We introduce a large-scale dataset named MultiGripperGrasp for robotic grasping. Our dataset contains 30.4M grasps from 11 grippers for 345 objects. These grippers range from two-finger grippers to five-finger grippers, including a human hand. All grasps in the dataset are verified in Isaac Sim to classify them as successful and unsuccessful grasps. Additionally, the object fall-off time for each grasp is recorded as a grasp quality measurement. Furthermore, the grippers in our dataset are aligned according to the orientation and position of their palms, allowing us to transfer grasps from one gripper to another. The grasp transfer significantly increases the number of successful grasps for each gripper in the dataset. Our dataset is useful to study generalized grasp planning and grasp transfer across different grippers.
We introduce a new trajectory optimization method for robotic grasping based on a point-cloud representation of robots and task spaces. In our method, robots are represented by 3D points on their link surfaces. The task space of a robot is represented by a point cloud that can be obtained from depth sensors. Using the point-cloud representation, goal reaching in grasping can be formulated as point matching, while collision avoidance can be efficiently achieved by querying the signed distance values of the robot points in the signed distance field of the scene points. Consequently, a constrained non-linear optimization problem is formulated to solve the joint motion and grasp planning problem. The advantage of our method is that the point-cloud representation is general to be used with any robot in any environment. We demonstrate the effectiveness of our method by conducting experiments on a tabletop scene and a shelf scene for grasping with a Fetch mobile manipulator and a Franka Panda arm.
In order to successfully perform manipulation tasks in new environments, such as grasping, robots must be proficient in segmenting unseen objects from the background and/or other objects. Previous works perform unseen object instance segmentation (UOIS) by training deep neural networks on large-scale data to learn RGB/RGB-D feature embeddings, where cluttered environments often result in inaccurate segmentations. We build upon these methods and introduce a novel approach to correct inaccurate segmentation, such as under-segmentation, of static image-based UOIS masks by using robot interaction and a designed body frame-invariant feature. We demonstrate that the relative linear and rotational velocities of frames randomly attached to rigid bodies due to robot interactions can be used to identify objects and accumulate corrected object-level segmentation masks. By introducing motion to regions of segmentation uncertainty, we are able to drastically improve segmentation accuracy in an uncertainty-driven manner with minimal, non-disruptive interactions (ca. 2-3 per scene). We demonstrate the effectiveness of our proposed interactive perception pipeline in accurately segmenting cluttered scenes by achieving an average object segmentation accuracy rate of 80.7%, an increase of 28.2% when compared with other state-of-the-art UOIS methods.
We study the data-generating mechanism for reconstructive SSL to shed light on its effectiveness. With an infinite amount of labeled samples, we provide a sufficient and necessary condition for perfect linear approximation. The condition reveals a full-rank component that preserves the label classes of Y, along with a redundant component. Motivated by the condition, we propose to approximate the redundant component by a low-rank factorization and measure the approximation quality by introducing a new quantity $\epsilon_s$, parameterized by the rank of factorization s. We incorporate $\epsilon_s$ into the excess risk analysis under both linear regression and ridge regression settings, where the latter regularization approach is to handle scenarios when the dimension of the learned features is much larger than the number of labeled samples n for downstream tasks. We design three stylized experiments to compare SSL with supervised learning under different settings to support our theoretical findings.
Following step-by-step procedures is an essential component of various activities carried out by individuals in their daily lives. These procedures serve as a guiding framework that helps to achieve goals efficiently, whether it is assembling furniture or preparing a recipe. However, the complexity and duration of procedural activities inherently increase the likelihood of making errors. Understanding such procedural activities from a sequence of frames is a challenging task that demands an accurate interpretation of visual information and the ability to reason about the structure of the activity. To this end, we collect a new egocentric 4D dataset, CaptainCook4D, comprising 384 recordings (94.5 hours) of people performing recipes in real kitchen environments. This dataset consists of two distinct types of activity: one in which participants adhere to the provided recipe instructions and another in which they deviate and induce errors. We provide 5.3K step annotations and 10K fine-grained action annotations and benchmark the dataset for the following tasks: supervised error recognition, multistep localization, and procedure learning
Semantic segmentation models, while effective for in-distribution categories, face challenges in real-world deployment due to encountering out-of-distribution (OoD) objects. Detecting these OoD objects is crucial for safety-critical applications. Existing methods rely on anomaly scores, but choosing a suitable threshold for generating masks presents difficulties and can lead to fragmentation and inaccuracy. This paper introduces a method to convert anomaly Score To segmentation Mask, called S2M, a simple and effective framework for OoD detection in semantic segmentation. Unlike assigning anomaly scores to pixels, S2M directly segments the entire OoD object. By transforming anomaly scores into prompts for a promptable segmentation model, S2M eliminates the need for threshold selection. Extensive experiments demonstrate that S2M outperforms the state-of-the-art by approximately 10\% in IoU and 30\% in mean F1 score, on average, across various benchmarks including Fishyscapes, Segment-Me-If-You-Can, and RoadAnomaly datasets.
Mixup is an effective data augmentation method that generates new augmented samples by aggregating linear combinations of different original samples. However, if there are noises or aberrant features in the original samples, Mixup may propagate them to the augmented samples, leading to over-sensitivity of the model to these outliers . To solve this problem, this paper proposes a new Mixup method called AMPLIFY. This method uses the Attention mechanism of Transformer itself to reduce the influence of noises and aberrant values in the original samples on the prediction results, without increasing additional trainable parameters, and the computational cost is very low, thereby avoiding the problem of high resource consumption in common Mixup methods such as Sentence Mixup . The experimental results show that, under a smaller computational resource cost, AMPLIFY outperforms other Mixup methods in text classification tasks on 7 benchmark datasets, providing new ideas and new ways to further improve the performance of pre-trained models based on the Attention mechanism, such as BERT, ALBERT, RoBERTa, and GPT. Our code can be obtained at https://github.com/kiwi-lilo/AMPLIFY.
We consider the problem of lower bounding the error probability under the invariant causal prediction (ICP) framework. To this end, we examine and draw connections between ICP and the zero-rate Gaussian multiple access channel by first proposing a variant of the original invariant prediction assumption, and then considering a special case of the Gaussian multiple access channel where a codebook is shared between an unknown number of senders. This connection allows us to develop three types of lower bounds on the error probability, each with different assumptions and constraints, leveraging techniques for multiple access channels. The proposed bounds are evaluated with respect to existing causal discovery methods as well as a proposed heuristic method based on minimum distance decoding.
We propose a novel framework for few-shot learning by leveraging large-scale vision-language models such as CLIP. Motivated by the unimodal prototypical networks for few-shot learning, we introduce PROTO-CLIP that utilizes image prototypes and text prototypes for few-shot learning. Specifically, PROTO-CLIP adapts the image encoder and text encoder in CLIP in a joint fashion using few-shot examples. The two encoders are used to compute prototypes of image classes for classification. During adaptation, we propose aligning the image and text prototypes of corresponding classes. Such a proposed alignment is beneficial for few-shot classification due to the contributions from both types of prototypes. We demonstrate the effectiveness of our method by conducting experiments on benchmark datasets for few-shot learning as well as in the real world for robot perception.
We present a new reproducible benchmark for evaluating robot manipulation in the real world, specifically focusing on pick-and-place. Our benchmark uses the YCB objects, a commonly used dataset in the robotics community, to ensure that our results are comparable to other studies. Additionally, the benchmark is designed to be easily reproducible in the real world, making it accessible to researchers and practitioners. We also provide our experimental results and analyzes for model-based and model-free 6D robotic grasping on the benchmark, where representative algorithms are evaluated for object perception, grasping planning, and motion planning. We believe that our benchmark will be a valuable tool for advancing the field of robot manipulation. By providing a standardized evaluation framework, researchers can more easily compare different techniques and algorithms, leading to faster progress in developing robot manipulation methods.