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I’m thrilled to announce that we just released GraspGen, a multi-year project we have been cooking at NVIDIA Robotics 🚀 GraspGen: A Diffusion-Based Framework for 6-DOF Grasping Grasping is a foundational challenge in robotics 🤖 — whether for industrial picking or general-purpose humanoids. VLA + real data collection is...

24,347 просмотров • 1 год назад •via X (Twitter)

Комментарии: 2

Фото профиля MangoMagic™️
MangoMagic™️1 год назад

@NVIDIARobotics Future grasping: where robots ace the art of picking up the pieces.

Фото профиля Hi🔑 Heike Jost 🇺🇸🇩🇪human being
Hi🔑 Heike Jost 🇺🇸🇩🇪human being1 год назад

@NVIDIARobotics When will we see grasping and restocking from a pallet into a retailer’s shelf? Or counting inventory?

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AK

22,959 просмотров • 2 лет назад

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior paper page: present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation.

AK

161,530 просмотров • 2 лет назад

Synthetic data will provide the next trillion tokens to fuel our hungry models. I'm excited to announce MimicGen: massively scaling up data pipeline for robot learning! We multiply high-quality human data in simulation with digital twins. Using 50,000 training episodes across 18 tasks, multiple simulators, and even in the real-world! The idea is simple: 1. Humans tele-operate the robot to complete a task. It is extremely high-quality but also very slow and expensive. 2. We create a digital twin of the robot and the scene in high-fidelity, GPU-accelerated simulation. 3. We can now move objects around, replace with new assets, and even change the robot hand - basically augment the training data with procedural generation. 4. Export the successful episodes, and feed that to a neural network! You now have an near-infinite stream of data. One of the key reasons that robotics lags far behind other AI fields is the lack of data: you cannot scrape control signals from the internet. They simply don't exist in-the-wild. MimicGen shows the power of synthetic data and simulation to keep our scaling laws alive. I believe this principle apply beyond robotics. We are quickly exhausting the high-quality, real tokens from the web. Artificial intelligence from artificial data will be the way forward. We are big fans of the OSS community. As usual, we open-source everything, including the generated dataset! - Website: - Paper: - Dataset is hosted on HuggingFace (thanks AK!!): - Code: MimicGen is led by Ajay Mandlekar, deep dive in the thread:

Jim Fan

332,238 просмотров • 2 лет назад

One question that's been on my mind for years now is: could we use regular multimodal LLMs not necessarily trained for robotics to do the high level robotics intelligence part that VLAs and WAMs attempt to do? The latest explosion of powerful opensource multi-modal LLMs has, IMO, begun to make this possible due both to intelligence and speed. This is GLM 5.3 Flash, which has vision understanding, but isn't meant to be a VLA/VLM/WAM/robotics model at all, controlling an XGO mini wheeled robot quadruped with an arm & gripper. GLM 5.3F simply has access to the robot's high level SDK for controlling movement, arm joints, open/close gripper...etc. It analyzes the frames from the camera and makes adjustments all on its own to solve the task. Nothing was trained here, nothing fine-tuned for this task. Z AI did not make this model for robots and tbh I think they're surprised this works when I talk to them about it! This also works quite well with DSV4F + a vision capable model like Qwen 3.8 27B. I havent tried JUST Qwen 3.8 27B, but I'm sure it works too. I like the "logic" to be a model that's as fast as possible (but still intelligent). There's also an experimental vision version of DSV4F, I'm confident that'll work too and might even be better bc the full loop might be the fastest of all with this model. An obvious question you might wonder is: well why not use VLA or VLM? The hard part about robotics isn't object detection, that's long solved. This also isn't a solution for gait/locomotion...yet, but I actually don't think this is far away either and I've done some experimentation with LLMs in this space in the past and it does show promise. It might actually already be here for quadrupeds, since you dont need super fast IMU readings to maintain balance. I've also tried many of the larger, more generalist, VLAs that you should be able to use with popular robots and tbh there are just so many edge cases that make things hard and not work. You gotta get the camera, lighting, task, everything *just right* or the demo fails. This is for the actual hard part in robotics right now: intelligence, logic, and planning for all the ways the real world just simply isn't perfect. I've trained VLAs. They're super finicky and you're always running into sim2real issues, especially around the camera. You also have to build the whole training pipeline in a simulator, and, if everything does work, you still just have a robot that does this 1 single thing after weeks of work. If you use teleop, this overcomes the "2real" problem, but now you need to painstakingly collect teleop data, and it's only good at that specific task and that particular robot. There is a growing set of egocentric training data for "general purpose" VLAs and world action models (for humanoid form factors), but I'm really starting to wonder: Why? I think we might just sidestep this whole area of research entirely. I didn't need any training data or special environment to work with this quadruped and arm to do the task I was after. This particular quadruped and arm doesn't even exist in the wild yet really, it's a demo build from a company launching it on kickstarter, so it's not like this robot's data exists in the LLM to any real extent. I think this is cool as heck that this works and I am interested to see just how far I can push it. Also this marks the first time that I've finally got a generalist solution to a task I've been trying to solve ever since I became a dad of twins: pick up toys off the ground. This is a big day!

Harrison Kinsley

53,755 просмотров • 26 дней назад

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Jim Fan

467,416 просмотров • 1 год назад