Reviewerly/exHarmony huggingface dataset:
Vision-Based Autonomous Navigation for Unmanned Surface Vessel in Extreme Marine Conditions

Visual perception is an important component for autonomous navigation of unmanned surface vessels (USV), particularly for the tasks related to autonomous inspection and tracking. These tasks involve vision-based navigation techniques to identify the target for navigation. Reduced visibility under extreme weather conditions in marine environments makes it difficult for vision-based approaches to work properly. To overcome these issues, this paper presents an autonomous vision-based navigation framework for tracking target objects in extreme marine conditions. The proposed framework consists of an integrated perception pipeline that uses a generative adversarial network (GAN) to remove noise and highlight the object features before passing them to the object detector (i.e., YOLOv5). The detected visual features are then used by the USV to track the target. The proposed framework has been thoroughly tested in simulation under extremely reduced visibility due to sandstorms and fog. The results are compared with state-of-the-art de-hazing methods across the benchmarked MBZIRC simulation dataset, on which the proposed scheme has outperformed the existing methods across various metrics.
InsMOS: Instance-Aware Moving Object Segmentation in LiDAR Data

Identifying moving objects is a crucial capability for autonomous navigation, consistent map generation, and future trajectory prediction of objects. In this paper, we propose a novel network that addresses the challenge of segmenting moving objects in 3D LiDAR scans. Our approach not only predicts point-wise moving labels but also detects instance information of main traffic participants. Such a design helps determine which instances are actually moving and which ones are temporarily static in the current scene. Our method exploits a sequence of point clouds as input and quantifies them into 4D voxels. We use 4D sparse convolutions to extract motion features from the 4D voxels and inject them into the current scan. Then, we extract spatio-temporal features from the current scan for instance detection and feature fusion. Finally, we design an upsample fusion module to output point-wise labels by fusing the spatio-temporal features and predicted instance information. We evaluated our approach on the LiDAR-MOS benchmark based on SemanticKITTI and achieved better moving object segmentation performance compared to state-of-the-art methods, demonstrating the effectiveness of our approach in integrating instance information for moving object segmentation. Furthermore, our method shows superior performance on the Apollo dataset with a pre-trained model on SemanticKITTI, indicating that our method generalizes well in different scenes. The code and pre-trained models of our method will be released at https://github.com/nubot-nudt/InsMOS.
Learning to Open Doors with an Aerial Manipulator

The field of aerial manipulation has seen rapid advances, transitioning from push-and-slide tasks to interaction with articulated objects. The motion trajectory of these complex actions is usually hand-crafted or a result of online optimization methods like Model Predictive Control (MPC) or Model Predictive Path Integral (MPPI) control. However, these methods rely on heuristics or model simplifications to efficiently run on onboard hardware, limiting their robustness, and making them sensitive to disturbances and differences between the real environment and its model. In this work, we propose a Reinforcement Learning (RL) approach to learn reactive motion behaviors for a manipulation task while producing policies that are robust to disturbances and modeling errors. Specifically, we train a policy to perform a door-opening task with an Omnidirectional Micro Aerial Vehicle (OMAV). The policy is trained in a physics simulator and shown in the real world, where it is able to generalize also to door closing tasks never seen in training. We also compare our method against a state-of-the-art MPPI solution in simulation, showing a considerable increase in robustness and speed.
Image-Based Visual Servo Control for Aerial Manipulation Using a Fully-Actuated UAV

Using Unmanned Aerial Vehicles (UAVs) to per-form high-altitude manipulation tasks beyond just passive visual application can reduce the time, cost, and risk of human workers. Prior research on aerial manipulation has relied on either ground truth state estimate or GPS/total station with some Simultaneous Localization and Mapping (SLAM) algorithms, which may not be practical for many applications close to infrastructure with degraded GPS signal or featureless environments. Visual servo can avoid the need to estimate robot pose. Existing works on visual servo for aerial manipulation either address solely end-effector position control or rely on precise velocity measurement and pre-defined visual visual marker with known pattern. Furthermore, most of previous work used under-actuated UAVs, resulting in complicated mechanical and hence control design for the end-effector. This paper develops an image-based visual servo control strategy for bridge maintenance using a fully-actuated UAV. The main components are (1) a visual line detection and tracking system, (2) a hybrid impedance force and motion control system. Our approach does not rely on either robot pose/velocity estimation from an external localization system or pre-defined visual markers. The complexity of the mechanical system and controller architecture is also minimized due to the fully-actuated nature. Experiments show that the system can effectively execute motion tracking and force holding using only the visual guidance for the bridge painting. To the best of our knowledge, this is one of the first studies on aerial manipulation using visual servo that is capable of achieving both motion and force control without the need of external pose/velocity information or pre-defined visual guidance.
BSH-Det3D: Improving 3D Object Detection with BEV Shape Heatmap

The progress of LiDAR-based 3D object detection has significantly enhanced developments in autonomous driving and robotics. However, due to the limitations of LiDAR sensors, object shapes suffer from deterioration in occluded and distant areas, which creates a fundamental challenge to 3D perception. Existing methods estimate specific 3D shapes and achieve remarkable performance. However, these methods rely on extensive computation and memory, causing imbalances between accuracy and real-time performance. To tackle this challenge, we propose a novel LiDAR-based 3D object detection model named BSH-Det3D, which applies an effective way to enhance spatial features by estimating complete shapes from a bird's eye view (BEV). Specifically, we design the Pillar-based Shape Completion (PSC) module to predict the probability of occupancy whether a pillar contains object shapes. The PSC module generates a BEV shape heatmap for each scene. After integrating with heatmaps, BSH-Det3D can provide additional information in shape deterioration areas and generate high-quality 3D proposals. We also design an attention-based densification fusion module (ADF) to adaptively associate the sparse features with heatmaps and raw points. The ADF module integrates the advantages of points and shapes knowledge with negligible overheads. Extensive experiments on the KITTI benchmark achieve state-of-the-art (SOTA) performance in terms of accuracy and speed, demonstrating the efficiency and flexibility of BSH-Det3D. The source code is available on https://github.com/mystorm16/BSH-Det3D.
Poly-MOT: A Polyhedral Framework For 3D Multi-Object Tracking

3D Multi-object tracking (MOT) empowers mobile robots to accomplish well-informed motion planning and navigation tasks by providing motion trajectories of surrounding objects. However, existing 3D MOT methods typically employ a single similarity metric and physical model to perform data association and state estimation for all objects. With large-scale modern datasets and real scenes, there are a variety of object categories that commonly exhibit distinctive geometric properties and motion patterns. In this way, such distinctions would enable various object categories to behave differently under the same standard, resulting in erroneous matches between trajectories and detections, and jeopardizing the reliability of downstream tasks (navigation, etc.). Towards this end, we propose Poly-MOT, an efficient 3D MOT method based on the Tracking-By-Detection framework that enables the tracker to choose the most appropriate tracking criteria for each object category. Specifically, Poly-MOT leverages different motion models for various object categories to characterize distinct types of motion accurately. We also introduce the constraint of the rigid structure of objects into a specific motion model to accurately describe the highly nonlinear motion of the object. Additionally, we introduce a two-stage data association strategy to ensure that objects can find the optimal similarity metric from three custom metrics for their categories and reduce missing matches. On the NuScenes dataset, our proposed method achieves state-of-the-art performance with 75.4% AMOTA. The code is available at https://github.com/lixiaoyu20001P0Iy-MOT.
Efficient Constrained Multi-Agent Trajectory Optimization Using Dynamic Potential Games

Although dynamic games provide a rich paradigm for modeling agents' interactions, solving these games for real-world applications is often challenging. Many real-world interactive settings involve general nonlinear state and input constraints that couple agents' decisions with one another. In this work, we develop an efficient and fast planner for interactive trajectory optimization in constrained setups using a constrained game-theoretical framework. Our key insight is to leverage the special structure of agents' objective and constraint functions that are common in multi-agent interactions for fast and reliable planning. More precisely, we identify the structure of agents' cost and constraint functions under which the resulting dynamic game is an instance of a constrained dynamic potential game. Constrained dynamic potential games are a class of games for which instead of solving a set of coupled constrained optimal control problems, a constrained Nash equilibrium, i.e. a Generalized Nash equilibrium, can be found by solving a single constrained optimal control problem. This simplifies constrained interactive trajectory optimization significantly. We compare the performance of our method in a navigation setup involving four planar agents and show that our method is on average 20 times faster than the state-of-the-art. We further provide experimental validation of our proposed method in a navigation setup involving two quadrotors carrying a rigid object while avoiding collisions with two humans.
Co-Speech Gesture Synthesis using Discrete Gesture Token Learning

Synthesizing realistic co-speech gestures is an important and yet unsolved problem for creating believable motions that can drive a humanoid robot to interact and communicate with human users. Such capability will improve the impressions of the robots by human users and will find applications in education, training, and medical services. One challenge in learning the co-speech gesture model is that there may be multiple viable gesture motions for the same speech utterance. The deterministic regression methods can not resolve the conflicting samples and may produce over-smoothed or damped motions. We proposed a two-stage model to address this uncertainty issue in gesture synthesis by modeling the gesture segments as discrete latent codes. Our method utilizes RQ- VAE in the first stage to learn a discrete codebook consisting of gesture tokens from training data. In the second stage, a two-level autoregressive transformer model is used to learn the prior distribution of residual codes conditioned on input speech context. Since the inference is formulated as token sampling, multiple gesture sequences could be generated given the same speech input using top-k sampling. The quantitative results and the user study showed the proposed method outperforms the previous methods and is able to generate realistic and diverse gesture motions.
LiDAR Meta Depth Completion

Depth estimation is one of the essential tasks to be addressed when creating mobile autonomous systems. While monocular depth estimation methods have improved in recent times, depth completion provides more accurate and reliable depth maps by additionally using sparse depth information from other sensors such as LiDAR. However, current methods are specifically trained for a single LiDAR sensor. As the scanning pattern differs between sensors, every new sensor would require re- training a specialized depth completion model, which is computationally inefficient and not flexible. Therefore, we propose to dynamically adapt the depth completion model to the used sensor type enabling LiDAR adaptive depth completion. Specifically, we propose a meta depth completion network that uses data patterns derived from the data to learn a task network to alter weights of the main depth completion network to solve a given depth completion task effectively. The method demonstrates a strong capability to work on multiple LiDAR scanning patterns and can also generalize to scanning patterns that are unseen during training. While using a single model, our method yields significantly better results than a non-adaptive baseline trained on different LiDAR patterns. It outperforms LiDAR-specific expert models for very sparse cases. These advantages allow flexible deployment of a single depth completion model on different sensors, which could also prove valuable to process the input of nascent LiDAR technology with adaptive instead of fixed scanning patterns. The source code is available at github.com/wbkit/ResLAN
Improving Surgical Situational Awareness with Signed Distance Field: A Pilot Study in Virtual Reality

The introduction of image-guided surgical navigation (IGSN) has greatly benefited technically demanding surgical procedures by providing real-time support and guidance to the surgeon during surgery. To develop effective IGSN, a careful selection of the surgical information and the medium to present this information to the surgeon is needed. However, this is not a trivial task due to the broad array of available options. To address this problem, we have developed an open-source library that facilitates the development of multimodal navigation systems in a wide range of surgical procedures relying on medical imaging data. To provide guidance, our system calculates the minimum distance between the surgical instrument and the anatomy and then presents this information to the user through different mechanisms. The real-time performance of our approach is achieved by calculating Signed Distance Fields at initialization from segmented anatomical volumes. Using this framework, we developed a multimodal surgical navigation system to help surgeons navigate anatomical variability in a skull base surgery simulation environment. Three different feedback modalities were explored: visual, auditory, and haptic. To evaluate the proposed system, a pilot user study was conducted in which four clinicians performed mastoidectomy procedures with and without guidance. Each condition was assessed using objective performance and subjective workload metrics. This pilot user study showed improvements in procedural safety without additional time or workload. These results demonstrate our pipeline's successful use case in the context of mastoidectomy.
SeasonDepth: Cross-Season Monocular Depth Prediction Dataset and Benchmark Under Multiple Environments

Different environments pose a great challenge to the outdoor robust visual perception for long-term autonomous driving, and the generalization of learning-based algorithms on different environments is still an open problem. Although monocular depth prediction has been well studied recently, few works focus on the robustness of learning-based depth prediction across different environments, e.g. changing illumination and seasons, owing to the lack of such a multi-environment real-world dataset and benchmark. To this end, the cross-season monocular depth prediction dataset and benchmark, SeasonDepth, is introduced to benchmark the depth estimation performance under different environments. We investigate several state-of-the-art representative open-source supervised and self-supervised depth prediction methods using newly-formulated metrics. Through extensive experimental evaluation on the proposed dataset and cross-dataset evaluation with current autonomous driving datasets, the performance and robustness against the influence of multiple environments are analyzed qualitatively and quantitatively. We show that long-term monocular depth prediction is still challenging and believe our work can boost further research on the long-term robustness and generalization for outdoor visual perception. The dataset is available on https://seasondepth.github.io.
IPA-3D1K: A Large Retail 3D Model Dataset for Robot Picking

Robotic applications like automated order picking in warehouses or retail stores, or fetch and carry tasks in hospitals, care homes, or households rely on the capability of service robots to find and handle a specific type of object. These applications are challenging as the set of objects is very large and varies over time. Despite its significance, there is no suitable universal large-scale dataset available from the retail domain, which allows for a principled analysis of all relevant robotics research aspects in that field. Hence, this paper introduces a novel dataset of more than 1,000 retail objects, including color images, 3D scans, and high-resolution textured 3D models of individual objects, synthetic scenes and real settings, which covers the specifics of the retail domain. The dataset was designed to serve researchers in all relevant robotics tasks in retail like 3D reconstruction and object modeling, large-scale object classification and instance detection including incremental learning and fine-grained detection, text reading, logo detection, semantic grounding and affordance detection, grasp analysis and manipulation planning, as well as digital twinning and virtual environments. Based on synthetic RGB images of scenes created from the 3D models, two exemplary use cases are examined in this paper to demonstrate the benefits of the dataset: we evaluate the state-of-the-art incremental object detection method InstanceNet and a few-shot fine-grained object classification method. The results prove the suitability of InstanceNet for incremental object detection on large datasets and are promising for the few-shot object classification system.
360FusionNeRF: Panoramic Neural Radiance Fields with Joint Guidance

Based on the neural radiance fields (NeRF), we present a pipeline for generating novel views from a single 360° panoramic image. Prior research relied on the neighborhood interpolation capability of multi-layer perceptions to complete missing regions caused by occlusion. This resulted in artifacts in their predictions. We propose 360FusionNeRF, a semi-supervised learning framework that employs geometric supervision and semantic consistency to guide the progressive training process. Firstly, the input image is reprojected to 360° images, and depth maps are extracted at different camera positions. In addition to the NeRF color guidance, the depth supervision enhances the geometry of the synthesized views. Furthermore, we include a semantic consistency loss that encourages realistic renderings of novel views. We extract these semantic features using a pre-trained visual encoder CLIP, a Vision Transformer (ViT) trained on hundreds of millions of diverse 2D photographs mined from the web with natural language supervision. Experiments indicate that our proposed method is capable of producing realistic completions of unobserved regions while preserving the features of the scene. 360FusionNeRF consistently delivers state-of-the-art performance when transferring to synthetic Structured3D dataset (PSNR ~ 5%, SSIM ~3% LPIPS ~13%), real-world Matterport3D dataset (PSNR ~3%, SSIM ~3% LPIPS ~9%) and Replica360 dataset (PSNR ~8%, SSIM ~2% LPIPS ~18%). We provide the source code at https://github.com/MetaSLAM/360FusionNeRF.
Enhancing Fine-Grained 3D Object Recognition Using Hybrid Multi-Modal Vision Transformer-CNN Models

Robots operating in human-centered environments, such as retail stores, restaurants, and households, are often required to distinguish between similar objects in different contexts with a high degree of accuracy. However, fine-grained object recognition remains a challenge in robotics due to the high intra-category and low inter-category dissimilarities. In addition, the limited number of fine-grained 3D datasets poses a significant problem in addressing this issue effectively. In this paper, we propose a hybrid multi-modal Vision Transformer (ViT) and Convolutional Neural Networks (CNN) approach to improve the performance of fine-grained visual classification (FGVC). To address the shortage of FGVC 3D datasets, we generated two synthetic datasets. The first dataset consists of 20 categories related to restaurants with a total of 100 instances, while the second dataset contains 120 shoe instances. Our approach was evaluated on both datasets, and the results indicate that our hybrid multi-modal model outperforms both CNN-only and ViT-only baselines, achieving a recognition accuracy of 94.50% and 93.51% on the restaurant and shoe datasets, respectively. Additionally, we have made our FGVC RGB-D datasets available to the research community to enable further experimentation and advancement. Furthermore, we integrated our proposed method with a robot framework and demonstrated its potential as a fine-grained perception tool in both simulated and real-world robotic scenarios.
Local Non-Cooperative Games with Principled Player Selection for Scalable Motion Planning

Game-theoretic motion planners are a powerful tool for the control of interactive multi-agent robot systems. Indeed, contrary to predict-then-plan paradigms, game-theoretic planners do not ignore the interactive nature of the problem, and simultaneously predict the behaviour of other agents while considering change in one's policy. This, however, comes at the expense of computational complexity, especially as the number of agents considered grows. In fact, planning with more than a handful of agents can quickly become intractable, disqualifying game-theoretic planners as possible candidates for large scale planning. In this paper, we propose a planning algorithm enabling the use of game-theoretic planners in robot systems with a large number of agents. Our planner is based on the reality of locality of information and thus deploys local games with a selected subset of agents in a receding horizon fashion to plan collision avoiding trajectories. We propose five different principled schemes for selecting game participants and compare their collision avoidance performance. We observe that the use of Control Barrier Functions for priority ranking is a potent solution to the player selection problem for motion planning.