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Li Fei-Fei

Publications and source records attributed to Li Fei-Fei.

At least 109 records · Page 6Linked to original sources

Rendering Humans from Object-Occluded Monocular Videos

3D understanding and rendering of moving humans from monocular videos is a challenging task. Despite recent progress, the task remains difficult in real-world scenarios, where obstacles may block the camera view and cause partial occlusions in the captured videos. Existing methods cannot handle such defects due to two reasons. First, the standard rendering strategy relies on point-point mapping, which could lead to dramatic disparities between the visible and occluded areas of the body. Second, the naive direct regression approach does not consider any feasibility criteria (ie, prior information) for rendering under occlusions. To tackle the above drawbacks, we present OccNeRF, a neural rendering method that achieves better rendering of humans in severely occluded scenes. As direct solutions to the two drawbacks, we propose surface-based rendering by integrating geometry and visibility priors. We validate our method on both simulated and real-world occlusions and demonstrate our method's superiority.

cs.CV↗

Primitive Skill-based Robot Learning from Human Evaluative Feedback

Reinforcement learning (RL) algorithms face significant challenges when dealing with long-horizon robot manipulation tasks in real-world environments due to sample inefficiency and safety issues. To overcome these challenges, we propose a novel framework, SEED, which leverages two approaches: reinforcement learning from human feedback (RLHF) and primitive skill-based reinforcement learning. Both approaches are particularly effective in addressing sparse reward issues and the complexities involved in long-horizon tasks. By combining them, SEED reduces the human effort required in RLHF and increases safety in training robot manipulation with RL in real-world settings. Additionally, parameterized skills provide a clear view of the agent's high-level intentions, allowing humans to evaluate skill choices before they are executed. This feature makes the training process even safer and more efficient. To evaluate the performance of SEED, we conducted extensive experiments on five manipulation tasks with varying levels of complexity. Our results show that SEED significantly outperforms state-of-the-art RL algorithms in sample efficiency and safety. In addition, SEED also exhibits a substantial reduction of human effort compared to other RLHF methods. Further details and video results can be found at https://seediros23.github.io/.

cs.RO↗

Dynamic-Resolution Model Learning for Object Pile Manipulation

Dynamics models learned from visual observations have shown to be effective in various robotic manipulation tasks. One of the key questions for learning such dynamics models is what scene representation to use. Prior works typically assume representation at a fixed dimension or resolution, which may be inefficient for simple tasks and ineffective for more complicated tasks. In this work, we investigate how to learn dynamic and adaptive representations at different levels of abstraction to achieve the optimal trade-off between efficiency and effectiveness. Specifically, we construct dynamic-resolution particle representations of the environment and learn a unified dynamics model using graph neural networks (GNNs) that allows continuous selection of the abstraction level. During test time, the agent can adaptively determine the optimal resolution at each model-predictive control (MPC) step. We evaluate our method in object pile manipulation, a task we commonly encounter in cooking, agriculture, manufacturing, and pharmaceutical applications. Through comprehensive evaluations both in the simulation and the real world, we show that our method achieves significantly better performance than state-of-the-art fixed-resolution baselines at the gathering, sorting, and redistribution of granular object piles made with various instances like coffee beans, almonds, corn, etc.

cs.RO↗

Differentially Private Video Activity Recognition

In recent years, differential privacy has seen significant advancements in image classification; however, its application to video activity recognition remains under-explored. This paper addresses the challenges of applying differential privacy to video activity recognition, which primarily stem from: (1) a discrepancy between the desired privacy level for entire videos and the nature of input data processed by contemporary video architectures, which are typically short, segmented clips; and (2) the complexity and sheer size of video datasets relative to those in image classification, which render traditional differential privacy methods inadequate. To tackle these issues, we propose Multi-Clip DP-SGD, a novel framework for enforcing video-level differential privacy through clip-based classification models. This method samples multiple clips from each video, averages their gradients, and applies gradient clipping in DP-SGD without incurring additional privacy loss. Moreover, we incorporate a parameter-efficient transfer learning strategy to make the model scalable for large-scale video datasets. Through extensive evaluations on the UCF-101 and HMDB-51 datasets, our approach exhibits impressive performance, achieving 81% accuracy with a privacy budget of epsilon=5 on UCF-101, marking a 76% improvement compared to a direct application of DP-SGD. Furthermore, we demonstrate that our transfer learning strategy is versatile and can enhance differentially private image classification across an array of datasets including CheXpert, ImageNet, CIFAR-10, and CIFAR-100.

cs.CV↗

Task-Driven Graph Attention for Hierarchical Relational Object Navigation

Embodied AI agents in large scenes often need to navigate to find objects. In this work, we study a naturally emerging variant of the object navigation task, hierarchical relational object navigation (HRON), where the goal is to find objects specified by logical predicates organized in a hierarchical structure - objects related to furniture and then to rooms - such as finding an apple on top of a table in the kitchen. Solving such a task requires an efficient representation to reason about object relations and correlate the relations in the environment and in the task goal. HRON in large scenes (e.g. homes) is particularly challenging due to its partial observability and long horizon, which invites solutions that can compactly store the past information while effectively exploring the scene. We demonstrate experimentally that scene graphs are the best-suited representation compared to conventional representations such as images or 2D maps. We propose a solution that uses scene graphs as part of its input and integrates graph neural networks as its backbone, with an integrated task-driven attention mechanism, and demonstrate its better scalability and learning efficiency than state-of-the-art baselines.

cs.AI↗

Modeling Dynamic Environments with Scene Graph Memory

Embodied AI agents that search for objects in large environments such as households often need to make efficient decisions by predicting object locations based on partial information. We pose this as a new type of link prediction problem: link prediction on partially observable dynamic graphs. Our graph is a representation of a scene in which rooms and objects are nodes, and their relationships are encoded in the edges; only parts of the changing graph are known to the agent at each timestep. This partial observability poses a challenge to existing link prediction approaches, which we address. We propose a novel state representation -- Scene Graph Memory (SGM) -- with captures the agent's accumulated set of observations, as well as a neural net architecture called a Node Edge Predictor (NEP) that extracts information from the SGM to search efficiently. We evaluate our method in the Dynamic House Simulator, a new benchmark that creates diverse dynamic graphs following the semantic patterns typically seen at homes, and show that NEP can be trained to predict the locations of objects in a variety of environments with diverse object movement dynamics, outperforming baselines both in terms of new scene adaptability and overall accuracy. The codebase and more can be found at https://www.scenegraphmemory.com.

cs.LG↗

HomE: Homography-Equivariant Video Representation Learning

Recent advances in self-supervised representation learning have enabled more efficient and robust model performance without relying on extensive labeled data. However, most works are still focused on images, with few working on videos and even fewer on multi-view videos, where more powerful inductive biases can be leveraged for self-supervision. In this work, we propose a novel method for representation learning of multi-view videos, where we explicitly model the representation space to maintain Homography Equivariance (HomE). Our method learns an implicit mapping between different views, culminating in a representation space that maintains the homography relationship between neighboring views. We evaluate our HomE representation via action recognition and pedestrian intent prediction as downstream tasks. On action classification, our method obtains 96.4% 3-fold accuracy on the UCF101 dataset, better than most state-of-the-art self-supervised learning methods. Similarly, on the STIP dataset, we outperform the state-of-the-art by 6% for pedestrian intent prediction one second into the future while also obtaining an accuracy of 91.2% for pedestrian action (cross vs. not-cross) classification. Code is available at https://github.com/anirudhs123/HomE.

cs.CV↗

The ObjectFolder Benchmark: Multisensory Learning with Neural and Real Objects

We introduce the ObjectFolder Benchmark, a benchmark suite of 10 tasks for multisensory object-centric learning, centered around object recognition, reconstruction, and manipulation with sight, sound, and touch. We also introduce the ObjectFolder Real dataset, including the multisensory measurements for 100 real-world household objects, building upon a newly designed pipeline for collecting the 3D meshes, videos, impact sounds, and tactile readings of real-world objects. We conduct systematic benchmarking on both the 1,000 multisensory neural objects from ObjectFolder, and the real multisensory data from ObjectFolder Real. Our results demonstrate the importance of multisensory perception and reveal the respective roles of vision, audio, and touch for different object-centric learning tasks. By publicly releasing our dataset and benchmark suite, we hope to catalyze and enable new research in multisensory object-centric learning in computer vision, robotics, and beyond. Project page: https://objectfolder.stanford.edu

cs.CV↗

VIMA: General Robot Manipulation with Multimodal Prompts

Prompt-based learning has emerged as a successful paradigm in natural language processing, where a single general-purpose language model can be instructed to perform any task specified by input prompts. Yet task specification in robotics comes in various forms, such as imitating one-shot demonstrations, following language instructions, and reaching visual goals. They are often considered different tasks and tackled by specialized models. We show that a wide spectrum of robot manipulation tasks can be expressed with multimodal prompts, interleaving textual and visual tokens. Accordingly, we develop a new simulation benchmark that consists of thousands of procedurally-generated tabletop tasks with multimodal prompts, 600K+ expert trajectories for imitation learning, and a four-level evaluation protocol for systematic generalization. We design a transformer-based robot agent, VIMA, that processes these prompts and outputs motor actions autoregressively. VIMA features a recipe that achieves strong model scalability and data efficiency. It outperforms alternative designs in the hardest zero-shot generalization setting by up to $2.9\times$ task success rate given the same training data. With $10\times$ less training data, VIMA still performs $2.7\times$ better than the best competing variant. Code and video demos are available at https://vimalabs.github.io/

cs.RO↗

M-EMBER: Tackling Long-Horizon Mobile Manipulation via Factorized Domain Transfer

In this paper, we propose a method to create visuomotor mobile manipulation solutions for long-horizon activities. We propose to leverage the recent advances in simulation to train visual solutions for mobile manipulation. While previous works have shown success applying this procedure to autonomous visual navigation and stationary manipulation, applying it to long-horizon visuomotor mobile manipulation is still an open challenge that demands both perceptual and compositional generalization of multiple skills. In this work, we develop Mobile-EMBER, or M-EMBER, a factorized method that decomposes a long-horizon mobile manipulation activity into a repertoire of primitive visual skills, reinforcement-learns each skill, and composes these skills to a long-horizon mobile manipulation activity. On a mobile manipulation robot, we find that M-EMBER completes a long-horizon mobile manipulation activity, cleaning_kitchen, achieving a 53% success rate. This requires successfully planning and executing five factorized, learned visual skills.

cs.RO↗

Siamese Masked Autoencoders

Establishing correspondence between images or scenes is a significant challenge in computer vision, especially given occlusions, viewpoint changes, and varying object appearances. In this paper, we present Siamese Masked Autoencoders (SiamMAE), a simple extension of Masked Autoencoders (MAE) for learning visual correspondence from videos. SiamMAE operates on pairs of randomly sampled video frames and asymmetrically masks them. These frames are processed independently by an encoder network, and a decoder composed of a sequence of cross-attention layers is tasked with predicting the missing patches in the future frame. By masking a large fraction ($95\%$) of patches in the future frame while leaving the past frame unchanged, SiamMAE encourages the network to focus on object motion and learn object-centric representations. Despite its conceptual simplicity, features learned via SiamMAE outperform state-of-the-art self-supervised methods on video object segmentation, pose keypoint propagation, and semantic part propagation tasks. SiamMAE achieves competitive results without relying on data augmentation, handcrafted tracking-based pretext tasks, or other techniques to prevent representational collapse.

cs.CV↗

Active Task Randomization: Learning Robust Skills via Unsupervised Generation of Diverse and Feasible Tasks

Solving real-world manipulation tasks requires robots to have a repertoire of skills applicable to a wide range of circumstances. When using learning-based methods to acquire such skills, the key challenge is to obtain training data that covers diverse and feasible variations of the task, which often requires non-trivial manual labor and domain knowledge. In this work, we introduce Active Task Randomization (ATR), an approach that learns robust skills through the unsupervised generation of training tasks. ATR selects suitable tasks, which consist of an initial environment state and manipulation goal, for learning robust skills by balancing the diversity and feasibility of the tasks. We propose to predict task diversity and feasibility by jointly learning a compact task representation. The selected tasks are then procedurally generated in simulation using graph-based parameterization. The active selection of these training tasks enables skill policies trained with our framework to robustly handle a diverse range of objects and arrangements at test time. We demonstrate that the learned skills can be composed by a task planner to solve unseen sequential manipulation problems based on visual inputs. Compared to baseline methods, ATR can achieve superior success rates in single-step and sequential manipulation tasks.

cs.RO↗

PrivHAR: Recognizing Human Actions From Privacy-preserving Lens

The accelerated use of digital cameras prompts an increasing concern about privacy and security, particularly in applications such as action recognition. In this paper, we propose an optimizing framework to provide robust visual privacy protection along the human action recognition pipeline. Our framework parameterizes the camera lens to successfully degrade the quality of the videos to inhibit privacy attributes and protect against adversarial attacks while maintaining relevant features for activity recognition. We validate our approach with extensive simulations and hardware experiments.

cs.CV↗

See, Hear, and Feel: Smart Sensory Fusion for Robotic Manipulation

Humans use all of their senses to accomplish different tasks in everyday activities. In contrast, existing work on robotic manipulation mostly relies on one, or occasionally two modalities, such as vision and touch. In this work, we systematically study how visual, auditory, and tactile perception can jointly help robots to solve complex manipulation tasks. We build a robot system that can see with a camera, hear with a contact microphone, and feel with a vision-based tactile sensor, with all three sensory modalities fused with a self-attention model. Results on two challenging tasks, dense packing and pouring, demonstrate the necessity and power of multisensory perception for robotic manipulation: vision displays the global status of the robot but can often suffer from occlusion, audio provides immediate feedback of key moments that are even invisible, and touch offers precise local geometry for decision making. Leveraging all three modalities, our robotic system significantly outperforms prior methods.

cs.RO↗

Retrospectives on the Embodied AI Workshop

We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.

cs.CV↗

ELIGN: Expectation Alignment as a Multi-Agent Intrinsic Reward

Modern multi-agent reinforcement learning frameworks rely on centralized training and reward shaping to perform well. However, centralized training and dense rewards are not readily available in the real world. Current multi-agent algorithms struggle to learn in the alternative setup of decentralized training or sparse rewards. To address these issues, we propose a self-supervised intrinsic reward ELIGN - expectation alignment - inspired by the self-organization principle in Zoology. Similar to how animals collaborate in a decentralized manner with those in their vicinity, agents trained with expectation alignment learn behaviors that match their neighbors' expectations. This allows the agents to learn collaborative behaviors without any external reward or centralized training. We demonstrate the efficacy of our approach across 6 tasks in the multi-agent particle and the complex Google Research football environments, comparing ELIGN to sparse and curiosity-based intrinsic rewards. When the number of agents increases, ELIGN scales well in all multi-agent tasks except for one where agents have different capabilities. We show that agent coordination improves through expectation alignment because agents learn to divide tasks amongst themselves, break coordination symmetries, and confuse adversaries. These results identify tasks where expectation alignment is a more useful strategy than curiosity-driven exploration for multi-agent coordination, enabling agents to do zero-shot coordination.

cs.MA↗

Example-Driven Model-Based Reinforcement Learning for Solving Long-Horizon Visuomotor Tasks

In this paper, we study the problem of learning a repertoire of low-level skills from raw images that can be sequenced to complete long-horizon visuomotor tasks. Reinforcement learning (RL) is a promising approach for acquiring short-horizon skills autonomously. However, the focus of RL algorithms has largely been on the success of those individual skills, more so than learning and grounding a large repertoire of skills that can be sequenced to complete extended multi-stage tasks. The latter demands robustness and persistence, as errors in skills can compound over time, and may require the robot to have a number of primitive skills in its repertoire, rather than just one. To this end, we introduce EMBER, a model-based RL method for learning primitive skills that are suitable for completing long-horizon visuomotor tasks. EMBER learns and plans using a learned model, critic, and success classifier, where the success classifier serves both as a reward function for RL and as a grounding mechanism to continuously detect if the robot should retry a skill when unsuccessful or under perturbations. Further, the learned model is task-agnostic and trained using data from all skills, enabling the robot to efficiently learn a number of distinct primitives. These visuomotor primitive skills and their associated pre- and post-conditions can then be directly combined with off-the-shelf symbolic planners to complete long-horizon tasks. On a Franka Emika robot arm, we find that EMBER enables the robot to complete three long-horizon visuomotor tasks at 85% success rate, such as organizing an office desk, a file cabinet, and drawers, which require sequencing up to 12 skills, involve 14 unique learned primitives, and demand generalization to novel objects.

cs.RO↗

MaskViT: Masked Visual Pre-Training for Video Prediction

The ability to predict future visual observations conditioned on past observations and motor commands can enable embodied agents to plan solutions to a variety of tasks in complex environments. This work shows that we can create good video prediction models by pre-training transformers via masked visual modeling. Our approach, named MaskViT, is based on two simple design decisions. First, for memory and training efficiency, we use two types of window attention: spatial and spatiotemporal. Second, during training, we mask a variable percentage of tokens instead of a fixed mask ratio. For inference, MaskViT generates all tokens via iterative refinement where we incrementally decrease the masking ratio following a mask scheduling function. On several datasets we demonstrate that MaskViT outperforms prior works in video prediction, is parameter efficient, and can generate high-resolution videos (256x256). Further, we demonstrate the benefits of inference speedup (up to 512x) due to iterative decoding by using MaskViT for planning on a real robot. Our work suggests that we can endow embodied agents with powerful predictive models by leveraging the general framework of masked visual modeling with minimal domain knowledge.

cs.CV↗