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We are excited to share our work “Event-Aided Sharp Radiance Field Reconstruction for Fast-Flying Drones” published in IEEE Transactions on Robotics IEEE Transactions on Robotics (T-RO), which tackles sharp radiance field reconstruction under agile drone motion, where RGB frames are heavily motion-blurred and pose priors become unreliable! 4 years...

11,946 views • 4 months ago •via X (Twitter)

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Check out our latest work, "Actor-Critic Model Predictive Control: Differentiable Optimization meets Reinforcement Learning for Agile Flight," published in the IEEE Transactions on Robotics, where we reconcile #OptimalControl and #ReinforcementLearning, achieving the same super-human performance, but with superior generalizability, as our previous model-free deep RL! Code released! PDF: Code: Full Video: Model-free #ReinforcementLearning (RL) is known for its strong task performance and flexibility in optimizing general reward formulations. On the other hand, #ModelPredictiveControl (MPC) provides robustness, constraint handling, and powerful online replanning capabilities. In this work, we extend our previous AC-MPC paper (Romero, ICRA'24) by taking a deeper look at how both approaches can be unified. We introduce and extend Actor-Critic Model Predictive Control (AC-MPC), a framework that embeds a differentiable MPC inside an Actor-Critic RL architecture. This integration allows the MPC-based actor to perform short-term predictive optimization, while the critic facilitates long-horizon learning and exploration. We conduct a comprehensive study that highlights AC-MPC’s key advantages: - Better out-of-distribution generalization, both against unknown disturbances and changes in the quadrotor dynamics - Improved sample efficiency - A novel empirical analysis uncovering a relationship between the critic’s value function and the MPC cost function, providing deeper insight into their interplay. We validate our method in simulation and the real world on a quadcopter flying at superhuman speeds of up to 21 m/s, matching state-of-the-art model-free RL performance, and retaining the predictive structure of MPC for more reliable out-of-distribution behavior. Reference: Actor-Critic Model Predictive Control: Differentiable Optimization meets Reinforcement Learning for Agile Flight IEEE Transactions on Robotics (T-RO), 2025 PDF: Full Video: Code: Kudos to Ángel Romero, Elie Aljalbout, Yunlong Song! University of Zurich UZH Science UZH Space Hub AUTOASSESS European Research Council (ERC) UZHai

Davide Scaramuzza

27,090 views • 5 months ago

Can an inexpensive, off-the-shelf IMU be the only sensor to estimate the full state (position, velocity, orientation) of a quadrotor flying through a track at high speed and even be on-pair with vision-based localization? The answer is yes, within certain limitations! In this #RAL2023 paper, we propose a learning-based odometry algorithm that couples a model-based filter driven by the inertial measurements with a learning-based module with access to the control commands. Our system outperforms by a large margin the state-of-the-art visual-inertial odometry (#VIO) algorithms and the state-of-the-art learned-inertial odometry algorithm, #TLIO, for the task of drone racing. Additionally, we show that our system is as accurate as a VIO algorithm that uses a camera to localize to a known map of the racing track. The main limitation of our approach is that it cannot generalize to trajectories that have not been seen at training time. However, in drone racing competitions, the track is known beforehand. Human pilots spend hours or even days of practice on the race track before the competition. Similarly, our system can be trained with the data collected during practice time and deployed during the competition. Future work will investigate how to generalize to trajectories not seen at training time. The code is released! Paper: Video: Code: Kudos to Giovanni Cioffi Leonard Bauersfeld Elia Kaufmann European Research Council (ERC) University of Zurich UZH Science UZH Space Hub NCCR Robotics Aerial Core #RAL2023 #IROS2023 #SLAM

Davide Scaramuzza

37,061 views • 2 years ago

We are thrilled to share our breakthrough research on "Agile Flight from Pixels without State Estimation," to be presented and live-demonstrated at #RSS2024 next week! You heard well: no state estimation means no explicit visual localization, no SLAM, no VIO, and no IMU! Paper: Video (Narrated): Last year, we demonstrated that #ReinforcementLearning (RL) policies could outperform world-champion drone-racing pilots using the same quadrotor hardware; however, unlike human pilots, these policies continuously estimated an explicit state from known gate positions, the camera feed, and inertial measurements (IMU). In this new work, we tackle the challenge of learning vision-based drone racing using an end-to-end reinforcement learning approach that eliminates the need for IMU data or explicit state estimation. Like professional pilots, we go directly from images to control commands. The training is facilitated by an asymmetric actor-critic with access to privileged information. To overcome the computational complexity during image-based RL training, we use an appropriate sensor representation, which can be efficiently simulated during training without rendering images. We achieve agile flight at speeds up to 40 km/h with accelerations up to 2 g's. Although our demonstration focuses on drone racing, we believe that our method has an impact beyond drone racing and can serve as a foundation for future research into real-world applications in structured environments. Besides the paper presentation, we will also give a live demo next Tuesday and Wednesday between and hrs at TU Delft: Reference: Ismail Geles*, Leonard Bauersfeld*, Angel Romero, Jiaxu Xing, Davide Scaramuzza "Demonstrating Agile Flight from Pixels without State Estimation" Robotics: Science and Systems (RSS), 2024. Kudos to Ismail Geles Leonard Bauersfeld Ángel Romero Jiaxu Xing! University of Zurich UZH Science UZH Space Hub Aerial Core AUTOASSESS European Research Council (ERC)

Davide Scaramuzza

27,917 views • 2 years ago

[SIGGRAPH 2025] Photoreal Scene Reconstruction from an Egocentric Device Contributions: 1. We address the importance of employing visual-inertial bundle adjustment (VIBA) that accounts for the rolling-shutter behavior of the RGB camera. This provides a continuous camera trajectory to model pixel movement in neural reconstruction. Our experiments demonstrate that using VIBA consistently improves the novel view quality in Gaussian Splatting by +1 dB in PSNR. 2. We introduce a rasterization-based image formulation pipeline that addresses common artifacts in physical image formation, including rolling shutter, lens shading, exposure, and gain compensation. Our approach is distinct in that we represent image poses as posed pixel arrays sampled from a continuous trajectory, rather than assigning a single camera pose per image, and preserve the merit of Gaussian rasterization. Unlike existing methods that require ray-tracing Gaussians, e.g., [Moenne-Loccoz et al. 2024], our formulation is applicable to general-purpose rasterization-based Gaussian splatting. When applied to 3D Gaussian Splatting (3DGS) [Kerbl et al. 2023], our approach can further enhance reconstruction quality by +1 dB. We outperform existing baselines and demonstrate a substantial quality improvement in handling complex scenes observed by egocentric devices. 3. To reduce the effect of blur from rapid head motion in darker indoor scenes, we propose a strategy of deliberately underexposing input videos during capture, inspired by HDR+ [Hasinoff et al. 2016]. We demonstrate that we can reconstruct high-quality, noise-free scene radiance from noisy, dim input videos, and further render sharp, blur-free videos at a higher dynamic range.

MrNeRF

15,244 views • 1 year ago

Check out our #PAMI paper with code "Dense Continuous-Time Optical Flow from Event Cameras," where we show how to regress *continuous-time* trajectories of every pixel from event cameras alone or events plus frames! The key idea is to iteratively estimate per-pixel polynomials using a recurrent lookup and update scheme. Paper: Code: DOI: We present a method for estimating dense continuous-time optical flow from event data. Traditional dense optical flow methods compute the pixel displacement between two images. Due to missing information, these approaches cannot recover the pixel trajectories in the blind time between two images. We show that it is possible to compute per-pixel, continuous-time optical flow using events from an event camera. Events provide temporally fine-grained information about movement in pixel space due to their asynchronous nature and microsecond response time. We leverage these benefits to predict pixel trajectories densely in continuous time via parameterized Bézier curves. To achieve this, we build a neural network with strong inductive biases for this task: First, we build multiple sequential correlation volumes in time using event data. Second, we use Bézier curves to index these correlation volumes at multiple timestamps along the trajectory. Third, we use the retrieved correlation to update the Bézier curve representations iteratively. Our method can optionally include image pairs to boost performance further. To train and evaluate our model, we introduce a synthetic dataset (MultiFlow) that features moving objects and ground truth trajectories for every pixel. Our quantitative experiments suggest that our method successfully predicts pixel trajectories in continuous time and is competitive in the traditional two-view pixel displacement metric on MultiFlow and DSEC-Flow. Open source code and datasets are released to the public. Kudos to Mathias Gehrig Manasi Muglikar

Davide Scaramuzza

12,637 views • 2 years ago

We are excited to share our latest work, "Superhuman Safe and Agile Racing through Multi-Agent Reinforcement Learning," done in collaboration with Google DeepMind . Autonomous drones have reached superhuman speed in isolation, but what happens when multiple agents share the same airspace? Paper: Website: Video: Using league-based self-play, we train #ReinforcementLearning agents that race against a diverse, evolving population of opponents. Through this competitive training, sophisticated behaviors emerge without explicit programming: strategic overtaking, proactive collision avoidance, and even awareness of aerodynamic downwash from nearby drones. In real-world multi-player races at speeds exceeding 80kph (50 mph) and accelerations up to 7g, our agents outperform a five-time Swiss national drone racing champion while reducing collision rates by 50% compared to single-agent baselines. Crucially, training against diverse artificial opponents enables zero-shot generalization to human pilots, achieving over 90% race completion in mixed human-AI races with up to four competitors. A key insight: human pilots adopt riskier strategies when trailing, leading to more crashes under competitive pressure. Our learned policies, by contrast, maintain consistent safety margins regardless of race standing, a property essential for deploying autonomous systems alongside humans. Also, the multi-agent self-play policies are more robust than those trained independently, suggesting that training in competitive environments is not only key to winning races but also to learning safer, more reliable autonomy for real-world multi-robot systems. Kudos to Ismail Geles, Leonard Bauersfeld, Markus Wulfmeier! Ismail Geles Leonard Bauersfeld Markus Wulfmeier European Research Council (ERC) UZH IfI University of Zurich UZH Science UZH Space Hub Swiss Robotics NCCR Robotics

Davide Scaramuzza

14,519 views • 1 month ago

Once we started to work with large global retailers, we needed a better way to scale this process. Ideally, the staff at the store could do this themselves — rather than us flying our team across the world — and then we could lower the cost and timelines. So we built a self-serve version of our survey app, with a tutorial mode designed for beginners. Over time, we collected millions of data points, and so we were able to develop an algorithm which would auto-correct mistakes. In other words, if the surveyor accidentally placed their ground-truth location in the wrong place on the map, we could use our algorithms to detect it, and correct it. So now we have WiFi, and with and our efforts on producing a high quality survey, we have the best WiFi positioning available. With WiFi on its own, it’s achieving 3 meter accuracy. This is a great foundation to build on. WiFi + Motion data To refine this down to 1-meter accuracy, we realised that we could combine WiFi with the same technology behind self-driving cars and robotics: a motion system called SLAM (Simultaneous Localization and Mapping). SLAM uses the accelerometer, gyroscope and camera system to understand precise device motion. Imagine a car driving through a tunnel, using the motion since its last GPS ping to keep location accurate until it comes out the other side. On a phone, this technology is very reliable, and measures device motion with high precision. But SLAM is measuring motion within its own coordinate space, it’s not aligned with the real world. SLAM tracks the user’s relative motion, like “moved forward 2 meters, then turned left”, but does “forward” mean “north”, or some other direction? It’s not calibrated, so it could mean any location, any direction. We can’t rely on the compass to help us out with this, because phone compasses are notoriously incorrect — everyone knows the frustration of being sent the wrong way down a street. So our job was to align this motion data with the triangulation data we were receiving from WiFi. We designed an algorithm that could simulate every possibility, filter the unlikely scenarios, and hone in your location, using WiFi as an anchor. So WiFi gives us the initial blue dot, SLAM gives us motion, and as the user starts walking and we receive more data, our algorithms can refine location accuracy down to a consistent 1-meter accuracy. We’ve tested these algorithms in many locations, on hundreds of hours of ground-truth data:

Andrew Hart

90,946 views • 11 months ago

Exciting updates on Project GR00T! We discover a systematic way to scale up robot data, tackling the most painful pain point in robotics. The idea is simple: human collects demonstration on a real robot, and we multiply that data 1000x or more in simulation. Let’s break it down: 1. We use Apple Vision Pro (yes!!) to give the human operator first person control of the humanoid. Vision Pro parses human hand pose and retargets the motion to the robot hand, all in real time. From the human’s point of view, they are immersed in another body like the Avatar. Teleoperation is slow and time-consuming, but we can afford to collect a small amount of data. 2. We use RoboCasa, a generative simulation framework, to multiply the demonstration data by varying the visual appearance and layout of the environment. In Jensen’s keynote video below, the humanoid is now placing the cup in hundreds of kitchens with a huge diversity of textures, furniture, and object placement. We only have 1 physical kitchen at the GEAR Lab in NVIDIA HQ, but we can conjure up infinite ones in simulation. 3. Finally, we apply MimicGen, a technique to multiply the above data even more by varying the *motion* of the robot. MimicGen generates vast number of new action trajectories based on the original human data, and filters out failed ones (e.g. those that drop the cup) to form a much larger dataset. To sum up, given 1 human trajectory with Vision Pro -> RoboCasa produces N (varying visuals) -> MimicGen further augments to NxM (varying motions). This is the way to trade compute for expensive human data by GPU-accelerated simulation. A while ago, I mentioned that teleoperation is fundamentally not scalable, because we are always limited by 24 hrs/robot/day in the world of atoms. Our new GR00T synthetic data pipeline breaks this barrier in the world of bits. Scaling has been so much fun for LLMs, and it's finally our turn to have fun in robotics! We are building tools to enable everyone in the ecosystem to scale up with us. Links in thread:

Jim Fan

364,380 views • 1 year ago

FAU Erlangen-Nürnberg presents TRIPS Trilinear Point Splatting for Real-Time Radiance Field Rendering paper page: Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [R\"uckert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage.

AK

45,459 views • 2 years ago