OpenRaiser/Intern-Atlas huggingface dataset:
YCB-M: A Multi-Camera RGB-D Dataset for Object Recognition and 6DoF Pose Estimation
Venue: Conference ICRA 2020
Year: 2020

While a great variety of 3D cameras have been introduced in recent years, most publicly available datasets for object recognition and pose estimation focus on one single camera. In this work, we present a dataset of 32 scenes that have been captured by 7 different 3D cameras, totaling 49,294 frames. This allows evaluating the sensitivity of pose estimation algorithms to the specifics of the used camera and the development of more robust algorithms that are more independent of the camera model. Vice versa, our dataset enables researchers to perform a quantitative comparison of the data from several different cameras and depth sensing technologies and evaluate their algorithms before selecting a camera for their specific task. The scenes in our dataset contain 20 different objects from the common benchmark YCB object and model set [1], [2]. We provide full ground truth 6DoF poses for each object, per-pixel segmentation, 2D and 3D bounding boxes and a measure of the amount of occlusion of each object. We have also performed an initial evaluation of the cameras using our dataset on a state-of-the-art object recognition and pose estimation system [3].
DeepMEL: Compiling Visual Multi-Experience Localization into a Deep Neural Network
Venue: Conference ICRA 2020
Year: 2020

Vision-based path following allows robots to autonomously repeat manually taught paths. Stereo Visual Teach and Repeat (VT\&R) accomplishes accurate and robust long-range path following in unstructured outdoor environments across changing lighting, weather, and seasons by relying on colour-constant imaging and multi-experience localization. We leverage multi-experience VT\&R together with two datasets of outdoor driving on two separate paths spanning different times of day, weather, and seasons to teach a deep neural network to predict relative pose for visual odometry (VO) and for localization with respect to a path. In this paper we run experiments exclusively on datasets to study how the network generalizes across environmental conditions. Based on the results we believe that our system achieves relative pose estimates sufficiently accurate for in-the-loop path following and that it is able to localize radically different conditions against each other directly (i.e. winter to spring and day to night), a capability that our hand-engineered system does not have.
3D Object Detection and Tracking Based on Streaming Data
Venue: Conference ICRA 2020
Year: 2020

Recent approaches for 3D object detection have made tremendous progresses due to the development of deep learning. However, previous researches are mostly based on individual frames, leading to limited exploitation of information between frames. In this paper, we attempt to leverage the temporal information in streaming data and explore 3D streaming based object detection as well as tracking. Toward this goal, we set up a dual-way network for 3D object detection based on keyframes, and then propagate predictions to non-key frames through a motion based interpolation algorithm guided by temporal information. Our framework is not only shown to have significant improvements on object detection compared with frame-by-frame paradigm, but also proven to produce competitive results on KITTI Object Tracking Benchmark, with 76.68% in MOTA and 81.65% in MOTP respectively.
Towards Mobile Multi-Task Manipulation in a Confined and Integrated Environment with Irregular Objects
Venue: Conference ICRA 2020
Year: 2020

The FetchIt! Mobile Manipulation Challenge, held at the IEEE International Conference on Robots and Automation (ICRA) in May 2019, offered an environment with complex and integrated task sets, irregular objects, confined space, and machining, introducing new challenges in the mobile manipulation domain. Here we describe our efforts to address these challenges by demonstrating the assembly of a kit of mechanical parts in a caddy. In addition to implementation details, we examine the issues in this task set extensively, and we discuss our software architecture in the hope of providing a base for other researchers. To evaluate performance and consistency, we conducted 20 full runs, then examined failure cases with possible solutions. We conclude by identifying future research directions to address the open challenges.
DeepSemanticHPPC: Hypothesis-based Planning over Uncertain Semantic Point Clouds
Venue: Conference ICRA 2020
Year: 2020

Planning in unstructured environments is challenging -- it relies on sensing, perception, scene reconstruction, and reasoning about various uncertainties. We propose DeepSemanticHPPC, a novel uncertainty-aware hypothesis-based planner for unstructured environments. Our algorithmic pipeline consists of: a deep Bayesian neural network which segments surfaces with uncertainty estimates; a flexible point cloud scene representation; a next-best-view planner which minimizes the uncertainty of scene semantics using sparse visual measurements; and a hypothesis-based path planner that proposes multiple kinematically feasible paths with evolving safety confidences given next-best-view measurements. Our pipeline iteratively decreases semantic uncertainty along planned paths, filtering out unsafe paths with high confidence. We show that our framework plans safe paths in real-world environments where existing path planners typically fail.
Local Trajectory Stabilization for Dexterous Manipulation via Piecewise Affine Approximations
Venue: Conference ICRA 2020
Year: 2020

We propose a model-based approach to design feedback policies for dexterous robotic manipulation. The manipulation problem is formulated as reaching the target region from an initial state for some non-smooth nonlinear system. First, we use trajectory optimization to find a feasible trajectory. Next, we characterize the local multi-contact dynamics around the trajectory as a piecewise affine system, and build a funnel around the linearization of the nominal trajectory using polytopes. We prove that the feedback controller at the vicinity of the linearization is guaranteed to drive the nonlinear system to the target region. During online execution, we solve linear programs to track the system trajectory. We validate the algorithm on hardware, showing that even under large external disturbances, the controller is able to accomplish the task.
Automatic Snake Gait Generation Using Model Predictive Control
Venue: Conference ICRA 2020
Year: 2020

In this paper, we propose a method for generating undulatory gaits for snake robots. Instead of starting from a pre-defined movement pattern such as a serpenoid curve, we use a Model Predictive Control approach to automatically generate effective locomotion gaits via trajectory optimization. An important advantage of this approach is that the resulting gaits are automatically adapted to the environment that is being modeled as part of the snake dynamics. To illustrate this, we use a novel model for anisotropic dry friction, along with existing models for viscous friction and fluid dynamic effects such as drag and added mass. For each of these models, gaits generated without any change in the method or its parameters are as efficient as Pareto-optimal serpenoid gaits tuned individually for each environment. Furthermore, the proposed method can also produce more complex or irregular gaits, e.g. for obstacle avoidance or executing sharp turns.
DFVS: Deep Flow Guided Scene Agnostic Image Based Visual Servoing
Venue: Conference ICRA 2020
Year: 2020

Existing deep learning based visual servoing approaches regress the relative camera pose between a pair of images. Therefore, they require a huge amount of training data and sometimes fine-tuning for adaptation to a novel scene. Furthermore, current approaches do not consider underlying geometry of the scene and rely on direct estimation of camera pose. Thus, inaccuracies in prediction of the camera pose, especially for distant goals, lead to a degradation in the servoing performance. In this paper, we propose a two-fold solution: (i) We consider optical flow as our visual features, which are predicted using a deep neural network. (ii) These flow features are then systematically integrated with depth estimates provided by another neural network using interaction matrix. We further present an extensive benchmark in a photo-realistic 3D simulation across diverse scenes to study the convergence and generalisation of visual servoing approaches. We show convergence for over 3m and 40 degrees while maintaining precise positioning of under 2cm and 1 degree on our challenging benchmark where the existing approaches that are unable to converge for majority of scenarios for over 1.5m and 20 degrees. Furthermore, we also evaluate our approach for a real scenario on an aerial robot. Our approach generalizes to novel scenarios producing precise and robust servoing performance for 6 degrees of freedom positioning tasks with even large camera transformations without any retraining or fine-tuning.
Human-like Planning for Reaching in Cluttered Environments
Venue: Conference ICRA 2020
Year: 2020

Humans, in comparison to robots, are remarkably adept at reaching for objects in cluttered environments. The best existing robot planners are based on random sampling of configuration space -- which becomes excessively high-dimensional with large number of objects. Consequently, most planners often fail to efficiently find object manipulation plans in such environments. We addressed this problem by identifying high-level manipulation plans in humans, and transferring these skills to robot planners. We used virtual reality to capture human participants reaching for a target object on a tabletop cluttered with obstacles. From this, we devised a qualitative representation of the task space to abstract the decision making, irrespective of the number of obstacles. Based on this representation, human demonstrations were segmented and used to train decision classifiers. Using these classifiers, our planner produced a list of waypoints in task space. These waypoints provided a high-level plan, which could be transferred to an arbitrary robot model and used to initialise a local trajectory optimiser. We evaluated this approach through testing on unseen human VR data, a physics-based robot simulation, and a real robot (dataset and code are publicly available). We found that the human-like planner outperformed a state-of-the-art standard trajectory optimisation algorithm, and was able to generate effective strategies for rapid planning -- irrespective of the number of obstacles in the environment.
Hierarchical Multi-Process Fusion for Visual Place Recognition
Venue: Conference ICRA 2020
Year: 2020

Combining multiple complementary techniques together has long been regarded as a way to improve performance. In visual localization, multi-sensor fusion, multi-process fusion of a single sensing modality, and even combinations of different localization techniques have been shown to result in improved performance. However, merely fusing together different localization techniques does not account for the varying performance characteristics of different localization techniques. In this paper we present a novel, hierarchical localization system that explicitly benefits from three varying characteristics of localization techniques: the distribution of their localization hypotheses, their appearance- and viewpoint-invariant properties, and the resulting differences in where in an environment each system works well and fails. We show how two techniques deployed hierarchically work better than in parallel fusion, how combining two different techniques works better than two levels of a single technique, even when the single technique has superior individual performance, and develop two and three-tier hierarchical structures that progressively improve localization performance. Finally, we develop a stacked hierarchical framework where localization hypotheses from techniques with complementary characteristics are concatenated at each layer, significantly improving retention of the correct hypothesis through to the final localization stage. Using two challenging datasets, we show the proposed system outperforming state-of-the-art techniques.
Physics-based Simulation of Continuous-Wave LIDAR for Localization, Calibration and Tracking
Venue: Conference ICRA 2020
Year: 2020

Light Detection and Ranging (LIDAR) sensors play an important role in the perception stack of autonomous robots, supplying mapping and localization pipelines with depth measurements of the environment. While their accuracy outperforms other types of depth sensors, such as stereo or time-of-flight cameras, the accurate modeling of LIDAR sensors requires laborious manual calibration that typically does not take into account the interaction of laser light with different surface types, incidence angles and other phenomena that significantly influence measurements. In this work, we introduce a physically plausible model of a 2D continuous-wave LIDAR that accounts for the surface-light interactions and simulates the measurement process in the Hokuyo URG-04LX LIDAR. Through automatic differentiation, we employ gradient-based optimization to estimate model parameters from real sensor measurements.
Dynamic SLAM: The Need For Speed
Venue: Conference ICRA 2020
Year: 2020

The static world assumption is standard in most simultaneous localisation and mapping (SLAM) algorithms. Increased deployment of autonomous systems to unstructured dynamic environments is driving a need to identify moving objects and estimate their velocity in real-time. Most existing SLAM based approaches rely on a database of 3D models of objects or impose significant motion constraints. In this paper, we propose a new feature-based, model-free, object-aware dynamic SLAM algorithm that exploits semantic segmentation to allow estimation of motion of rigid objects in a scene without the need to estimate the object poses or have any prior knowledge of their 3D models. The algorithm generates a map of dynamic and static structure and has the ability to extract velocities of rigid moving objects in the scene. Its performance is demonstrated on simulated, synthetic and real-world datasets.
Learning an Action-Conditional Model for Haptic Texture Generation
Venue: Conference ICRA 2020
Year: 2020

Rich haptic sensory feedback in response to user interactions is desirable for an effective, immersive virtual reality or teleoperation system. However, this feedback depends on material properties and user interactions in a complex, non-linear manner. Therefore, it is challenging to model the mapping from material and user interactions to haptic feedback in a way that generalizes over many variations of the user's input. Current methodologies are typically conditioned on user interactions, but require a separate model for each material. In this paper, we present a learned action-conditional model that uses data from a vision-based tactile sensor (GelSight) and user's action as input. This model predicts an induced acceleration that could be used to provide haptic vibration feedback to a user. We trained our proposed model on a publicly available dataset (Penn Haptic Texture Toolkit) that we augmented with GelSight measurements of the different materials. We show that a unified model over all materials outperforms previous methods and generalizes to new actions and new instances of the material categories in the dataset.
Adaptive Curriculum Generation from Demonstrations for Sim-to-Real Visuomotor Control
Venue: Conference ICRA 2020
Year: 2020

We propose Adaptive Curriculum Generation from Demonstrations (ACGD) for reinforcement learning in the presence of sparse rewards. Rather than designing shaped reward functions, ACGD adaptively sets the appropriate task difficulty for the learner by controlling where to sample from the demonstration trajectories and which set of simulation parameters to use. We show that training vision-based control policies in simulation while gradually increasing the difficulty of the task via ACGD improves the policy transfer to the real world. The degree of domain randomization is also gradually increased through the task difficulty. We demonstrate zero-shot transfer for two real-world manipulation tasks: pick-and-stow and block stacking. A video showing the results can be found at https://lmb.informatik.uni-freiburg.de/projects/curriculum/
Tactile Dexterity: Manipulation Primitives with Tactile Feedback
Venue: Conference ICRA 2020
Year: 2020

This paper develops closed-loop tactile controllers for dexterous robotic manipulation with a dual-palm robotic system. Tactile dexterity is an approach to dexterous manipulation that plans for robot/object interactions that render interpretable tactile information for control. We divide the role of tactile control into two goals: 1) control the contact state between the end-effector and the object (contact/no-contact, stick/slip) by regulating the stability of planned contact configurations and monitoring undesired slip events; and 2) control the object state by tactile-based tracking and iterative replanning of the object and robot trajectories. Key to this formulation is the decomposition of manipulation plans into sequences of manipulation primitives with simple mechanics and efficient planners. We consider the scenario of manipulating an object from an initial pose to a target pose on a flat surface while correcting for external perturbations and uncertainty in the initial pose of the object. We experimentally validate the approach with an ABB YuMi dual-arm robot and demonstrate the ability of the tactile controller to react to external perturbations.
Posterior Sampling for Anytime Motion Planning on Graphs with Expensive-to-Evaluate Edges
Venue: Conference ICRA 2020
Year: 2020

Collision checking is a computational bottleneck in motion planning, requiring lazy algorithms that explicitly reason about when to perform this computation. Optimism in the face of collision uncertainty minimizes the number of checks before finding the shortest path. However, this may take a prohibitively long time to compute, with no other feasible paths discovered during this period. For many real-time applications, we instead demand strong anytime performance, defined as minimizing the cumulative lengths of the feasible paths yielded over time. We introduce Posterior Sampling for Motion Planning (PSMP), an anytime lazy motion planning algorithm that leverages learned posteriors on edge collisions to quickly discover an initial feasible path and progressively yield shorter paths. PSMP obtains an expected regret bound of $\tilde{O}(\sqrt{\mathcal{S} \mathcal{A} T})$ and outperforms comparative baselines on a set of 2D and 7D planning problems.
Deep-Learning Assisted High-Resolution Binocular Stereo Depth Reconstruction
Venue: Conference ICRA 2020
Year: 2020

This work presents dense stereo reconstruction using high-resolution images for infrastructure inspections. The state-of-the-art stereo reconstruction methods, both learning and non-learning ones, consume too much computational resource on high-resolution data. Recent learning-based methods achieve top ranks on most benchmarks. However, they suffer from the generalization issue due to lack of task-specific training data. We propose to use a less resource demanding non-learning method, guided by a learning-based model, to handle high-resolution images and achieve accurate stereo reconstruction. The deep-learning model produces an initial disparity prediction with uncertainty for each pixel of the down-sampled stereo image pair. The uncertainty serves as a self-measurement of its generalization ability and the per-pixel searching range around the initially predicted disparity. The downstream process performs a modified version of the Semi-Global Block Matching method with the up-sampled per-pixel searching range. The proposed deep-learning assisted method is evaluated on the Middlebury dataset and high-resolution stereo images collected by our customized binocular stereo camera. The combination of learning and non-learning methods achieves better performance on 12 out of 15 cases of the Middlebury dataset. In our infrastructure inspection experiments, the average 3D reconstruction error is less than 0.004m.
GOMP: Grasp-Optimized Motion Planning for Bin Picking
Venue: Conference ICRA 2020
Year: 2020

Rapid and reliable robot bin picking is a critical challenge in automating warehouses, often measured in picks-per-hour (PPH). We explore increasing PPH using faster motions based on optimizing over a set of candidate grasps. The source of this set of grasps is two-fold: (1) grasp-analysis tools such as Dex-Net generate multiple candidate grasps, and (2) each of these grasps has a degree of freedom about which a robot gripper can rotate. In this paper, we present Grasp-Optimized Motion Planning (GOMP), an algorithm that speeds up the execution of a bin-picking robot's operations by incorporating robot dynamics and a set of candidate grasps produced by a grasp planner into an optimizing motion planner. We compute motions by optimizing with sequential quadratic programming (SQP) and iteratively updating trust regions to account for the non-convex nature of the problem. In our formulation, we constrain the motion to remain within the mechanical limits of the robot while avoiding obstacles. We further convert the problem to a time-minimization by repeatedly shorting a time horizon of a trajectory until the SQP is infeasible. In experiments with a UR5, GOMP achieves a speedup of 9x over a baseline planner.
Toward Sim-to-Real Directional Semantic Grasping
Venue: Conference ICRA 2020
Year: 2020

We address the problem of directional semantic grasping, that is, grasping a specific object from a specific direction. We approach the problem using deep reinforcement learning via a double deep Q-network (DDQN) that learns to map downsampled RGB input images from a wrist-mounted camera to Q-values, which are then translated into Cartesian robot control commands via the cross-entropy method (CEM). The network is learned entirely on simulated data generated by a custom robot simulator that models both physical reality (contacts) and perceptual quality (high-quality rendering). The reality gap is bridged using domain randomization. The system is an example of end-to-end (mapping input monocular RGB images to output Cartesian motor commands) grasping of objects from multiple pre-defined object-centric orientations, such as from the side or top. We show promising results in both simulation and the real world, along with some challenges faced and the need for future research in this area.