In this paper, we introduce LGTM, a novel Local-to-Global pipeline for Text-to-Motion generation. LGTM utilizes a diffusion-based architecture and aims to address the challenge of accurately translating textual descriptions into semantically coherent human motion in computer animation. Specifically, traditional methods often struggle with semantic discrepancies, particularly in aligning specific motions to the correct body parts. To address this issue, we propose a two-stage pipeline to overcome this challenge: it first employs large language models (LLMs) to decompose global motion descriptions into part-specific narratives, which are then processed by independent body-part motion encoders to ensure precise local semantic alignment. Finally, an attention-based full-body optimizer refines the motion generation results and guarantees the overall coherence. Our experiments demonstrate that LGTM gains significant improvements in generating locally accurate, semantically-aligned human motion, marking a notable advancement in text-to-motion applications. Code and data for this paper are available at https://github.com/L-Sun/LGTM
In this paper, we introduce a new method for the task of interaction transfer. Given an example interaction between a source object and an agent, our method can automatically infer both surface and spatial relationships for the agent and target objects within the same category, yielding more accurate and valid transfers. Specifically, our method characterizes the example interaction using a combined spatial and surface representation. We correspond the agent points and object points related to the representation to the target object space using a learned spatial and surface correspondence field, which represents objects as deformed and rotated signed distance fields. With the corresponded points, an optimization is performed under the constraints of our spatial and surface interaction representation and additional regularization. Experiments conducted on human-chair and hand-mug interaction transfer tasks show that our approach can handle larger geometry and topology variations between source and target shapes, significantly outperforming state-of-the-art methods.
This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods. Project page: https://zhanghe3z.github.io/MaPa/
Reaching-and-grasping is a fundamental skill for robotic manipulation, but existing methods usually train models on a specific gripper and cannot be reused on another gripper without retraining. In this paper, we propose a novel method that can learn a unified policy model that can be easily transferred to different dexterous grippers. Our method consists of two stages: a gripper-agnostic policy model that predicts the displacements of predefined key points on the gripper, and a gripper specific adaptation model that translates these displacements into adjustments for controlling the grippers' joints. The gripper state and interactions with objects are captured at the finger level using robust geometric representations, integrated with a transformer-based network to address variations in gripper morphology and geometry. In the experimental part, we evaluate our method on several dexterous grippers and objects of diverse shapes, and the result shows that our method significantly outperforms the baseline methods. Pioneering the transfer of grasp policies across different dexterous grippers, our method effectively demonstrates its potential for learning generalizable and transferable manipulation skills for various robotic hands
In this study, we tackle the complex task of generating 3D human-object interactions (HOI) from textual descriptions in a zero-shot text-to-3D manner. We identify and address two key challenges: the unsatisfactory outcomes of direct text-to-3D methods in HOI, largely due to the lack of paired text-interaction data, and the inherent difficulties in simultaneously generating multiple concepts with complex spatial relationships. To effectively address these issues, we present InterFusion, a two-stage framework specifically designed for HOI generation. InterFusion involves human pose estimations derived from text as geometric priors, which simplifies the text-to-3D conversion process and introduces additional constraints for accurate object generation. At the first stage, InterFusion extracts 3D human poses from a synthesized image dataset depicting a wide range of interactions, subsequently mapping these poses to interaction descriptions. The second stage of InterFusion capitalizes on the latest developments in text-to-3D generation, enabling the production of realistic and high-quality 3D HOI scenes. This is achieved through a local-global optimization process, where the generation of human body and object is optimized separately, and jointly refined with a global optimization of the entire scene, ensuring a seamless and contextually coherent integration. Our experimental results affirm that InterFusion significantly outperforms existing state-of-the-art methods in 3D HOI generation.
Synchronized dual-arm rearrangement is widely studied as a common scenario in industrial applications. It often faces scalability challenges due to the computational complexity of robotic arm rearrangement and the high-dimensional nature of dual-arm planning. To address these challenges, we formulated the problem as cooperative mTSP, a variant of mTSP where agents share cooperative costs, and utilized reinforcement learning for its solution. Our approach involved representing rearrangement tasks using a task state graph that captured spatial relationships and a cooperative cost matrix that provided details about action costs. Taking these representations as observations, we designed an attention-based network to effectively combine them and provide rational task scheduling. Furthermore, a cost predictor is also introduced to directly evaluate actions during both training and planning, significantly expediting the planning process. Our experimental results demonstrate that our approach outperforms existing methods in terms of both performance and planning efficiency.
This work focuses on the dual-arm object rearrangement problem abstracted from a realistic industrial scenario of Cartesian robots. The goal of this problem is to transfer all the objects from sources to targets with the minimum total completion time. To achieve the goal, the core idea is to develop an effective object-to-arm task assignment strategy for minimizing the cumulative task execution time and maximizing the dual-arm cooperation efficiency. One of the difficulties in the task assignment is the scalability problem. As the number of objects increases, the computation time of traditional offline-search-based methods grows strongly for computational complexity. Encouraged by the adaptability of reinforcement learning (RL) in long-sequence task decisions, we propose an online task assignment decision method based on RL, and the computation time of our method only increases linearly with the number of objects. Further, we design an attention-based network to model the dependencies between the input states during the whole task execution process to help find the most reasonable object-to-arm correspondence in each task assignment round. In the experimental part, we adapt some search-based methods to this specific setting and compare our method with them. Experimental result shows that our approach achieves outperformance over search-based methods in total execution time and computational efficiency, and also verifies the generalization of our method to different numbers of objects. In addition, we show the effectiveness of our method deployed on the real robot in the supplementary video.
This paper addresses the challenge of 3D instance segmentation by simultaneously leveraging 3D geometric and multi-view image information. Many previous works have applied deep learning techniques to 3D point clouds for instance segmentation. However, these methods often failed to generalize to various types of scenes due to the scarcity and low-diversity of labeled 3D point cloud data. Some recent works have attempted to lift 2D instance segmentations to 3D within a bottom-up framework. The inconsistency in 2D instance segmentations among views can substantially degrade the performance of 3D segmentation. In this work, we introduce a novel 3D-to-2D query framework to effectively exploit 2D segmentation models for 3D instance segmentation. Specifically, we pre-segment the scene into several superpoints in 3D, formulating the task into a graph cut problem. The superpoint graph is constructed based on 2D segmentation models, where node features are obtained from multi-view image features and edge weights are computed based on multi-view segmentation results, enabling the better generalization ability. To process the graph, we train a graph neural network using pseudo 3D labels from 2D segmentation models. Experimental results on the ScanNet, ScanNet++ and KITTI-360 datasets demonstrate that our method achieves robust segmentation performance and can generalize across different types of scenes. Our project page is available at https://zju3dv.github.io/sam_graph.
We introduce an active 3D reconstruction method which integrates visual perception, robot-object interaction, and 3D scanning to recover both the exterior and interior, i.e., unexposed, geometries of a target 3D object. Unlike other works in active vision which focus on optimizing camera viewpoints to better investigate the environment, the primary feature of our reconstruction is an analysis of the interactability of various parts of the target object and the ensuing part manipulation by a robot to enable scanning of occluded regions. As a result, an understanding of part articulations of the target object is obtained on top of complete geometry acquisition. Our method operates fully automatically by a Fetch robot with built-in RGBD sensors. It iterates between interaction analysis and interaction-driven reconstruction, scanning and reconstructing detected moveable parts one at a time, where both the articulated part detection and mesh reconstruction are carried out by neural networks. In the final step, all the remaining, non-articulated parts, including all the interior structures that had been exposed by prior part manipulations and subsequently scanned, are reconstructed to complete the acquisition. We demonstrate the performance of our method via qualitative and quantitative evaluation, ablation studies, comparisons to alternatives, as well as experiments in a real environment.
How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.