Simulated virtual environments serve as one of the main driving forces behind developing and evaluating skill learning algorithms. However, existing environments typically only simulate rigid body physics. Additionally, the simulation process usually does not provide gradients that might be useful for planning and control optimizations. We introduce a new differentiable physics benchmark called PasticineLab, which includes a diverse collection of soft body manipulation tasks. In each task, the agent uses manipulators to deform the plasticine into the desired configuration. The underlying physics engine supports differentiable elastic and plastic deformation using the DiffTaichi system, posing many under-explored challenges to robotic agents. We evaluate several existing reinforcement learning (RL) methods and gradient-based methods on this benchmark. Experimental results suggest that 1) RL-based approaches struggle to solve most of the tasks efficiently; 2) gradient-based approaches, by optimizing open-loop control sequences with the built-in differentiable physics engine, can rapidly find a solution within tens of iterations, but still fall short on multi-stage tasks that require long-term planning. We expect that PlasticineLab will encourage the development of novel algorithms that combine differentiable physics and RL for more complex physics-based skill learning tasks.
We introduce GNeRF, a framework to marry Generative Adversarial Networks (GAN) with Neural Radiance Field reconstruction for the complex scenarios with unknown and even randomly initialized camera poses. Recent NeRF-based advances have gained popularity for remarkable realistic novel view synthesis. However, most of them heavily rely on accurate camera poses estimation, while few recent methods can only optimize the unknown camera poses in roughly forward-facing scenes with relatively short camera trajectories and require rough camera poses initialization. Differently, our GNeRF only utilizes randomly initialized poses for complex outside-in scenarios. We propose a novel two-phases end-to-end framework. The first phase takes the use of GANs into the new realm for coarse camera poses and radiance fields jointly optimization, while the second phase refines them with additional photometric loss. We overcome local minima using a hybrid and iterative optimization scheme. Extensive experiments on a variety of synthetic and natural scenes demonstrate the effectiveness of GNeRF. More impressively, our approach outperforms the baselines favorably in those scenes with repeated patterns or even low textures that are regarded as extremely challenging before.
We present MVSNeRF, a novel neural rendering approach that can efficiently reconstruct neural radiance fields for view synthesis. Unlike prior works on neural radiance fields that consider per-scene optimization on densely captured images, we propose a generic deep neural network that can reconstruct radiance fields from only three nearby input views via fast network inference. Our approach leverages plane-swept cost volumes (widely used in multi-view stereo) for geometry-aware scene reasoning, and combines this with physically based volume rendering for neural radiance field reconstruction. We train our network on real objects in the DTU dataset, and test it on three different datasets to evaluate its effectiveness and generalizability. Our approach can generalize across scenes (even indoor scenes, completely different from our training scenes of objects) and generate realistic view synthesis results using only three input images, significantly outperforming concurrent works on generalizable radiance field reconstruction. Moreover, if dense images are captured, our estimated radiance field representation can be easily fine-tuned; this leads to fast per-scene reconstruction with higher rendering quality and substantially less optimization time than NeRF.
Recent work has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle geometry and appearance in a "black-box" volume that cannot be edited. Instead, we present an approach that explicitly disentangles geometry--represented as a continuous 3D volume--from appearance--represented as a continuous 2D texture map. We achieve this by introducing a 3D-to-2D texture mapping (or surface parameterization) network into volumetric representations. We constrain this texture mapping network using an additional 2D-to-3D inverse mapping network and a novel cycle consistency loss to make 3D surface points map to 2D texture points that map back to the original 3D points. We demonstrate that this representation can be reconstructed using only multi-view image supervision and generates high-quality rendering results. More importantly, by separating geometry and texture, we allow users to edit appearance by simply editing 2D texture maps.
We propose DeepMetaHandles, a 3D conditional generative model based on mesh deformation. Given a collection of 3D meshes of a category and their deformation handles (control points), our method learns a set of meta-handles for each shape, which are represented as combinations of the given handles. The disentangled meta-handles factorize all the plausible deformations of the shape, while each of them corresponds to an intuitive deformation. A new deformation can then be generated by sampling the coefficients of the meta-handles in a specific range. We employ biharmonic coordinates as the deformation function, which can smoothly propagate the control points' translations to the entire mesh. To avoid learning zero deformation as meta-handles, we incorporate a target-fitting module which deforms the input mesh to match a random target. To enhance deformations' plausibility, we employ a soft-rasterizer-based discriminator that projects the meshes to a 2D space. Our experiments demonstrate the superiority of the generated deformations as well as the interpretability and consistency of the learned meta-handles.
Pediatric exoskeletons offer great promise to increase mobility for children with crouch gait caused by cerebral palsy. A lightweight, compliant and user-specific actuator is critical for maximizing the benefits of an exoskeleton to users. To date, pediatric exoskeletons generally use the same actuators as adult exoskeletons, which are heavy and resistive to natural movement. There is yet no easy way for robotic exoskeletons to accommodate the changes in design requirements that occur as a child ages. We developed a lightweight (1.65 kg unilateral mass) and compliant pediatric knee exoskeleton with a bandwidth of 22.6 Hz that can provide torque assistance to children with crouch gait using high torque density motor. Experimental results demonstrated that the robot exhibited low mechanical impedance (1.79 Nm average backdrive torque) under the unpowered condition and 0.32 Nm with zero-torque tracking control. Root mean square (RMS) error of torque tracking result is less than 0.73 Nm (5.7% with respect to 12 Nm torque). To achieve optimal age-specific performance, we proposed the first optimization framework that considered both motor and transmission of the actuator system that can produce optimal settings for children between 3 and 18 years old. The optimization generated an optimal motor air gap radius that monotonically increases with age from 0.011 to 0.033 meters, and optimal gear ratio varies from 2.6 to 11.6 (3-13 years old) and 11.6 to 10.2 (13-18 years old), leading to actuators of minimal mass.
Medical robots can play an important role in mitigating the spread of infectious diseases and delivering quality care to patients during the COVID-19 pandemic. Methods and procedures involving medical robots in the continuum of care, ranging from disease prevention, screening, diagnosis, treatment, and homecare have been extensively deployed and also present incredible opportunities for future development. This paper provides an overview of the current state-of-the-art, highlighting the enabling technologies and unmet needs for prospective technological advances within the next 5-10 years. We also identify key research and knowledge barriers that need to be addressed in developing effective and flexible solutions to ensure preparedness for rapid and scalable deployment to combat infectious diseases.
For unpaired image-to-image translation tasks, GAN-based approaches are susceptible to semantic flipping, i.e., contents are not preserved consistently. We argue that this is due to (1) the difference in semantic statistics between source and target domains and (2) the learned generators being non-robust. In this paper, we proposed a novel approach, Lipschitz regularized CycleGAN, for improving semantic robustness and thus alleviating the semantic flipping issue. During training, we add a gradient penalty loss to the generators, which encourages semantically consistent transformations. We evaluate our approach on multiple common datasets and compare with several existing GAN-based methods. Both quantitative and visual results suggest the effectiveness and advantage of our approach in producing robust transformations with fewer semantic flipping.
Single-image 3D shape reconstruction is an important and long-standing problem in computer vision. A plethora of existing works is constantly pushing the state-of-the-art performance in the deep learning era. However, there remains a much difficult and largely under-explored issue on how to generalize the learned skills over novel unseen object categories that have very different shape geometry distribution. In this paper, we bring in the concept of compositional generalizability and propose a novel framework that factorizes the 3D shape reconstruction problem into proper sub-problems, each of which is tackled by a carefully designed neural sub-module with generalizability guarantee. The intuition behind our formulation is that object parts (slates and cylindrical parts), their relationships (adjacency, equal-length, and parallelism) and shape substructures (T-junctions and a symmetric group of parts) are mostly shared across object categories, even though the object geometry may look very different (chairs and cabinets). Experiments on PartNet show that we achieve superior performance than baseline methods, which validates our problem factorization and network designs.
Quick Response (QR) code is one of the most worldwide used two-dimensional codes.~Traditional QR codes appear as random collections of black-and-white modules that lack visual semantics and aesthetic elements, which inspires the recent works to beautify the appearances of QR codes. However, these works adopt fixed generation algorithms and therefore can only generate QR codes with a pre-defined style. In this paper, combining the Neural Style Transfer technique, we propose a novel end-to-end method, named ArtCoder, to generate the stylized QR codes that are personalized, diverse, attractive, and scanning-robust.~To guarantee that the generated stylized QR codes are still scanning-robust, we propose a Sampling-Simulation layer, a module-based code loss, and a competition mechanism. The experimental results show that our stylized QR codes have high-quality in both the visual effect and the scanning-robustness, and they are able to support the real-world application.