Dyson Robotics Laboratory at Imperial College
Dyson Robotics Laboratory at Imperial College
  • Видео 53
  • Просмотров 211 569
[CVPR 2024 Oral] EscherNet: A Generative Model for Scalable View Synthesis
IEEE/CVF Conference on Computer Vision and Pattern Recognition 2024 (Oral)
Project Page: kxhit.github.io/EscherNet
Code: github.com/kxhit/EscherNet
Authors: Xin Kong, Shikun Liu, Xiaoyang Lyu, Marwan Taher, Xiaojuan Qi, Andrew J. Davison
Organisation: Dyson Robotics Laboratory, Imperial College London, and University of Hong Kong
Просмотров: 496

Видео

[CVPR 2024 Oral] Rethinking Inductive Biases for Surface Normal Estimation
Просмотров 4523 месяца назад
IEEE/CVF Conference on Computer Vision and Pattern Recognition 2024 Title: Rethinking Inductive Biases for Surface Normal Estimation Project Page: baegwangbin.github.io/DSINE/ Code: github.com/baegwangbin/DSINE/ Authors: Gwangbin Bae and Andrew J. Davison Organisation: Dyson Robotics Laboratory, Imperial College London
COMO: Compact Mapping and Odometry
Просмотров 6745 месяцев назад
Project page: edexheim.github.io/como/ Paper: edexheim.github.io/como/pdf/como.pdf Video for "COMO: Compact Mapping and Odometry" by Eric Dexheimer and Andrew J. Davison. Dyson Robotics Lab, Imperial College London.
U-ARE-ME: Uncertainty-Aware Rotation Estimation in Manhattan Environments
Просмотров 6126 месяцев назад
Accompanying video for U-ARE-ME: Uncertainty-Aware Rotation Estimation in Manhattan Environments Aalok Patwardhan*, Callum Rhodes*, Gwangbin Bae, and Andrew J. Davison. * denotes equal contribution Project page: callum-rhodes.github.io/U-ARE-ME/ Abstract: Camera rotation estimation from a single image is a challenging task, often requiring depth data and/or camera intrinsics, which are generall...
[CVPR 2024] Rethinking Inductive Biases for Surface Normal Estimation
Просмотров 2,8 тыс.6 месяцев назад
IEEE/CVF Conference on Computer Vision and Pattern Recognition 2024 Project Page: baegwangbin.github.io/DSINE/ Paper Link: github.com/baegwangbin/DSINE/raw/main/paper.pdf Authors: Gwangbin Bae and Andrew J. Davison Organisation: Dyson Robotics Laboratory, Imperial College London
[ICRA 2024] Fit-NGP: Fitting Object Models to Neural Graphics Primitives
Просмотров 4597 месяцев назад
Project page: marwan99.github.io/Fit-NGP/ Paper link: arxiv.org/abs/2401.02357 ICRA 2024 Authors: Marwan Taher Ignacio Alzugaray Andrew J. Davison Dyson Robotics Lab, Imperial College London
ICRA 2023 collection
Просмотров 7807 месяцев назад
A collection of videos from 2014-2023
[CVPR 2024] SuperPrimitive: Scene Reconstruction at a Primitive Level
Просмотров 1,2 тыс.8 месяцев назад
IEEE/CVF Conference on Computer Vision and Pattern Recognition 2024 Project Page: makezur.github.io/SuperPrimitive/ Code: github.com/makezur/super_primitive Paper Link: makezur.github.io/SuperPrimitive/assets/pdf/SuperPrimitive.pdf Authors: Kirill Mazur, Gwangbin Bae, Andrew J. Davison Organisation: Dyson Robotics Laboratory, Imperial College London
[CVPR'24 Highlight&Best Demo Award] Gaussian Splatting SLAM
Просмотров 26 тыс.9 месяцев назад
IEEE/CVF Conference on Computer Vision and Pattern Recognition 2024 (Highlight & Best Demo Award) Project Page: rmurai.co.uk/projects/GaussianSplattingSLAM/ Paper Link: www.imperial.ac.uk/media/imperial-college/research-centres-and-groups/dyson-robotics-lab/hide-et-al_GaussianSplattingSLAM_Dec2023.pdf Code: github.com/muskie82/MonoGS Authors: Hidenobu Matsuki*, Riku Murai*, Paul H.J. Kelly, And...
GBP Planner Code Tutorial
Просмотров 61511 месяцев назад
Tutorial on running the code for the GBP Planner Project page: aalpatya.github.io/gbpplanner Code available at github.com/aalpatya/gbpplanner! This video covers: 00:00:00 Introduction 00:01:15 Code download and installation 00:04:22 Running and Interacting with the Simulation 00:06:38 Overview of relevant parts of the code 00:09:53 Create your own scenario/formation 00:20:26 Create your own obs...
A Distributed Multi-Robot Framework for Exploration, Information Acquisition and Consensus
Просмотров 584Год назад
Authors: Aalok Patwardhan, Andrew J. Davison Dyson Robotics Lab, Imperial College London Under review ICRA 2024
[CVPR 2023] vMAP: Vectorised Object Mapping for Neural Field SLAM
Просмотров 2,1 тыс.Год назад
Project Page: kxhit.github.io/vMAP vMAP: Vectorised Object Mapping for Neural Field SLAM Authors: Xin Kong, Shikun Liu, Marwan Taher, Andrew J. Davison Organisation: Dyson Robotics Lab, Imperial College London CVPR 2023 Paper Link: arxiv.org/abs/2302.01838 Code Link: github.com/kxhit/vMAP
Learning a Depth Covariance Function
Просмотров 539Год назад
Project page: edexheim.github.io/depth_cov/ Paper: arxiv.org/abs/2303.12157 Video for "Learning a Depth Covariance Function" by Eric Dexheimer and Andrew J. Davison. Dyson Robotics Lab, Imperial College London. To be presented at CVPR 2023.
The GBP Planner || Distributing Collaborative Multi-Robot Planning with Gaussian Belief Propagation
Просмотров 1,3 тыс.Год назад
Authors: Aalok Patwardhan, Riku Murai, Andrew J. Davison Dyson Robotics Lab, Imperial College London Published in Robotics and Automation Letters (RA-L) (doi: 10.1109/LRA.2022.3227858) Preprint Paper: arxiv.org/abs/2203.11618
Real-time Mapping of Physical Scene Properties with an Autonomous Robot Experimenter
Просмотров 669Год назад
An autonomous robot experimenter discovers and maps dense physical scene properties by providing the outcomes of sparse experiments a poke, spectroscopy measurement or lateral push to a 3D neural field. CoRL 2022 (oral) ihaughton.github.io/RobE/ arxiv.org/abs/2210.17325
Feature-Realistic Neural Fusion for Real-Time, Open Set Scene Understanding
Просмотров 1,3 тыс.Год назад
Feature-Realistic Neural Fusion for Real-Time, Open Set Scene Understanding
BodySLAM: Joint Camera Localisation, Mapping, and Human Motion Tracking
Просмотров 1,4 тыс.2 года назад
BodySLAM: Joint Camera Localisation, Mapping, and Human Motion Tracking
From Scene Flow to Visual Odometry through Local and Global Regularisation in Markov Random Fields
Просмотров 7392 года назад
From Scene Flow to Visual Odometry through Local and Global Regularisation in Markov Random Fields
iLabel: Interactive Neural Scene Labelling
Просмотров 2,9 тыс.2 года назад
iLabel: Interactive Neural Scene Labelling
ReorientBot: Learning Object Reorientation for Specific-Posed Placement
Просмотров 1 тыс.2 года назад
ReorientBot: Learning Object Reorientation for Specific-Posed Placement
SafePicking: Learning Safe Object Extraction via Object-Level Mapping
Просмотров 5752 года назад
SafePicking: Learning Safe Object Extraction via Object-Level Mapping
CodeMapping: Real-Time Dense Mapping for Sparse SLAM using Compact Scene Representations
Просмотров 3,1 тыс.3 года назад
CodeMapping: Real-Time Dense Mapping for Sparse SLAM using Compact Scene Representations
SIMstack: A Generative Shape and Instance Model for Unordered Object Stacks
Просмотров 5903 года назад
SIMstack: A Generative Shape and Instance Model for Unordered Object Stacks
In-Place Scene Labelling and Understanding with Implicit Scene Representation
Просмотров 7 тыс.3 года назад
In-Place Scene Labelling and Understanding with Implicit Scene Representation
iMAP: Implicit Mapping and Positioning in Real-Time
Просмотров 9 тыс.3 года назад
iMAP: Implicit Mapping and Positioning in Real-Time
End-to-End Egospheric Spatial Memory
Просмотров 5473 года назад
End-to-End Egospheric Spatial Memory
NodeSLAM: Neural Object Descriptors for Multi-View Shape Reconstruction
Просмотров 4,4 тыс.4 года назад
NodeSLAM: Neural Object Descriptors for Multi-View Shape Reconstruction
MoreFusion: Multi-object Reasoning for 6D Pose Estimation from Volumetric Fusion
Просмотров 4,5 тыс.4 года назад
MoreFusion: Multi-object Reasoning for 6D Pose Estimation from Volumetric Fusion
Comparing View-Based and Map-Based Semantic Labelling in Real-Time SLAM
Просмотров 7114 года назад
Comparing View-Based and Map-Based Semantic Labelling in Real-Time SLAM
RLBench: The Robot Learning Benchmark
Просмотров 3494 года назад
RLBench: The Robot Learning Benchmark

Комментарии

  • @yousefomar7807
    @yousefomar7807 3 месяца назад

    What is the fps of this method?

  • @梦醒夜续
    @梦醒夜续 3 месяца назад

    great work!

  • @torquebiker9959
    @torquebiker9959 4 месяца назад

    crazy!!!

  • @mg4340
    @mg4340 5 месяцев назад

    神中神

  • @JustFor-dq5wc
    @JustFor-dq5wc 6 месяцев назад

    Great job! Is there a way to remove blue and red glow on sides? Something like "indoor, outdoor, object" option for light source. Edit: Nevermind. For Unity Engine I have to use DepthMap and create NormalMap from grayscale in Editor for best results.

  • @dibbidydoo4318
    @dibbidydoo4318 7 месяцев назад

    so... where's the code?

    • @hidenobumatsuki6981
      @hidenobumatsuki6981 7 месяцев назад

      Thank you for your interest in our work. Now finalising the code, it will come in next few days.

    • @TheDozman
      @TheDozman 5 месяцев назад

      For now you get pringles

  • @callumrhodes3026
    @callumrhodes3026 7 месяцев назад

    These might be the crispiest normals I have ever seen!

  • @HoiDooLi
    @HoiDooLi 7 месяцев назад

    Will the code be released?

  • @Bekabai
    @Bekabai 8 месяцев назад

    no sound

  • @al-to2sx
    @al-to2sx 9 месяцев назад

    cant watch this right after waking up. saw a face in the thumbnail

  • @pedroantonio5031
    @pedroantonio5031 9 месяцев назад

    How better the method works with binocular vision (camera glasses)?

  • @xyeB
    @xyeB 9 месяцев назад

    Nice!

  • @railgap
    @railgap 9 месяцев назад

    You should talk to some SAR people you have very similar challenges and methods. ;)

  • @pooip2169
    @pooip2169 9 месяцев назад

    Cool

  • @haikeye1425
    @haikeye1425 9 месяцев назад

    Welcome to our New UE5 Plugin: "UEGaussianSplatting: 3D Gaussian Splatting Rendering Feature For UnrealEngine 5" ruclips.net/video/4xTEyz9bx5E/видео.html

  • @Instant_Nerf
    @Instant_Nerf 9 месяцев назад

    Time to render the entire planet

    • @colinhoek
      @colinhoek 6 месяцев назад

      When in the future everyone has vr glasses with this technique built in. Slowly rendering the entire world.

  • @Instant_Nerf
    @Instant_Nerf 9 месяцев назад

    So splats in real time? Wow

  • @synchro-dentally1965
    @synchro-dentally1965 9 месяцев назад

    Nice. How well does it work with reflections?

  • @ChangLiu
    @ChangLiu 9 месяцев назад

    Is the code planed to be release soon?

  • @manu.vision
    @manu.vision 9 месяцев назад

    Incredible!

  • @drakefruit
    @drakefruit 9 месяцев назад

    the cool stuff never has a demo link

  • @jurandfantom
    @jurandfantom Год назад

    Hi there, any updates about project? dziękuje :)

  • @陶明昕
    @陶明昕 Год назад

  • @Galbizzim
    @Galbizzim Год назад

    so impressive!!

  • @repositorytutorial3d50
    @repositorytutorial3d50 Год назад

    wow! is there any official publication that describe the math behind it? PS: what approach did you use to produce an accurate height map from the normal map? the one that I find always flatten high frequency details or gives locally valid but globally wrong results

  • @O_A_Koroleva
    @O_A_Koroleva Год назад

    Good day. You build robot or not?

  • @daasfaas1116
    @daasfaas1116 Год назад

    Hey, can you describe the algorithm or at least refer to algorithm sources pls

    • @ernestorodriguez4742
      @ernestorodriguez4742 3 месяца назад

      They are using traditional photometry with 12 lights being photographed one at a time, and using these 12 pictures of the subject illuminated from 12 different angle to calculate a normal map. You can find normal map calculation on Github if you know some coding, or a commercial software like Details Capture. Then, they are integrating (using math integrals) the normal map to recover the 3D shape and the 3D high frequency details. For this you can use the "Official implementation of Bilateral Normal Integration" on Github if you know how to code.

  • @刘传玺-o8q
    @刘传玺-o8q 2 года назад

    is code available?

  • @synapticaxon9303
    @synapticaxon9303 2 года назад

    object detection on the keyframes would probably integrate nicely to form 3d (or 4d!) semantic bounding boxes...

  • @guanbinhuang3027
    @guanbinhuang3027 2 года назад

    is code available??

  • @mattanimation
    @mattanimation 2 года назад

    vacuum: $600, arm: $15k, reorientation of cheezit boxes: priceless

  • @francoisrameau4900
    @francoisrameau4900 3 года назад

    Very impressive work! Congratulations to the team

  • @吕连城
    @吕连城 3 года назад

    Great work! Is the code open and Where can I find it?

  • @kunzhang7654
    @kunzhang7654 3 года назад

    Dear Dr. Zhi, Great work and congratulations for being accepted to ICCV2021 with Oral presentation! I was trying to contact with you by e-mail but it seems that your address could not be reached. Could you provide the camera trajectories you used in the Replica dataset? Meanwhile, any plan for releasing the code? Thanks a lot and looking forward to your reply!

    • @zhishuaifeng3342
      @zhishuaifeng3342 3 года назад

      Hi Kun. Thank you for your interests in our work. I am sorry I was busy writing thesis. My email address should work well right now and not sure if it is some wierd server issues. If you can not contact me via imperial email, you can also drop me a message to z.shuaifeng@foxmail.com if you like. I will release the rendered Replica sequences after the recent thesis DDL and sorry for the delay.

  • @longvuong2600
    @longvuong2600 3 года назад

    Very Impressive!!!

  • @kotai2003
    @kotai2003 3 года назад

    Very fast.

  • @kwea123
    @kwea123 3 года назад

    Too much information on each slide and the slides are switched too quickly... it makes the reader have to constantly stop the video to read... 1. The pixel denoising and region denoising results is counter-intuitive for me. With 90% chance of corruption, the same 3d point has so little change to be "consistent" across views. How can the model fuse the information, which is totally random from each view? Region-wise denoising is much more reasonable because only few images are perturbed, so the same chair has higher probability of having the same label across views. The quantitative results for pixel-wise denoising is therefore intriguing, how can it be better than region-wise denoising, despite having more noise? With 90% pixel noise I'd expect that the chairs are also 90% wrong, resulting in a lot more noise than the region-wise noise experiment... 2. Results of Super resolution and label propagation is also confusing. Sparse label with S=16 basically means 1/256=0.3% pixels per frame, and in this case the ground class is likely to be dominant, and some small classes might not be sampled at all. Why is the mIoU better than label propagation, where at least all classes are sampled once, with 1% pixels? Did I misunderstand anything? Thank you

    • @zhishuaifeng3342
      @zhishuaifeng3342 3 года назад

      Hi kwea123 (AI葵), thank you for your interests and feedback. I also learn a lot from your tutorial videos of NeRF which are very helpful. I agree that the information in this video is a bit dense and we have tried to keep a good balance between video length and presentation experience. I could possibly make another longer version on project page so that people can better follow the details.

    • @zhishuaifeng3342
      @zhishuaifeng3342 3 года назад

      About pixel-wise denoising: The performance of pixel-denoising task is quite surprising at first glance, especially when some fine-structures can be well persevered. In the denoising task, we randomly vary the labels of randomly selected 90% pixels for each training label image. In my opinion, I think there are several factors making this happen: (1)Coherent consistency and smoothness within NeRF and view-invariant property of semantics are the key. (2)The underlying geometry and appearance play a very important role so pixels with similar texture and geometry tend to have same classes. The photometric loss is important here as an auxiliary loss. I personally think denosing task here is a “NeRF-CRF” given that CRF also refines semantics by modeling similarity in geometry and appearance in an explicit way. (3)There are still average 10% pixels unchanged per frame and in addition a 3D position may have corrupted label in one view but may have a correct label in another view. I also tried 95% or even higher noise ratio, and as expected the fine-structures become much harder to recover with less accurate boundaries, etc. The quantitative results does not aim to show which task is easier or harder in any sense but mainly to show that Semantic-NeRF has the ability to recover from those noisy labels. Note that the evaluation are computed using full label frames including chairs and other classes as well.

    • @zhishuaifeng3342
      @zhishuaifeng3342 3 года назад

      It is true that a larger scaling factor (x16, x32) has a risk of missing tiny structures. And we indeed observe, for example, prediction of windows frames (red) around blinds (purple) in spx8 is more accurate than that of spx16. Again, the tables does not mean to compare these two tasks but to show the capability of Semantic-NeRF. A better way to think about super-resolution and propagation is how they sample the sparse/partial labels. Super-resolution (e.g, SPx16) sparsely decimate label maps following a regular grid pattern with a space of 16 pixels while label propagation (LP) select a “seed” randomly from each class per frame.

    • @zhishuaifeng3342
      @zhishuaifeng3342 3 года назад

      In SP, a class/instance larger than 16 pixels is very likely to be sampled at least once (i.e., having one/more seeds on this class/instance). Therefore I think the main difference is the coverage of seeds: SP spreads the seeds within class while LP learn from more labels from a local proximity. This is also one of reasons why prediction of light (pink) on the ceiling (yellow) in SP has better quality (Fig.7 and 10) than that in LP(Fig. 8), partly because the appearance and geometry of light and ceiling are too similar for LP to interpolate and the spread of seeds in SP helps

    • @zhishuaifeng3342
      @zhishuaifeng3342 3 года назад

      Hope this information and my understanding is helpful. If you have any further questions, please feel free to discuss via emails.

  • @vanwespe2165
    @vanwespe2165 3 года назад

    Great stuff!

  • @lucillaberwick2439
    @lucillaberwick2439 3 года назад

    Impressive work. What visualiser do you use?

  • @iraklistaxiarchis6980
    @iraklistaxiarchis6980 3 года назад

    Amazing work!

  • @abdelrahmanwaelhelaly1871
    @abdelrahmanwaelhelaly1871 3 года назад

    any updates on the code release

  • @luckyrevenge8211
    @luckyrevenge8211 4 года назад

    What program do you use for simulation ? thanks

  • @zebulonliu5607
    @zebulonliu5607 4 года назад

    where is the source code ?

  • @xinyangzhao8057
    @xinyangzhao8057 4 года назад

    Very impressive!!!

  • @安帅-t1e
    @安帅-t1e 4 года назад

    牛逼!

  • @ArghyaChatterjeeJony
    @ArghyaChatterjeeJony 4 года назад

    Great work.

  • @xingxingzuo7028
    @xingxingzuo7028 4 года назад

    So promising!

  • @mattanimation
    @mattanimation 4 года назад

    quite impressive.

  • @BhargavBardipurkar42
    @BhargavBardipurkar42 4 года назад

    wow👏👏

  • @ymxlzgy
    @ymxlzgy 4 года назад

    Nice work!!