Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language. Project website: https://feature-splatting.github.io/
We study the problem of mobile manipulation using legged robots equipped with an arm, namely legged loco-manipulation. The robot legs, while usually utilized for mobility, offer an opportunity to amplify the manipulation capabilities by conducting whole-body control. That is, the robot can control the legs and the arm at the same time to extend its workspace. We propose a framework that can conduct the whole-body control autonomously with visual observations. Our approach, namely Visual Whole-Body Control(VBC), is composed of a low-level policy using all degrees of freedom to track the end-effector manipulator position and a high-level policy proposing the end-effector position based on visual inputs. We train both levels of policies in simulation and perform Sim2Real transfer for real robot deployment. We perform extensive experiments and show significant improvements over baselines in picking up diverse objects in different configurations (heights, locations, orientations) and environments. Project page: https://wholebody-b1.github.io
Using tactile sensors for manipulation remains one of the most challenging problems in robotics. At the heart of these challenges is generalization: How can we train a tactile-based policy that can manipulate unseen and diverse objects? In this paper, we propose to perform Reinforcement Learning with only visual tactile sensing inputs on diverse objects in a physical simulator. By training with diverse objects in simulation, it enables the policy to generalize to unseen objects. However, leveraging simulation introduces the Sim2Real transfer problem. To mitigate this problem, we study different tactile representations and evaluate how each affects real-robot manipulation results after transfer. We conduct our experiments on diverse real-world objects and show significant improvements over baselines for the pivoting task. Our project page is available at https://tactilerl.github.io/.
3D hand-object interaction data is scarce due to the hardware constraints in scaling up the data collection process. In this paper, we propose HOIDiffusion for generating realistic and diverse 3D hand-object interaction data. Our model is a conditional diffusion model that takes both the 3D hand-object geometric structure and text description as inputs for image synthesis. This offers a more controllable and realistic synthesis as we can specify the structure and style inputs in a disentangled manner. HOIDiffusion is trained by leveraging a diffusion model pre-trained on large-scale natural images and a few 3D human demonstrations. Beyond controllable image synthesis, we adopt the generated 3D data for learning 6D object pose estimation and show its effectiveness in improving perception systems. Project page: https://mq-zhang1.github.io/HOIDiffusion
An open problem in mobile manipulation is how to represent objects and scenes in a unified manner, so that robots can use it both for navigating in the environment and manipulating objects. The latter requires capturing intricate geometry while understanding fine-grained semantics, whereas the former involves capturing the complexity inherit to an expansive physical scale. In this work, we present GeFF (Generalizable Feature Fields), a scene-level generalizable neural feature field that acts as a unified representation for both navigation and manipulation that performs in real-time. To do so, we treat generative novel view synthesis as a pre-training task, and then align the resulting rich scene priors with natural language via CLIP feature distillation. We demonstrate the effectiveness of this approach by deploying GeFF on a quadrupedal robot equipped with a manipulator. We evaluate GeFF's ability to generalize to open-set objects as well as running time, when performing open-vocabulary mobile manipulation in dynamic scenes.
This paper presents DNAct, a language-conditioned multi-task policy framework that integrates neural rendering pre-training and diffusion training to enforce multi-modality learning in action sequence spaces. To learn a generalizable multi-task policy with few demonstrations, the pre-training phase of DNAct leverages neural rendering to distill 2D semantic features from foundation models such as Stable Diffusion to a 3D space, which provides a comprehensive semantic understanding regarding the scene. Consequently, it allows various applications to challenging robotic tasks requiring rich 3D semantics and accurate geometry. Furthermore, we introduce a novel approach utilizing diffusion training to learn a vision and language feature that encapsulates the inherent multi-modality in the multi-task demonstrations. By reconstructing the action sequences from different tasks via the diffusion process, the model is capable of distinguishing different modalities and thus improving the robustness and the generalizability of the learned representation. DNAct significantly surpasses SOTA NeRF-based multi-task manipulation approaches with over 30% improvement in success rate. Project website: dnact.github.io.
Can we enable humanoid robots to generate rich, diverse, and expressive motions in the real world? We propose to learn a whole-body control policy on a human-sized robot to mimic human motions as realistic as possible. To train such a policy, we leverage the large-scale human motion capture data from the graphics community in a Reinforcement Learning framework. However, directly performing imitation learning with the motion capture dataset would not work on the real humanoid robot, given the large gap in degrees of freedom and physical capabilities. Our method Expressive Whole-Body Control (Exbody) tackles this problem by encouraging the upper humanoid body to imitate a reference motion, while relaxing the imitation constraint on its two legs and only requiring them to follow a given velocity robustly. With training in simulation and Sim2Real transfer, our policy can control a humanoid robot to walk in different styles, shake hands with humans, and even dance with a human in the real world. We conduct extensive studies and comparisons on diverse motions in both simulation and the real world to show the effectiveness of our approach.
We introduce CyberDemo, a novel approach to robotic imitation learning that leverages simulated human demonstrations for real-world tasks. By incorporating extensive data augmentation in a simulated environment, CyberDemo outperforms traditional in-domain real-world demonstrations when transferred to the real world, handling diverse physical and visual conditions. Regardless of its affordability and convenience in data collection, CyberDemo outperforms baseline methods in terms of success rates across various tasks and exhibits generalizability with previously unseen objects. For example, it can rotate novel tetra-valve and penta-valve, despite human demonstrations only involving tri-valves. Our research demonstrates the significant potential of simulated human demonstrations for real-world dexterous manipulation tasks. More details can be found at https://cyber-demo.github.io
Large Language Models (LLMs) have achieved remarkable performance in objective tasks such as open-domain question answering and mathematical reasoning, which can often be solved through recalling learned factual knowledge or chain-of-thought style reasoning. However, we find that the performance of LLMs in subjective tasks is still unsatisfactory, such as metaphor recognition, dark humor detection, etc. Compared to objective tasks, subjective tasks focus more on interpretation or emotional response rather than a universally accepted reasoning pathway. Based on the characteristics of the tasks and the strong dialogue-generation capabilities of LLMs, we propose RiC (Reasoning in Conversation), a method that focuses on solving subjective tasks through dialogue simulation. The motivation of RiC is to mine useful contextual information by simulating dialogues instead of supplying chain-of-thought style rationales, thereby offering potential useful knowledge behind dialogues for giving the final answers. We evaluate both API-based and open-source LLMs including GPT-4, ChatGPT, and OpenChat across twelve tasks. Experimental results show that RiC can yield significant improvement compared with various baselines.