Visual localization plays a critical role in the functionality of low-cost autonomous mobile robots. Current state-of-the-art approaches to accurate visual localization are 3D scene-specific, requiring additional computational and storage resources to construct a 3D scene model when facing a new environment. An alternative approach of directly using a database of 2D images for visual localization offers more flexibility. However, such methods currently suffer from limited localization accuracy. In this paper, we propose a robust and accurate multiple checking-based 3D model-free visual localization system that addresses the aforementioned issues. The core idea is to model the local planar motion characteristic of general ground-moving robots into both essential matrix estimation and triangulation stages to obtain two minimal solutions. By embedding the proposed minimal solutions into the multiple checking scheme, the proposed 3D model-free visual localization framework demonstrates high accuracy and robustness in both simulation and real-world experiments.
Traditional geometric registration based estimation methods only exploit the CAD model implicitly, which leads to their dependence on observation quality and deficiency to occlusion. To address the problem,the paper proposes a bidirectional correspondence prediction network with a point-wise attention-aware mechanism. This network not only requires the model points to predict the correspondence but also explicitly models the geometric similarities between observations and the model prior. Our key insight is that the correlations between each model point and scene point provide essential information for learning point-pair matches. To further tackle the correlation noises brought by feature distribution divergence, we design a simple but effective pseudo-siamese network to improve feature homogeneity. Experimental results on the public datasets of LineMOD, YCB-Video, and Occ-LineMOD show that the proposed method achieves better performance than other state-of-the-art methods under the same evaluation criteria. Its robustness in estimating poses is greatly improved, especially in an environment with severe occlusions.
This paper investigates the advantages of using Bird's Eye View (BEV) representation in 360-degree visual place recognition (VPR). We propose a novel network architecture that utilizes the BEV representation in feature extraction, feature aggregation, and vision-LiDAR fusion, which bridges visual cues and spatial awareness. Our method extracts image features using standard convolutional networks and combines the features according to pre-defined 3D grid spatial points. To alleviate the mechanical and time misalignments between cameras, we further introduce deformable attention to learn the compensation. Upon the BEV feature representation, we then employ the polar transform and the Discrete Fourier transform for aggregation, which is shown to be rotation-invariant. In addition, the image and point cloud cues can be easily stated in the same coordinates, which benefits sensor fusion for place recognition. The proposed BEV-based method is evaluated in ablation and comparative studies on two datasets, including on-the-road and off-the-road scenarios. The experimental results verify the hypothesis that BEV can benefit VPR by its superior performance compared to baseline methods. To the best of our knowledge, this is the first trial of employing BEV representation in this task.
Piecewise constant curvature is a popular kinematics framework for continuum robots. Computing the model parameters from the desired end pose, known as the inverse kinematics problem, is fundamental in manipulation, tracking and planning tasks. In this paper, we propose an efficient multi-solution solver to address the inverse kinematics problem of 3-section constant-curvature robots by bridging both the theoretical reduction and numerical correction. We derive analytical conditions to simplify the original problem into a one-dimensional problem. Further, the equivalence of the two problems is formalised. In addition, we introduce an approximation with bounded error so that the one dimension becomes traversable while the remaining parameters analytically solvable. With the theoretical results, the global search and numerical correction are employed to implement the solver. The experiments validate the better efficiency and higher success rate of our solver than the numerical methods when one solution is required, and demonstrate the ability of obtaining multiple solutions with optimal path planning in a space with obstacles.
This paper introduces a learning-based framework for robot adaptive manipulating the object with a revolute joint in unstructured environments. We concentrate our discussion on various cabinet door opening tasks. To improve the performance of Deep Reinforcement Learning in this scene, we analytically provide an efficient sampling manner utilizing the constraints of the objects. To open various kinds of doors, we add encoded environment parameters that define the various environments to the input of out policy. To transfer the policy into the real world, we train an adaptation module in simulation and fine-tune the adaptation module to cut down the impact of the policy-unaware environment parameters. We design a series of experiments to validate the efficacy of our framework. Additionally, we testify to the model's performance in the real world compared to the traditional door opening method.
Acquiring driving policies that can transfer to unseen environments is challenging when driving in dense traffic flows. The design of traffic flow is essential and previous studies are unable to balance interaction and safety-criticism. To tackle this problem, we propose a socially adversarial traffic flow. We propose a Contextual Partially-Observable Stochastic Game to model traffic flow and assign Social Value Orientation (SVO) as context. We then adopt a two-stage framework. In Stage 1, each agent in our socially-aware traffic flow is driven by a hierarchical policy where upper-level policy communicates genuine SVOs of all agents, which the lower-level policy takes as input. In Stage 2, each agent in the socially adversarial traffic flow is driven by the hierarchical policy where upper-level communicates mistaken SVOs, taken by the lower-level policy trained in Stage 1. Driving policy is adversarially trained through a zero-sum game formulation with upper-level policies, resulting in a policy with enhanced zero-shot transfer capability to unseen traffic flows. Comprehensive experiments on cross-validation verify the superior zero-shot transfer performance of our method.
Recently, several works achieve end-to-end visual servoing (VS) for robotic manipulation by replacing traditional controller with differentiable neural networks, but lose the ability to servo arbitrary desired poses. This letter proposes a differentiable architecture for arbitrary pose servoing: a hyper-network based neural controller (HPN-NC). To achieve this, HPN-NC consists of a hyper net and a low-level controller, where the hyper net learns to generate the parameters of the low-level controller and the controller uses the 2D keypoints error for control like traditional image-based visual servoing (IBVS). HPN-NC can complete 6 degree of freedom visual servoing with large initial offset. Taking advantage of the fully differentiable nature of HPN-NC, we provide a three-stage training procedure to servo real world objects. With self-supervised end-to-end training, the performance of the integrated model can be further improved in unseen scenes and the amount of manual annotations can be significantly reduced.
LiDAR Mapping has been a long-standing problem in robotics. Recent progress in neural implicit representation has brought new opportunities to robotic mapping. In this paper, we propose the multi-volume neural feature fields, called NF-Atlas, which bridge the neural feature volumes with pose graph optimization. By regarding the neural feature volume as pose graph nodes and the relative pose between volumes as pose graph edges, the entire neural feature field becomes both locally rigid and globally elastic. Locally, the neural feature volume employs a sparse feature Octree and a small MLP to encode the submap SDF with an option of semantics. Learning the map using this structure allows for end-to-end solving of maximum a posteriori (MAP) based probabilistic mapping. Globally, the map is built volume by volume independently, avoiding catastrophic forgetting when mapping incrementally. Furthermore, when a loop closure occurs, with the elastic pose graph based representation, only updating the origin of neural volumes is required without remapping. Finally, these functionalities of NF-Atlas are validated. Thanks to the sparsity and the optimization based formulation, NF-Atlas shows competitive performance in terms of accuracy, efficiency and memory usage on both simulation and real-world datasets.
We focus on the task of language-conditioned object placement, in which a robot should generate placements that satisfy all the spatial relational constraints in language instructions. Previous works based on rule-based language parsing or scene-centric visual representation have restrictions on the form of instructions and reference objects or require large amounts of training data. We propose an object-centric framework that leverages foundation models to ground the reference objects and spatial relations for placement, which is more sample efficient and generalizable. Experiments indicate that our model can achieve a 97.75% success rate of placement with only ~0.26M trainable parameters. Besides, our method generalizes better to both unseen objects and instructions. Moreover, with only 25% training data, we still outperform the top competing approach.
Generating photorealistic images with controllable camera pose and scene contents is essential for many applications including AR/VR and simulation. Despite the fact that rapid progress has been made in 3D-aware generative models, most existing methods focus on object-centric images and are not applicable to generating urban scenes for free camera viewpoint control and scene editing. To address this challenging task, we propose UrbanGIRAFFE, which uses a coarse 3D panoptic prior, including the layout distribution of uncountable stuff and countable objects, to guide a 3D-aware generative model. Our model is compositional and controllable as it breaks down the scene into stuff, objects, and sky. Using stuff prior in the form of semantic voxel grids, we build a conditioned stuff generator that effectively incorporates the coarse semantic and geometry information. The object layout prior further allows us to learn an object generator from cluttered scenes. With proper loss functions, our approach facilitates photorealistic 3D-aware image synthesis with diverse controllability, including large camera movement, stuff editing, and object manipulation. We validate the effectiveness of our model on both synthetic and real-world datasets, including the challenging KITTI-360 dataset.