fisherrf
POp-GS: Next Best View in 3D-Gaussian Splatting with P-Optimality
Wilson, Joey, Almeida, Marcelino, Mahajan, Sachit, Labrie, Martin, Ghaffari, Maani, Ghasemalizadeh, Omid, Sun, Min, Kuo, Cheng-Hao, Sen, Arnab
In this paper, we present a novel algorithm for quantifying uncertainty and information gained within 3D Gaussian Splatting (3D-GS) through P-Optimality. While 3D-GS has proven to be a useful world model with high-quality rasterizations, it does not natively quantify uncertainty. Quantifying uncertainty in parameters of 3D-GS is necessary to understand the information gained from acquiring new images as in active perception, or identify redundant images which can be removed from memory due to resource constraints in online 3D-GS SLAM. We propose to quantify uncertainty and information gain in 3D-GS by reformulating the problem through the lens of optimal experimental design, which is a classical solution to measuring information gain. By restructuring information quantification of 3D-GS through optimal experimental design, we arrive at multiple solutions, of which T-Optimality and D-Optimality perform the best quantitatively and qualitatively as measured on two popular datasets. Additionally, we propose a block diagonal approximation of the 3D-GS uncertainty, which provides a measure of correlation for computing more accurate information gain, at the expense of a greater computation cost.
- Information Technology > Artificial Intelligence > Vision (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning (1.00)
- Information Technology > Artificial Intelligence > Cognitive Science > Problem Solving (0.34)
Next Best Sense: Guiding Vision and Touch with FisherRF for 3D Gaussian Splatting
Strong, Matthew, Lei, Boshu, Swann, Aiden, Jiang, Wen, Daniilidis, Kostas, Kennedy, Monroe III
We propose a framework for active next best view and touch selection for robotic manipulators using 3D Gaussian Splatting (3DGS). 3DGS is emerging as a useful explicit 3D scene representation for robotics, as it has the ability to represent scenes in a both photorealistic and geometrically accurate manner. However, in real-world, online robotic scenes where the number of views is limited given efficiency requirements, random view selection for 3DGS becomes impractical as views are often overlapping and redundant. We address this issue by proposing an end-to-end online training and active view selection pipeline, which enhances the performance of 3DGS in few-view robotics settings. We first elevate the performance of few-shot 3DGS with a novel semantic depth alignment method using Segment Anything Model 2 (SAM2) that we supplement with Pearson depth and surface normal loss to improve color and depth reconstruction of real-world scenes. We then extend FisherRF, a next-best-view selection method for 3DGS, to select views and touch poses based on depth uncertainty. We perform online view selection on a real robot system during live 3DGS training. We motivate our improvements to few-shot GS scenes, and extend depth-based FisherRF to them, where we demonstrate both qualitative and quantitative improvements on challenging robot scenes. For more information, please see our project page at https://arm.stanford.edu/next-best-sense.
- North America > United States > California > Santa Clara County > Palo Alto (0.24)
- North America > United States > Pennsylvania > Philadelphia County > Philadelphia (0.14)