We study the problem of 3D object generation. We propose a novel framework, 3D Generative Adversarial Network (3D-GAN), leveraging recent advances in volumetric convolutional networks and generative adversarial nets.
Knitting is the new 3d printing. It has become popular again with the widespread availability of patterns and templates, together with the maker movements. Lower-cost industrial knitting machines are starting to emerge, but we are still missing the corresponding design tools. Our goal is to fill this gap.
Our goal is to develop collaborative agents (software or robots) that can efficiently communicate with their human teammates. Key threads involve designing algorithms for inferring human behavior and for decision-making under uncertainty.
Almost every object we use is developed with computer-aided design (CAD). While CAD programs are good for creating designs, using them to actually improve existing designs can be difficult and time-consuming.
We aim to understand 3D object structure from a single image. We propose an end-to-end framework which sequentially estimates 2D keypoint heatmaps and 3D object structure, by training it on both real 2D-annotated images and synthetic 3D data and by integrating a 3D-to-2D projection layer.
Developed at MIT’s Computer Science and Artificial Intelligence Laboratory, a team of robots can self-assemble to form different structures with applications in inspection, disaster response, and manufacturing
Eight years ago, Ted Adelson’s research group at MIT’s Computer Science and Artificial Intelligence Laboratory (CSAIL) unveiled a new sensor technology, called GelSight, that uses physical contact with an object to provide a remarkably detailed 3-D map of its surface. Now, by mounting GelSight sensors on the grippers of robotic arms, two MIT teams have given robots greater sensitivity and dexterity. The researchers presented their work in two papers at the International Conference on Robotics and Automation last week.
Most robots are programmed using one of two methods: learning from demonstration, in which they watch a task being done and then replicate it, or via motion-planning techniques such as optimization or sampling, which require a programmer to explicitly specify a task’s goals and constraints.