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Creators/Authors contains: "Gupta, Saurabh"

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  1. What does it take to build mobile manipulation systems that can competently operate on previously unseen objects in previously unseen environments? This work answers this question using opening of articulated structures as a mobile manipulation testbed. Specifically, our focus is on the end-to-end performance on this task without any privileged information, i.e. the robot starts at a location with the novel target articulated object in view, and has to approach the object and successfully open it. We first develop a system for this task, and then conduct 100+ end-to-end system tests across 13 real world test sites. Our large-scale study reveals a number of surprising findings: a) modular systems outperform end-to-end learned systems for this task, even when the end-to-end learned systems are trained on 1000+ demonstrations, b) perception, and not precise end-effector control, is the primary bottleneck to task success, and c) state-of-the-art articulation parameter estimation models developed in isolation struggle when faced with robot-centric viewpoints. Overall, our findings highlight the limitations of developing components of the pipeline in isolation and underscore the need for system-level research, providing a pragmatic roadmap for building generalizable mobile manipulation systems. Videos, code, and models are available on the project website: https://arjung128.github.io/opening-articulated-structures/. 
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  2. Automatic fall recovery is a crucial prerequisite before humanoid robots can be reliably deployed. Hand-designing controllers for getting up is difficult because of the varied configurations a humanoid can end up in after a fall and the challenging terrains humanoid robots are expected to operate on. This paper develops a learning framework to produce controllers that enable humanoid robots to get up from varying configurations on varying terrains. Unlike previous successful applications of learning to humanoid locomotion, the getting-up task involves complex contact patterns (which necessitates accurately modeling of the collision geometry) and sparser rewards. We address these challenges through a two-phase approach that induces a curriculum. The first stage focuses on discovering a good getting-up trajectory under minimal constraints on smoothness or speed / torque limits. The second stage then refines the discovered motions into deployable (i.e. smooth and slow) motions that are robust to variations in initial configuration and terrains. We find these innovations enable a real-world G1 humanoid robot to get up from two main situations that we considered: a) lying face up and b) lying face down, both tested on flat, deformable, slippery surfaces and slopes (e.g., sloppy grass and snowfield). This is one of the first successful demonstrations of learned getting-up policies for human-sized humanoid robots in the real world. Project page: https://humanoid-getup.github.io/ 
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  3. Many everyday mobile manipulation tasks require precise interaction with small objects, such as grasping a knob to open a cabinet or pressing a light switch. In this letter, we develop Visual Servoing with Vision Models (VSVM), a closed-loop framework that enables a mobile manipulator to tackle such precise tasks involving the manipulation of small objects. VSVM uses state-of-the-art vision foundation models to generate 3D targets for visual servoing to enable diverse tasks in novel environments. Naively doing so fails because of occlusion by the end-effector. VSVM mitigates this using vision models that out-paint the end-effector thereby significantly enhancing target localization. We demonstrate that aided by out-painting methods, open-vocabulary object detectors can serve as a drop-in module for VSVM to seek semantic targets (e.g. knobs) and point tracking methods can help VSVM reliably pursue interaction sites indicated by user clicks. We conduct a large-scale evaluation spanning experiments in 10 novel environments across 6 buildings including 72 different object instances. VSVM obtains a 71% zero-shot success rate on manipulating unseen objects in novel environments in the real world, outperforming an open-loop control method by an absolute 42% and an imitation learning baseline trained on 1000+ demonstrations also by an absolute success rate of 50%. 
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    Free, publicly-accessible full text available March 1, 2027
  4. Objects undergo varying amounts of perspective distortion as they move across a camera's field of view. Models for predicting 3D from a single image often work with crops around the object of interest and ignore the location of the object in the camera's field of view. We note that ignoring this location information further exaggerates the inherent ambiguity in making 3D inferences from 2D images and can prevent models from even fitting to the training data. To mitigate this ambiguity, we propose Intrinsics-Aware Positional Encoding (KPE), which incorporates information about the location of crops in the image and camera intrinsics. Experiments on three popular 3D-from-a-single-image benchmarks: depth prediction on NYU, 3D object detection on KITTI & nuScenes, and predicting 3D shapes of articulated objects on ARCTIC, show the benefits of KPE. 
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  5. 3D hand pose estimation in everyday egocentric images is challenging for several reasons: poor visual signal (occlusion from the object of interaction, low resolution & motion blur), large perspective distortion (hands are close to the camera), and lack of 3D annotations outside of controlled settings. While existing methods often use hand crops as input to focus on fine-grained visual information to deal with poor visual signal, the challenges arising from perspective distortion and lack of 3D annotations in the wild have not been systematically studied. We focus on this gap and explore the impact of different practices, i.e. crops as input, incorporating camera information, auxiliary supervision, scaling up datasets. We provide several insights that are applicable to both convolutional and transformer models, leading to better performance. Based on our findings, we also present WildHands, a system for 3D hand pose estimation in everyday egocentric images. Zero-shot evaluation on 4 diverse datasets (H2O, AssemblyHands, Epic-Kitchens, Ego-Exo4D) demonstrate the effectiveness of our approach across 2D and 3D metrics, where we beat past methods by 7.4% – 66%. In system level comparisons, WildHands achieves the best 3D hand pose on ARCTIC egocentric split, outperforms FrankMocap across all metrics and HaMeR on 3 out of 6 metrics while being 10× smaller and trained on 5× less data. 
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  6. 3D hand pose estimation in everyday egocentric images is challenging for several reasons: poor visual signal (occlusion from the object of interaction, low resolution & motion blur), large perspective distortion (hands are close to the camera), and lack of 3D annotations outside of controlled settings. While existing methods often use hand crops as input to focus on fine-grained visual information to deal with poor visual signal, the challenges arising from perspective distortion and lack of 3D annotations in the wild have not been systematically studied. We focus on this gap and explore the impact of different practices, i.e. crops as input, incorporating camera information, auxiliary supervision, scaling up datasets. We provide several insights that are applicable to both convolutional and transformer models, leading to better performance. Based on our findings, we also present WildHands, a system for 3D hand pose estimation in everyday egocentric images. Zero-shot evaluation on 4 diverse datasets (H2O, AssemblyHands, Epic-Kitchens, Ego-Exo4D) demonstrate the effectiveness of our approach across 2D and 3D metrics, where we beat past methods by 7.4% – 66%. In system level comparisons, WildHands achieves the best 3D hand pose on ARCTIC egocentric split, outperforms FrankMocap across all metrics and HaMeR on 3 out of 6 metrics while being 10× smaller and trained on 5× less data. 
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  7. Prior works for reconstructing hand-held objects from a single image train models on images paired with 3D shapes. Such data is challenging to gather in the real world at scale. Consequently, these approaches do not generalize well when presented with novel objects in in-the-wild settings. While 3D supervision is a major bottleneck, there is an abundance of a) in-the-wild raw video data showing hand-object interactions and b) synthetic 3D shape collections. In this paper, we propose modules to leverage 3D supervision from these sources to scale up the learning of models for reconstructing hand-held objects. Specifically, we extract multiview 2D mask supervision from videos and 3D shape priors from shape collections. We use these indirect 3D cues to train occupancy networks that predict the 3D shape of objects from a single RGB image. Our experiments in the challenging object generalization setting on in-the-wild MOW dataset show 11.6% relative improvement over models trained with 3D supervision on existing datasets. 
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  8. Prior works for reconstructing hand-held objects from a single image train models on images paired with 3D shapes. Such data is challenging to gather in the real world at scale. Consequently, these approaches do not generalize well when presented with novel objects in in-the-wild settings. While 3D supervision is a major bottleneck, there is an abundance of a) in-the-wild raw video data showing hand-object interactions and b) synthetic 3D shape collections. In this paper, we propose modules to leverage 3D supervision from these sources to scale up the learning of models for reconstructing hand-held objects. Specifically, we extract multiview 2D mask supervision from videos and 3D shape priors from shape collections. We use these indirect 3D cues to train occupancy networks that predict the 3D shape of objects from a single RGB image. Our experiments in the challenging object generalization setting on in-the-wild MOW dataset show 11.6% relative improvement over models trained with 3D supervision on existing datasets. 
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