Human hands possess remarkable dexterity and have long served as a source of inspiration for robotic manipulation. In this work, we propose a human $\textbf{H}$and$\textbf{-In}$formed visual representation learning framework to solve difficult $\textbf{Dex}$terous manipulation tasks ($\textbf{H-InDex}$) with reinforcement learning. Our framework consists of three stages: (i) pre-training representations with 3D human hand pose estimation, (ii) offline adapting representations with self-supervised keypoint detection, and (iii) reinforcement learning with exponential moving average BatchNorm. The last two stages only modify $0.36\%$ parameters of the pre-trained representation in total, ensuring the knowledge from pre-training is maintained to the full extent. We empirically study 12 challenging dexterous manipulation tasks and find that H-InDex largely surpasses strong baseline methods and the recent visual foundation models for motor control. Code is available at https://yanjieze.com/H-InDex .
Detecting unseen instances based on multi-view templates is a challenging problem due to its open-world nature. Traditional methodologies, which primarily rely on 2D representations and matching techniques, are often inadequate in handling pose variations and occlusions. To solve this, we introduce VoxDet, a pioneer 3D geometry-aware framework that fully utilizes the strong 3D voxel representation and reliable voxel matching mechanism. VoxDet first ingeniously proposes template voxel aggregation (TVA) module, effectively transforming multi-view 2D images into 3D voxel features. By leveraging associated camera poses, these features are aggregated into a compact 3D template voxel. In novel instance detection, this voxel representation demonstrates heightened resilience to occlusion and pose variations. We also discover that a 3D reconstruction objective helps to pre-train the 2D-3D mapping in TVA. Second, to quickly align with the template voxel, VoxDet incorporates a Query Voxel Matching (QVM) module. The 2D queries are first converted into their voxel representation with the learned 2D-3D mapping. We find that since the 3D voxel representations encode the geometry, we can first estimate the relative rotation and then compare the aligned voxels, leading to improved accuracy and efficiency. Exhaustive experiments are conducted on the demanding LineMod-Occlusion, YCB-video, and the newly built RoboTools benchmarks, where VoxDet outperforms various 2D baselines remarkably with 20% higher recall and faster speed. To the best of our knowledge, VoxDet is the first to incorporate implicit 3D knowledge for 2D detection tasks.
Transferring the pose of a reference avatar to stylized 3D characters of various shapes is a fundamental task in computer graphics. Existing methods either require the stylized characters to be rigged, or they use the stylized character in the desired pose as ground truth at training. We present a zero-shot approach that requires only the widely available deformed non-stylized avatars in training, and deforms stylized characters of significantly different shapes at inference. Classical methods achieve strong generalization by deforming the mesh at the triangle level, but this requires labelled correspondences. We leverage the power of local deformation, but without requiring explicit correspondence labels. We introduce a semi-supervised shape-understanding module to bypass the need for explicit correspondences at test time, and an implicit pose deformation module that deforms individual surface points to match the target pose. Furthermore, to encourage realistic and accurate deformation of stylized characters, we introduce an efficient volume-based test-time training procedure. Because it does not need rigging, nor the deformed stylized character at training time, our model generalizes to categories with scarce annotation, such as stylized quadrupeds. Extensive experiments demonstrate the effectiveness of the proposed method compared to the state-of-the-art approaches trained with comparable or more supervision. Our project page is available at https://jiashunwang.github.io/ZPT
We propose a new dataset and a novel approach to learning hand-object interaction priors for hand and articulated object pose estimation. We first collect a dataset using visual teleoperation, where the human operator can directly play within a physical simulator to manipulate the articulated objects. We record the data and obtain free and accurate annotations on object poses and contact information from the simulator. Our system only requires an iPhone to record human hand motion, which can be easily scaled up and largely lower the costs of data and annotation collection. With this data, we learn 3D interaction priors including a discriminator (in a GAN) capturing the distribution of how object parts are arranged, and a diffusion model which generates the contact regions on articulated objects, guiding the hand pose estimation. Such structural and contact priors can easily transfer to real-world data with barely any domain gap. By using our data and learned priors, our method significantly improves the performance on joint hand and articulated object poses estimation over the existing state-of-the-art methods. The project is available at https://zehaozhu.github.io/ContactArt/ .
Can a robot manipulate intra-category unseen objects in arbitrary poses with the help of a mere demonstration of grasping pose on a single object instance? In this paper, we try to address this intriguing challenge by using USEEK, an unsupervised SE(3)-equivariant keypoints method that enjoys alignment across instances in a category, to perform generalizable manipulation. USEEK follows a teacher-student structure to decouple the unsupervised keypoint discovery and SE(3)-equivariant keypoint detection. With USEEK in hand, the robot can infer the category-level task-relevant object frames in an efficient and explainable manner, enabling manipulation of any intra-category objects from and to any poses. Through extensive experiments, we demonstrate that the keypoints produced by USEEK possess rich semantics, thus successfully transferring the functional knowledge from the demonstration object to the novel ones. Compared with other object representations for manipulation, USEEK is more adaptive in the face of large intra-category shape variance, more robust with limited demonstrations, and more efficient at inference time.
We propose to learn to generate grasping motion for manipulation with a dexterous hand using implicit functions. With continuous time inputs, the model can generate a continuous and smooth grasping plan. We name the proposed model Continuous Grasping Function (CGF). CGF is learned via generative modeling with a Conditional Variational Autoencoder using 3D human demonstrations. We will first convert the large-scale human-object interaction trajectories to robot demonstrations via motion retargeting, and then use these demonstrations to train CGF. During inference, we perform sampling with CGF to generate different grasping plans in the simulator and select the successful ones to transfer to the real robot. By training on diverse human data, our CGF allows generalization to manipulate multiple objects. Compared to previous planning algorithms, CGF is more efficient and achieves significant improvement on success rate when transferred to grasping with the real Allegro Hand. Our project page is at https://jianglongye.com/cgf .
Dexterous manipulation with a multi-finger hand is one of the most challenging problems in robotics. While recent progress in imitation learning has largely improved the sample efficiency compared to Reinforcement Learning, the learned policy can hardly generalize to manipulate novel objects, given limited expert demonstrations. In this paper, we propose to learn dexterous manipulation using large-scale demonstrations with diverse 3D objects in a category, which are generated from a human grasp affordance model. This generalizes the policy to novel object instances within the same category. To train the policy, we propose a novel imitation learning objective jointly with a geometric representation learning objective using our demonstrations. By experimenting with relocating diverse objects in simulation, we show that our approach outperforms baselines with a large margin when manipulating novel objects. We also ablate the importance on 3D object representation learning for manipulation. We include videos, code, and additional information on the project website - https://kristery.github.io/ILAD/ .
We propose a novel framework for multi-person 3D motion trajectory prediction. Our key observation is that a human's action and behaviors may highly depend on the other persons around. Thus, instead of predicting each human pose trajectory in isolation, we introduce a Multi-Range Transformers model which contains of a local-range encoder for individual motion and a global-range encoder for social interactions. The Transformer decoder then performs prediction for each person by taking a corresponding pose as a query which attends to both local and global-range encoder features. Our model not only outperforms state-of-the-art methods on long-term 3D motion prediction, but also generates diverse social interactions. More interestingly, our model can even predict 15-person motion simultaneously by automatically dividing the persons into different interaction groups. Project page with code is available at https://jiashunwang.github.io/MRT/.
While predicting robot grasps with parallel jaw grippers have been well studied and widely applied in robot manipulation tasks, the study on natural human grasp generation with a multi-finger hand remains a very challenging problem. In this paper, we propose to generate human grasps given a 3D object in the world. Our key observation is that it is crucial to model the consistency between the hand contact points and object contact regions. That is, we encourage the prior hand contact points to be close to the object surface and the object common contact regions to be touched by the hand at the same time. Based on the hand-object contact consistency, we design novel objectives in training the human grasp generation model and also a new self-supervised task which allows the grasp generation network to be adjusted even during test time. Our experiments show significant improvement in human grasp generation over state-of-the-art approaches by a large margin. More interestingly, by optimizing the model during test time with the self-supervised task, it helps achieve larger gain on unseen and out-of-domain objects. Project page: https://hwjiang1510.github.io/GraspTTA/
Synthesizing 3D human motion plays an important role in many graphics applications as well as understanding human activity. While many efforts have been made on generating realistic and natural human motion, most approaches neglect the importance of modeling human-scene interactions and affordance. On the other hand, affordance reasoning (e.g., standing on the floor or sitting on the chair) has mainly been studied with static human pose and gestures, and it has rarely been addressed with human motion. In this paper, we propose to bridge human motion synthesis and scene affordance reasoning. We present a hierarchical generative framework to synthesize long-term 3D human motion conditioning on the 3D scene structure. Building on this framework, we further enforce multiple geometry constraints between the human mesh and scene point clouds via optimization to improve realistic synthesis. Our experiments show significant improvements over previous approaches on generating natural and physically plausible human motion in a scene.