Related papers: ResearchDoom and CocoDoom: Learning Computer Visio…
Although most reinforcement learning research has centered on competitive games, little work has been done on applying it to co-operative multiplayer games or text-based games. Codenames is a board game that involves both asymmetric…
Estimating depth from RGB images can facilitate many computer vision tasks, such as indoor localization, height estimation, and simultaneous localization and mapping (SLAM). Recently, monocular depth estimation has obtained great progress…
In this paper, we aim to design an efficient real-time object detector that exceeds the YOLO series and is easily extensible for many object recognition tasks such as instance segmentation and rotated object detection. To obtain a more…
We study active object tracking, where a tracker takes visual observations (i.e., frame sequences) as input and produces the corresponding camera control signals as output (e.g., move forward, turn left, etc.). Conventional methods tackle…
There has been a significant increase in the adoption of technology in cricket recently. This trend has created the problem of duplicate work being done in similar computer vision-based research works. Our research tries to solve one of…
"Looking for things" is a mundane but critical task we repeatedly carry on in our daily life. We introduce a method to develop a human character capable of searching for a randomly located target object in a detailed 3D scene using its…
Studies of human cognition often rely on brief, highly controlled tasks that emphasize group-level effects but poorly capture the rich variability within and between individuals. A suite of minigames built on the novel pixelDOPA platform…
Sketches, with their expressive potential, allow humans to convey the essence of an object through even a rough contour. For the first time, we harness this expressive potential to improve segmentation performance in challenging tasks like…
Learning to perform manipulation tasks from human videos is a promising approach for teaching robots. However, many manipulation tasks require changing control parameters during task execution, such as force, which visual data alone cannot…
This paper describes methods for training autonomous agents to play the game "Doom 2" through Imitation Learning (IL) using only pixel data as input. We also explore how Reinforcement Learning (RL) compares to IL for humanness by comparing…
Recently, there has been a growing interest in wearable sensors which provides new research perspectives for 360 {\deg} video analysis. However, the lack of 360 {\deg} datasets in literature hinders the research in this field. To bridge…
We design a new approach that allows robot learning of new activities from unlabeled human example videos. Given videos of humans executing the same activity from a human's viewpoint (i.e., first-person videos), our objective is to make the…
This paper proposes DriViDOC: a framework for Driving from Vision through Differentiable Optimal Control, and its application to learn autonomous driving controllers from human demonstrations. DriViDOC combines the automatic inference of…
Learning visual representations from observing actions to benefit robot visuo-motor policy generation is a promising direction that closely resembles human cognitive function and perception. Motivated by this, and further inspired by…
Humans can learn to manipulate new objects by simply watching others; providing robots with the ability to learn from such demonstrations would enable a natural interface specifying new behaviors. This work develops Robot See Robot Do…
Monocular 3D object detection is a fundamental but very important task to many applications including autonomous driving, robotic grasping and augmented reality. Existing leading methods tend to estimate the depth of the input image first,…
Unlike traditional third-person cameras mounted on robots, a first-person camera, captures a person's visual sensorimotor object interactions from up close. In this paper, we study the tight interplay between our momentary visual attention…
Recent co-part segmentation methods mostly operate in a supervised learning setting, which requires a large amount of annotated data for training. To overcome this limitation, we propose a self-supervised deep learning method for co-part…
We introduce PartGlot, a neural framework and associated architectures for learning semantic part segmentation of 3D shape geometry, based solely on part referential language. We exploit the fact that linguistic descriptions of a shape can…
Most past and present research in computer vision involves passively observed data. Humans, however, are active observers outside the lab; they explore, search, select what and how to look. Nonetheless, how exactly active observation occurs…