Department of Computer Science, ETH Zurich, Switzerland and Microsoft Mixed Reality & AI Lab, Zurich, Switzerland
Abstract:Rather than having each newly deployed robot create its own map of its surroundings, the growing availability of SLAM-enabled devices provides the option of simply localizing in a map of another robot or device. In cases such as multi-robot or human-robot collaboration, localizing all agents in the same map is even necessary. However, localizing e.g. a ground robot in the map of a drone or head-mounted MR headset presents unique challenges due to viewpoint changes. This work investigates how active visual localization can be used to overcome such challenges of viewpoint changes. Specifically, we focus on the problem of selecting the optimal viewpoint at a given location. We compare existing approaches in the literature with additional proposed baselines and propose a novel data-driven approach. The result demonstrates the superior performance of the data-driven approach when compared to existing methods, both in controlled simulation experiments and real-world deployment.
Abstract:This paper presents a mixed-reality human-robot teaming system. It allows human operators to see in real-time where robots are located, even if they are not in line of sight. The operator can also visualize the map that the robots create of their environment and can easily send robots to new goal positions. The system mainly consists of a mapping and a control module. The mapping module is a real-time multi-agent visual SLAM system that co-localizes all robots and mixed-reality devices to a common reference frame. Visualizations in the mixed-reality device then allow operators to see a virtual life-sized representation of the cumulative 3D map overlaid onto the real environment. As such, the operator can effectively "see through" walls into other rooms. To control robots and send them to new locations, we propose a drag-and-drop interface. An operator can grab any robot hologram in a 3D mini map and drag it to a new desired goal pose. We validate the proposed system through a user study and real-world deployments. We make the mixed-reality application publicly available at https://github.com/cvg/HoloLens_ros.
Abstract:Building an interactive AI assistant that can perceive, reason, and collaborate with humans in the real world has been a long-standing pursuit in the AI community. This work is part of a broader research effort to develop intelligent agents that can interactively guide humans through performing tasks in the physical world. As a first step in this direction, we introduce HoloAssist, a large-scale egocentric human interaction dataset, where two people collaboratively complete physical manipulation tasks. The task performer executes the task while wearing a mixed-reality headset that captures seven synchronized data streams. The task instructor watches the performer's egocentric video in real time and guides them verbally. By augmenting the data with action and conversational annotations and observing the rich behaviors of various participants, we present key insights into how human assistants correct mistakes, intervene in the task completion procedure, and ground their instructions to the environment. HoloAssist spans 166 hours of data captured by 350 unique instructor-performer pairs. Furthermore, we construct and present benchmarks on mistake detection, intervention type prediction, and hand forecasting, along with detailed analysis. We expect HoloAssist will provide an important resource for building AI assistants that can fluidly collaborate with humans in the real world. Data can be downloaded at https://holoassist.github.io/.
Abstract:We propose an approach for estimating the relative pose between calibrated image pairs by jointly exploiting points, lines, and their coincidences in a hybrid manner. We investigate all possible configurations where these data modalities can be used together and review the minimal solvers available in the literature. Our hybrid framework combines the advantages of all configurations, enabling robust and accurate estimation in challenging environments. In addition, we design a method for jointly estimating multiple vanishing point correspondences in two images, and a bundle adjustment that considers all relevant data modalities. Experiments on various indoor and outdoor datasets show that our approach outperforms point-based methods, improving AUC@10$^\circ$ by 1-7 points while running at comparable speeds. The source code of the solvers and hybrid framework will be made public.
Abstract:Point cloud registration has seen recent success with several learning-based methods that focus on correspondence matching and, as such, optimize only for this objective. Following the learning step of correspondence matching, they evaluate the estimated rigid transformation with a RANSAC-like framework. While it is an indispensable component of these methods, it prevents a fully end-to-end training, leaving the objective to minimize the pose error nonserved. We present a novel solution, Q-REG, which utilizes rich geometric information to estimate the rigid pose from a single correspondence. Q-REG allows to formalize the robust estimation as an exhaustive search, hence enabling end-to-end training that optimizes over both objectives of correspondence matching and rigid pose estimation. We demonstrate in the experiments that Q-REG is agnostic to the correspondence matching method and provides consistent improvement both when used only in inference and in end-to-end training. It sets a new state-of-the-art on the 3DMatch, KITTI, and ModelNet benchmarks.
Abstract:We introduce an online 2D-to-3D semantic instance mapping algorithm aimed at generating comprehensive, accurate, and efficient semantic 3D maps suitable for autonomous agents in unstructured environments. The proposed approach is based on a Voxel-TSDF representation used in recent algorithms. It introduces novel ways of integrating semantic prediction confidence during mapping, producing semantic and instance-consistent 3D regions. Further improvements are achieved by graph optimization-based semantic labeling and instance refinement. The proposed method achieves accuracy superior to the state of the art on public large-scale datasets, improving on a number of widely used metrics. We also highlight a downfall in the evaluation of recent studies: using the ground truth trajectory as input instead of a SLAM-estimated one substantially affects the accuracy, creating a large gap between the reported results and the actual performance on real-world data.
Abstract:Skeletal Action recognition from an egocentric view is important for applications such as interfaces in AR/VR glasses and human-robot interaction, where the device has limited resources. Most of the existing skeletal action recognition approaches use 3D coordinates of hand joints and 8-corner rectangular bounding boxes of objects as inputs, but they do not capture how the hands and objects interact with each other within the spatial context. In this paper, we present a new framework called Contact-aware Skeletal Action Recognition (CaSAR). It uses novel representations of hand-object interaction that encompass spatial information: 1) contact points where the hand joints meet the objects, 2) distant points where the hand joints are far away from the object and nearly not involved in the current action. Our framework is able to learn how the hands touch or stay away from the objects for each frame of the action sequence, and use this information to predict the action class. We demonstrate that our approach achieves the state-of-the-art accuracy of 91.3% and 98.4% on two public datasets, H2O and FPHA, respectively.
Abstract:Tremendous efforts have been made to learn animatable and photorealistic human avatars. Towards this end, both explicit and implicit 3D representations are heavily studied for a holistic modeling and capture of the whole human (e.g., body, clothing, face and hair), but neither representation is an optimal choice in terms of representation efficacy since different parts of the human avatar have different modeling desiderata. For example, meshes are generally not suitable for modeling clothing and hair. Motivated by this, we present Disentangled Avatars~(DELTA), which models humans with hybrid explicit-implicit 3D representations. DELTA takes a monocular RGB video as input, and produces a human avatar with separate body and clothing/hair layers. Specifically, we demonstrate two important applications for DELTA. For the first one, we consider the disentanglement of the human body and clothing and in the second, we disentangle the face and hair. To do so, DELTA represents the body or face with an explicit mesh-based parametric 3D model and the clothing or hair with an implicit neural radiance field. To make this possible, we design an end-to-end differentiable renderer that integrates meshes into volumetric rendering, enabling DELTA to learn directly from monocular videos without any 3D supervision. Finally, we show that how these two applications can be easily combined to model full-body avatars, such that the hair, face, body and clothing can be fully disentangled yet jointly rendered. Such a disentanglement enables hair and clothing transfer to arbitrary body shapes. We empirically validate the effectiveness of DELTA's disentanglement by demonstrating its promising performance on disentangled reconstruction, virtual clothing try-on and hairstyle transfer. To facilitate future research, we also release an open-sourced pipeline for the study of hybrid human avatar modeling.
Abstract:Neural fields, a category of neural networks trained to represent high-frequency signals, have gained significant attention in recent years due to their impressive performance in modeling complex 3D data, especially large neural signed distance (SDFs) or radiance fields (NeRFs) via a single multi-layer perceptron (MLP). However, despite the power and simplicity of representing signals with an MLP, these methods still face challenges when modeling large and complex temporal signals due to the limited capacity of MLPs. In this paper, we propose an effective approach to address this limitation by incorporating temporal residual layers into neural fields, dubbed ResFields, a novel class of networks specifically designed to effectively represent complex temporal signals. We conduct a comprehensive analysis of the properties of ResFields and propose a matrix factorization technique to reduce the number of trainable parameters and enhance generalization capabilities. Importantly, our formulation seamlessly integrates with existing techniques and consistently improves results across various challenging tasks: 2D video approximation, dynamic shape modeling via temporal SDFs, and dynamic NeRF reconstruction. Lastly, we demonstrate the practical utility of ResFields by showcasing its effectiveness in capturing dynamic 3D scenes from sparse sensory inputs of a lightweight capture system.
Abstract:Dense 3D reconstruction and ego-motion estimation are key challenges in autonomous driving and robotics. Compared to the complex, multi-modal systems deployed today, multi-camera systems provide a simpler, low-cost alternative. However, camera-based 3D reconstruction of complex dynamic scenes has proven extremely difficult, as existing solutions often produce incomplete or incoherent results. We propose R3D3, a multi-camera system for dense 3D reconstruction and ego-motion estimation. Our approach iterates between geometric estimation that exploits spatial-temporal information from multiple cameras, and monocular depth refinement. We integrate multi-camera feature correlation and dense bundle adjustment operators that yield robust geometric depth and pose estimates. To improve reconstruction where geometric depth is unreliable, e.g. for moving objects or low-textured regions, we introduce learnable scene priors via a depth refinement network. We show that this design enables a dense, consistent 3D reconstruction of challenging, dynamic outdoor environments. Consequently, we achieve state-of-the-art dense depth prediction on the DDAD and NuScenes benchmarks.