b) MVS-NeRF no fine-tuning c) MVS-NeRF 6 min fine-tuning d) NeRF 9.5h optimization a) Source views PSNR: 16.63 PSNR: 25.96 PSNR: 23.36 * Equal contribution Research done when Anpei Chen was in a remote internship with UCSD.dense images are captured, our estimated radiance field representation can be easily fine-tuned; this leads to fast per-scene reconstruction with higher rendering quality and substantially less optimization time than NeRF.
In this paper, we propose a cloud-based benchmark for robotic grasping and manipulation, called the OCR-TOC benchmark. The benchmark focuses on the object rearrangement problem, specifically table organization tasks. We provide a set of identical real robot setups and facilitate remote experiments of standardized table organization scenarios in varying difficulties. In this workflow, users upload their solutions to our remote server and their code is executed on the real robot setups and scored automatically. After each execution, the OCRTOC team resets the experimental setup manually. We also provide a simulation environment that researchers can use to develop and test their solutions. With the OCR-TOC benchmark, we aim to lower the barrier of conducting reproducible research on robotic grasping and manipulation and accelerate progress in this field. Executing standardized scenarios on identical real robot setups allows us to quantify algorithm performances and achieve fair comparisons. Using this benchmark we held a competition in the 2020 International Conference on Intelligence Robots and Systems (IROS 2020). In total, 59 teams took part in this competition worldwide. We present the results and our observations of the 2020 competition, and discuss our adjustments and improvements for the upcoming OCRTOC 2021 competition. The homepage of the OCRTOC competition is www.ocrtoc.org, and the OCRTOC software package is available at https://github. com/OCRTOC/OCRTOC_software_package.
Recent work [28, 5] has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle geometry and appearance in a "black-box" volume that cannot be edited. Instead, we present an approach that explicitly disentangles geometry-represented as a continuous 3D volume-from appearance-represented as a continuous 2D texture map. We achieve this by introducing a 3D-to-2D texture mapping (or surface parameterization) network into volumetric representations. We constrain this texture mapping network using an additional 2D-to-3D inverse mapping network and a novel cycle consistency loss to make 3D surface points map to 2D texture points that map back to the original 3D points. We demonstrate that this representation can be reconstructed using only multi-view image supervision and generates high-quality rendering results. More importantly, by separating geometry and texture, we allow users to edit appearance by simply editing 2D texture maps.
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