We propose an end-to-end inverse rendering pipeline called SupeRVol that allows us to recover 3D shape and material parameters from a set of color images in a super-resolution manner. To this end, we represent both the bidirectional reflectance distribution function (BRDF) and the signed distance function (SDF) by multi-layer perceptrons. In order to obtain both the surface shape and its reflectance properties, we revert to a differentiable volume renderer with a physically based illumination model that allows us to decouple reflectance and lighting. This physical model takes into account the effect of the camera's point spread function thereby enabling a reconstruction of shape and material in a super-resolution quality. Experimental validation confirms that SupeRVol achieves state of the art performance in terms of inverse rendering quality. It generates reconstructions that are sharper than the individual input images, making this method ideally suited for 3D modeling from low-resolution imagery.
This article presents a novel telepresence system for advancing aerial manipulation in dynamic and unstructured environments. The proposed system not only features a haptic device, but also a virtual reality (VR) interface that provides real-time 3D displays of the robot's workspace as well as a haptic guidance to its remotely located operator. To realize this, multiple sensors namely a LiDAR, cameras and IMUs are utilized. For processing of the acquired sensory data, pose estimation pipelines are devised for industrial objects of both known and unknown geometries. We further propose an active learning pipeline in order to increase the sample efficiency of a pipeline component that relies on Deep Neural Networks (DNNs) based object detection. All these algorithms jointly address various challenges encountered during the execution of perception tasks in industrial scenarios. In the experiments, exhaustive ablation studies are provided to validate the proposed pipelines. Methodologically, these results commonly suggest how an awareness of the algorithms' own failures and uncertainty (`introspection') can be used tackle the encountered problems. Moreover, outdoor experiments are conducted to evaluate the effectiveness of the overall system in enhancing aerial manipulation capabilities. In particular, with flight campaigns over days and nights, from spring to winter, and with different users and locations, we demonstrate over 70 robust executions of pick-and-place, force application and peg-in-hole tasks with the DLR cable-Suspended Aerial Manipulator (SAM). As a result, we show the viability of the proposed system in future industrial applications.
3D-aware GANs offer new capabilities for creative content editing, such as view synthesis, while preserving the editing capability of their 2D counterparts. Using GAN inversion, these methods can reconstruct an image or a video by optimizing/predicting a latent code and achieve semantic editing by manipulating the latent code. However, a model pre-trained on a face dataset (e.g., FFHQ) often has difficulty handling faces with out-of-distribution (OOD) objects, (e.g., heavy make-up or occlusions). We address this issue by explicitly modeling OOD objects in face videos. Our core idea is to represent the face in a video using two neural radiance fields, one for in-distribution and the other for out-of-distribution data, and compose them together for reconstruction. Such explicit decomposition alleviates the inherent trade-off between reconstruction fidelity and editability. We evaluate our method's reconstruction accuracy and editability on challenging real videos and showcase favorable results against other baselines.
We propose a new model-based algorithm solving the inverse rig problem in facial animation retargeting, exhibiting higher accuracy of the fit and sparser, more interpretable weight vector compared to SOTA. The proposed method targets a specific subdomain of human face animation - highly-realistic blendshape models used in the production of movies and video games. In this paper, we formulate an optimization problem that takes into account all the requirements of targeted models. Our objective goes beyond a linear blendshape model and employs the quadratic corrective terms necessary for correctly fitting fine details of the mesh. We show that the solution to the proposed problem yields highly accurate mesh reconstruction even when general-purpose solvers, like SQP, are used. The results obtained using SQP are highly accurate in the mesh space but do not exhibit favorable qualities in terms of weight sparsity and smoothness, and for this reason, we further propose a novel algorithm relying on a MM technique. The algorithm is specifically suited for solving the proposed objective, yielding a high-accuracy mesh fit while respecting the constraints and producing a sparse and smooth set of weights easy to manipulate and interpret by artists. Our algorithm is benchmarked with SOTA approaches, and shows an overall superiority of the results, yielding a smooth animation reconstruction with a relative improvement up to 45 percent in root mean squared mesh error while keeping the cardinality comparable with benchmark methods. This paper gives a comprehensive set of evaluation metrics that cover different aspects of the solution, including mesh accuracy, sparsity of the weights, and smoothness of the animation curves, as well as the appearance of the produced animation, which human experts evaluated.
This manuscript introduces an object deformability-agnostic framework for co-carrying tasks that are shared between a person and multiple robots. Our approach allows the full control of the co-carrying trajectories by the person while sharing the load with multiple robots depending on the size and the weight of the object. This is achieved by merging the haptic information transferred through the object and the human motion information obtained from a motion capture system. One important advantage of the framework is that no strict internal communication is required between the robots, regardless of the object size and deformation characteristics. We validate the framework with two challenging real-world scenarios: co-transportation of a wooden rigid closet and a bulky box on top of forklift moving straps, with the latter characterizing deformable objects. In order to evaluate the generalizability of the proposed framework, a heterogenous team of two mobile manipulators that consist of an Omni-directional mobile base and a collaborative robotic arm with different DoFs is chosen for the experiments. The qualitative comparison between our controller and the baseline controller (i.e., an admittance controller) during these experiments demonstrated the effectiveness of the proposed framework especially when co-carrying deformable objects. Furthermore, we believe that the performance of our framework during the experiment with the lifting straps offers a promising solution for the co-transportation of bulky and ungraspable objects.
In computer vision, camera pose estimation from correspondences between 3D geometric entities and their projections into the image has been a widely investigated problem. Although most state-of-the-art methods exploit low-level primitives such as points or lines, the emergence of very effective CNN-based object detectors in the recent years has paved the way to the use of higher-level features carrying semantically meaningful information. Pioneering works in that direction have shown that modelling 3D objects by ellipsoids and 2D detections by ellipses offers a convenient manner to link 2D and 3D data. However, the mathematical formalism most often used in the related litterature does not enable to easily distinguish ellipsoids and ellipses from other quadrics and conics, leading to a loss of specificity potentially detrimental in some developments. Moreover, the linearization process of the projection equation creates an over-representation of the camera parameters, also possibly causing an efficiency loss. In this paper, we therefore introduce an ellipsoid-specific theoretical framework and demonstrate its beneficial properties in the context of pose estimation. More precisely, we first show that the proposed formalism enables to reduce the pose estimation problem to a position or orientation-only estimation problem in which the remaining unknowns can be derived in closed-form. Then, we demonstrate that it can be further reduced to a 1 Degree-of-Freedom (1DoF) problem and provide the analytical derivations of the pose as a function of that unique scalar unknown. We illustrate our theoretical considerations by visual examples and include a discussion on the practical aspects. Finally, we release this paper along with the corresponding source code in order to contribute towards more efficient resolutions of ellipsoid-related pose estimation problems.
In this paper, we propose an encoder-decoder neural architecture (called Channelformer) to achieve improved channel estimation for orthogonal frequency-division multiplexing (OFDM) waveforms in downlink scenarios. The self-attention mechanism is employed to achieve input precoding for the input features before processing them in the decoder. In particular, we implement multi-head attention in the encoder and a residual convolutional neural architecture as the decoder, respectively. We also employ a customized weight-level pruning to slim the trained neural network with a fine-tuning process, which reduces the computational complexity significantly to realize a low complexity and low latency solution. This enables reductions of up to 70\% in the parameters, while maintaining an almost identical performance compared with the complete Channelformer. We also propose an effective online training method based on the fifth generation (5G) new radio (NR) configuration for the modern communication systems, which only needs the available information at the receiver for online training. Using industrial standard channel models, the simulations of attention-based solutions show superior estimation performance compared with other candidate neural network methods for channel estimation.
Novel photo-realistic texture synthesis is an important task for generating novel scenes, including asset generation for 3D simulations. However, to date, these methods predominantly generate textured objects in 2D space. If we rely on 2D object generation, then we need to make a computationally expensive forward pass each time we change the camera viewpoint or lighting. Recent work that can generate textures in 3D requires 3D component segmentation that is expensive to acquire. In this work, we present a novel conditional generative architecture that we call a graph generative adversarial network (GGAN) that can generate textures in 3D by learning object component information in an unsupervised way. In this framework, we do not need an expensive forward pass whenever the camera viewpoint or lighting changes, and we do not need expensive 3D part information for training, yet the model can generalize to unseen 3D meshes and generate appropriate novel 3D textures. We compare this approach against state-of-the-art texture generation methods and demonstrate that the GGAN obtains significantly better texture generation quality (according to Frechet inception distance). We release our model source code as open source.
Convolutional neural networks (CNNs) have shown dramatic improvements in single image super-resolution (SISR) by using large-scale external samples. Despite their remarkable performance based on the external dataset, they cannot exploit internal information within a specific image. Another problem is that they are applicable only to the specific condition of data that they are supervised. For instance, the low-resolution (LR) image should be a "bicubic" downsampled noise-free image from a high-resolution (HR) one. To address both issues, zero-shot super-resolution (ZSSR) has been proposed for flexible internal learning. However, they require thousands of gradient updates, i.e., long inference time. In this paper, we present Meta-Transfer Learning for Zero-Shot Super-Resolution (MZSR), which leverages ZSSR. Precisely, it is based on finding a generic initial parameter that is suitable for internal learning. Thus, we can exploit both external and internal information, where one single gradient update can yield quite considerable results. (See Figure 1). With our method, the network can quickly adapt to a given image condition. In this respect, our method can be applied to a large spectrum of image conditions within a fast adaptation process.
Semantic reconstruction of indoor scenes refers to both scene understanding and object reconstruction. Existing works either address one part of this problem or focus on independent objects. In this paper, we bridge the gap between understanding and reconstruction, and propose an end-to-end solution to jointly reconstruct room layout, object bounding boxes and meshes from a single image. Instead of separately resolving scene understanding and object reconstruction, our method builds upon a holistic scene context and proposes a coarse-to-fine hierarchy with three components: 1. room layout with camera pose; 2. 3D object bounding boxes; 3. object meshes. We argue that understanding the context of each component can assist the task of parsing the others, which enables joint understanding and reconstruction. The experiments on the SUN RGB-D and Pix3D datasets demonstrate that our method consistently outperforms existing methods in indoor layout estimation, 3D object detection and mesh reconstruction.
This work addresses a novel and challenging problem of estimating the full 3D hand shape and pose from a single RGB image. Most current methods in 3D hand analysis from monocular RGB images only focus on estimating the 3D locations of hand keypoints, which cannot fully express the 3D shape of hand. In contrast, we propose a Graph Convolutional Neural Network (Graph CNN) based method to reconstruct a full 3D mesh of hand surface that contains richer information of both 3D hand shape and pose. To train networks with full supervision, we create a large-scale synthetic dataset containing both ground truth 3D meshes and 3D poses. When fine-tuning the networks on real-world datasets without 3D ground truth, we propose a weakly-supervised approach by leveraging the depth map as a weak supervision in training. Through extensive evaluations on our proposed new datasets and two public datasets, we show that our proposed method can produce accurate and reasonable 3D hand mesh, and can achieve superior 3D hand pose estimation accuracy when compared with state-of-the-art methods.