstein GAN formulation and transitions from demonstrations with rough and partial information as input, we are able to extract policies that are robust and capable of imitating demonstrated behaviors. Finally, the obtained skills such as a backflip are tested on an agile quadruped robot called Solo 8 and present faithful replication of hand-held human demonstrations.