Majority of the perception methods in robotics require depth information provided by RGB-D cameras. However, standard 3D sensors fail to capture depth of transparent objects due to refraction and absorption of light. In this paper, we introduce a new approach for depth completion of transparent objects from a single RGB-D image. Key to our approach is a local implicit neural representation built on ray-voxel pairs that allows our method to generalize to unseen objects and achieve fast inference speed. Based on this representation, we present a novel framework that can complete missing depth given noisy RGB-D input. We further improve the depth estimation iteratively using a self-correcting refinement model. To train the whole pipeline, we build a large scale synthetic dataset with transparent objects. Experiments demonstrate that our method performs significantly better than the current state-of-the-art methods on both synthetic and real world data. In addition, our approach improves the inference speed by a factor of 20 compared to the previous best method, ClearGrasp. Code and dataset will be released at https://research.nvidia.com/publication/2021-03_RGB-D-Local-Implicit.
Tactile sensing is critical for robotic grasping and manipulation of objects under visual occlusion. However, in contrast to simulations of robot arms and cameras, current simulations of tactile sensors have limited accuracy, speed, and utility. In this work, we develop an efficient 3D finite element method (FEM) model of the SynTouch BioTac sensor using an open-access, GPU-based robotics simulator. Our simulations closely reproduce results from an experimentally-validated model in an industry-standard, CPU-based simulator, but at 75x the speed. We then learn latent representations for simulated BioTac deformations and real-world electrical output through self-supervision, as well as projections between the latent spaces using a small supervised dataset. Using these learned latent projections, we accurately synthesize real-world BioTac electrical output and estimate contact patches, both for unseen contact interactions. This work contributes an efficient, freely-accessible FEM model of the BioTac and comprises one of the first efforts to combine self-supervision, cross-modal transfer, and sim-to-real transfer for tactile sensors.
Grasping unseen objects in unconstrained, cluttered environments is an essential skill for autonomous robotic manipulation. Despite recent progress in full 6-DoF grasp learning, existing approaches often consist of complex sequential pipelines that possess several potential failure points and run-times unsuitable for closed-loop grasping. Therefore, we propose an end-to-end network that efficiently generates a distribution of 6-DoF parallel-jaw grasps directly from a depth recording of a scene. Our novel grasp representation treats 3D points of the recorded point cloud as potential grasp contacts. By rooting the full 6-DoF grasp pose and width in the observed point cloud, we can reduce the dimensionality of our grasp representation to 4-DoF which greatly facilitates the learning process. Our class-agnostic approach is trained on 17 million simulated grasps and generalizes well to real world sensor data. In a robotic grasping study of unseen objects in structured clutter we achieve over 90% success rate, cutting the failure rate in half compared to a recent state-of-the-art method.
Learning high-level navigation behaviors has important implications: it enables robots to build compact visual memory for repeating demonstrations and to build sparse topological maps for planning in novel environments. Existing approaches only learn discrete, short-horizon behaviors. These standalone behaviors usually assume a discrete action space with simple robot dynamics, thus they cannot capture the intricacy and complexity of real-world trajectories. To this end, we propose Composable Behavior Embedding (CBE), a continuous behavior representation for long-horizon visual navigation. CBE is learned in an end-to-end fashion; it effectively captures path geometry and is robust to unseen obstacles. We show that CBE can be used to performing memory-efficient path following and topological mapping, saving more than an order of magnitude of memory than behavior-less approaches.
In the human hand, high-density contact information provided by afferent neurons is essential for many human grasping and manipulation capabilities. In contrast, robotic tactile sensors, including the state-of-the-art SynTouch BioTac, are typically used to provide low-density contact information, such as contact location, center of pressure, and net force. Although useful, these data do not convey or leverage the rich information content that some tactile sensors naturally measure. This research extends robotic tactile sensing beyond reduced-order models through 1) the automated creation of a precise experimental tactile dataset for the BioTac over a diverse range of physical interactions, 2) a 3D finite element (FE) model of the BioTac, which complements the experimental dataset with high-density, distributed contact data, 3) neural-network-based mappings from raw BioTac signals to not only low-dimensional experimental data, but also high-density FE deformation fields, and 4) mappings from the FE deformation fields to the raw signals themselves. The high-density data streams can provide a far greater quantity of interpretable information for grasping and manipulation algorithms than previously accessible.
In many applications, including logistics and manufacturing, robot manipulators operate in semi-structured environments alongside humans or other robots. These environments are largely static, but they may contain some movable obstacles that the robot must avoid. Manipulation tasks in these applications are often highly repetitive, but require fast and reliable motion planning capabilities, often under strict time constraints. Existing preprocessing-based approaches are beneficial when the environments are highly-structured, but their performance degrades in the presence of movable obstacles, since these are not modelled a priori. We propose a novel preprocessing-based method called Alternative Paths Planner (APP) that provides provably fixed-time planning guarantees in semi-structured environments. APP plans a set of alternative paths offline such that, for any configuration of the movable obstacles, at least one of the paths from this set is collision-free. During online execution, a collision-free path can be looked up efficiently within a few microseconds. We evaluate APP on a 7 DoF robot arm in semi-structured domains of varying complexity and demonstrate that APP is several orders of magnitude faster than state-of-the-art motion planners for each domain. We further validate this approach with real-time experiments on a robotic manipulator.
Robotic tasks often require generation of motions that satisfy multiple motion constraints, that may live on different parts of a robot's body. In this paper, we address the challenge of learning motion policies to generate motions for execution of such tasks. Additionally, to encode multiple motion constraints and their synergies, we enforce structure in our motion policy. Specifically, the structure results from decomposing a motion policy into multiple subtask policies, whereby each subtask policy dictates a particular subtask behavior. By learning the subtask policies together in an end-to-end fashion, our formulation not only learns coordination between subtask behaviors, but also learns how to trade them off against default behaviors that may exist. Furthermore, due to our choice of parameterization for the constituting subtask policies, our overall structured motion policy is guaranteed to generate stable motions. To corroborate our theory, we also present qualitative and quantitative evaluations on multiple robotic tasks.
Decision making under uncertainty is critical to real-world, autonomous systems. Model Predictive Control (MPC) methods have demonstrated favorable performance in practice, but remain limited when dealing with complex probability distributions. In this paper, we propose a generalization of MPC that represents a multitude of solutions as posterior distributions. By casting MPC as a Bayesian inference problem, we employ variational methods for posterior computation, naturally encoding the complexity and multi-modality of the decision making problem. We propose a Stein variational gradient descent method to estimate the posterior directly over control parameters, given a cost function and observed state trajectories. We show that this framework leads to successful planning in challenging, non-convex optimal control problems.
This report presents the debates, posters, and discussions of the Sim2Real workshop held in conjunction with the 2020 edition of the "Robotics: Science and System" conference. Twelve leaders of the field took competing debate positions on the definition, viability, and importance of transferring skills from simulation to the real world in the context of robotics problems. The debaters also joined a large panel discussion, answering audience questions and outlining the future of Sim2Real in robotics. Furthermore, we invited extended abstracts to this workshop which are summarized in this report. Based on the workshop, this report concludes with directions for practitioners exploiting this technology and for researchers further exploring open problems in this area.
Robotic object rearrangement combines the skills of picking and placing objects. When object models are unavailable, typical collision-checking models may be unable to predict collisions in partial point clouds with occlusions, making generation of collision-free grasping or placement trajectories challenging. We propose a learned collision model that accepts scene and query object point clouds and predicts collisions for 6DOF object poses within the scene. We train the model on a synthetic set of 1 million scene/object point cloud pairs and 2 billion collision queries. We leverage the learned collision model as part of a model predictive path integral (MPPI) policy in a tabletop rearrangement task and show that the policy can plan collision-free grasps and placements for objects unseen in training in both simulated and physical cluttered scenes with a Franka Panda robot. The learned model outperforms both traditional pipelines and learned ablations by 9.8% in accuracy on a dataset of simulated collision queries and is 75x faster than the best-performing baseline. Videos and supplementary material are available at https://sites.google.com/nvidia.com/scenecollisionnet.