Articulated 3D reconstruction has valuable applications in various domains, yet it remains costly and demands intensive work from domain experts. Recent advancements in template-free learning methods show promising results with monocular videos. Nevertheless, these approaches necessitate a comprehensive coverage of all viewpoints of the subject in the input video, thus limiting their applicability to casually captured videos from online sources. In this work, we study articulated 3D shape reconstruction from a single and casually captured internet video, where the subject's view coverage is incomplete. We propose DreaMo that jointly performs shape reconstruction while solving the challenging low-coverage regions with view-conditioned diffusion prior and several tailored regularizations. In addition, we introduce a skeleton generation strategy to create human-interpretable skeletons from the learned neural bones and skinning weights. We conduct our study on a self-collected internet video collection characterized by incomplete view coverage. DreaMo shows promising quality in novel-view rendering, detailed articulated shape reconstruction, and skeleton generation. Extensive qualitative and quantitative studies validate the efficacy of each proposed component, and show existing methods are unable to solve correct geometry due to the incomplete view coverage.
In modern fulfillment warehouses, agents traverse the map to complete endless tasks that arrive on the fly, which is formulated as a lifelong Multi-Agent Path Finding (lifelong MAPF) problem. The goal of tackling this challenging problem is to find the path for each agent in a finite runtime while maximizing the throughput. However, existing methods encounter exponential growth of runtime and undesirable phenomena of deadlocks and rerouting as the map size or agent density grows. To address these challenges in lifelong MAPF, we explore the idea of highways mainly studied for one-shot MAPF (i.e., finding paths at once beforehand), which reduces the complexity of the problem by encouraging agents to move in the same direction. We utilize two methods to incorporate the highway idea into the lifelong MAPF framework and discuss the properties that minimize the existing problems of deadlocks and rerouting. The experimental results demonstrate that the runtime is considerably reduced and the decay of throughput is gradually insignificant as the map size enlarges under the settings of the highway. Furthermore, when the density of agents increases, the phenomena of deadlocks and rerouting are significantly reduced by leveraging the highway.