Ruining Li, Yuxin Yao, Matt Zhou +5cs.CV cs.GR cs.RO
Reconstructing articulated 3D objects is important for animation, gaming, and robotic simulations. Recent neural networks can estimate the articulated structure of 3D objects, but their generalization remains limited by the scarcity of annotated data for this task. To address this gap, we introduce Instruct-Particulate, a model that takes a 3D mesh together with a target kinematic specification, including part descriptions, connectivity, joint types, and optional point prompts, and predicts the corresponding kinematic part segmentation and joint motion parameters. The kinematic specification disambiguates the task and allows the model to target annotations of different granularity, thereby making it possible to use more abundant heterogeneous training data. At test time, the kinematic specification can be obtained automatically from large-scale vision-language models, so the model can be applied to any input mesh. To train our model at scale, we construct a heterogeneous dataset of more than 150,000 articulated 3D objects, extending existing publicly available collections with data obtained by partially labelling other 3D models (monolithic or already decomposed into parts) with kinematic labels by means of vision-language models. Experiments show that our model generalizes better across categories and to AI-generated meshes, enabling articulated asset reconstruction from real-world images via image-to-3D models.
Robotic arms capable of traversing arbitrary spatial paths, especially in highly obstructed workspaces, are highly desired across several industries. Quaternion-joints have recently empowered a specific class of robotic arms -- cable-driven redundant manipulators -- beyond its prior capabilities. Specifically, quaternion-joints reduce the number of required motors per degree of freedom, paving the way for more compact solutions.An ongoing challenge is that the complexity of the kinematic model of quaternion joints challenges a priori decisions on manipulator configurations and imposes higher computational demands on the control system and its non-linearities amplify all discrepancies between design and physical artifact arising from fabrication imprecision. Here we show a that a 4-segment, 8-joint manipulator can achieve a broader workspace than extant configurations, at lower hardware cost, and that Residual Reinforcement Learning outperforms extant state-of-the-art methods -- specifically, the FABRIK algorithm -- on the control of such manipulator. Our results show that this configuration is more workspace-effective than prior designs, and that Residual Reinforcement Learning outperforms FABRIK by three orders of magnitude on positional and orientational accuracy, effecting precise control of the novel 4-segment, 8-joint manipulator. Additionally, the control implementation is simpler: we describe the complete FABRIK process for control and corresponding learning implementation. Our methodology is applicable to the design of new systems, providing designers with further tools for the development of this class of manipulators and corresponding control systems for novel configurations.