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ViPE: Video Pose Engine for 3D Geometric Perception Contributions: • A robust and efficient framework, ViPE, for estimating camera parameters and dense depth from diverse, in-the-wild videos. • A system design that integrates the strengths of classical SLAM (efficiency, scalability) and learned models (robustness), with key improvements in efficiency,...

42,553 görüntüleme • 11 ay önce •via X (Twitter)

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Alibaba presents MIMO Controllable Character Video Synthesis with Spatial Decomposed Modeling Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.

AK

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MAGS-SLAM: Monocular Multi-Agent Gaussian Splatting SLAM for Geometrically and Photometrically Consistent Reconstruction TL;DR: The first RGB-only multi-agent 3D Gaussian Splatting SLAM for collaborative photorealistic scene reconstruction. Contributions: (1) We propose the first monocular RGB-only multi-agent 3D Gaussian Splatting SLAM system. It integrates Gaussian front-ends, compact submap summaries, inter-agent verification, Sim(3) submap pose graph, and occupancy-aware fusion into a unified framework, achieving accurate tracking and photorealistic reconstruction without depth sensors. (2) We propose a Pose-Graph Bundle Adjustment (PGBA)-consistent Sim(3) loop closure mechanism for multi-agent systems, which jointly resolves intra- and inter-agent scale drift through a submap-level Sim(3) pose graph coupling geometric and photometric residuals. Robustness is ensured by a spatial-extent gate that rejects degenerate loops and an adaptive edge invalidation scheme consistent with evolving PGBA corrections. (3) We propose an occupancy-aware fusion framework for coherent multi-agent Gaussian maps. It combines occupancy-grid deduplication, decoupled coordinator, and joint pose-Gaussian photometric refinement to eliminate duplicated Gaussians, residual misalignment, and photometric seams across agents. (4) We introduce ReplicaMultiagent Plus dataset. While existing multi-agent datasets are typically limited to 2-3 agents with short trajectories, our dataset scales to 4 agents with long-horizon trajectories. In addition, we provide ground-truth geometry and semantic annotations, supporting the evaluation of monocular, RGB-D, and semantic multi-agent SLAM for collaborative dense reconstruction.

MrNeRF

19,357 görüntüleme • 2 ay önce

I was really impressed by the UMI gripper (Cheng Chi et al.), but a key limitation is that **force-related data wasn’t captured**: humans feel haptic feedback through the mechanical springs, but the robot couldn’t leverage that info, limiting the data’s value for fine-grained manipulation tasks. Led by my amazing students Yolanda Zhu and Binghao Huang, we designed a **portable visuo-tactile gripper** by integrating our dense, flexible tactile arrays with the UMI gripper to enable large-scale in-the-wild data collection. 🔗 We demonstrate **cross-modal representation learning** and **downstream policy learning** on tasks requiring in-hand state estimation (e.g., test tube reorientation) and fine-grained force sensing (e.g., pipette fluid transfer). Key takeaways: - Our flexible tactile arrays store the rich haptic information humans perceive as dense tactile signals. - Portability and robustness are key for in-the-wild data collection; our portable gripper is compact, lightweight, and durable. - Touch provides precise, robust measurements of in-hand object pose, invariant to lighting and viewpoint. - Cross-modal pretraining on large-scale in-the-wild data significantly improves policy robustness and sample efficiency (as shown many times before — and verified again here!). Also check out our previous investigations of dense, flexible tactile grids for understanding human-robot-environment interactions: - Dense tactile glove (Nature ’19): - 3D-ViTac (CoRL ’24):

Yunzhu Li

13,188 görüntüleme • 1 yıl önce