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arXiv:2507.11069

TRAN-D: 2D Gaussian Splatting-based Sparse-view Transparent Object Depth Reconstruction via Physics Simulation for Scene Update

Understanding the 3D geometry of transparent objects from RGB images is challenging due to their inherent physical properties, such as reflection and refraction. To address these difficulties, especially in scenarios with sparse views and dynamic environments, we introduce TRAN-D, a novel 2D Gaussian Splatting-based depth reconstruction method for transparent objects. Our key insight lies in separating transparent objects from the background, enabling focused optimization of Gaussians corresponding to the object. We mitigate artifacts with an object-aware loss that places Gaussians in obscured regions, ensuring coverage of invisible surfaces while reducing overfitting. Furthermore, we incorporate a physics-based simulation that refines the reconstruction in just a few seconds, effectively handling object removal and chain-reaction movement of remaining objects without the need for rescanning. TRAN-D is evaluated on both synthetic and real-world sequences, and it consistently demonstrated robust improvements over existing GS-based state-of-the-art methods. In comparison with baselines, TRAN-D reduces the mean absolute error by over 39% for the synthetic TRansPose sequences. Furthermore, despite being updated using only one image, TRAN-D reaches a {\delta} < 2.5 cm accuracy of 48.46%, over 1.5 times that of baselines, which uses six images. Code and more results are available at https://jeongyun0609.github.io/TRAN-D/.

arXiv:2506.17110

Monocular One-Shot Metric-Depth Alignment for RGB-Based Robot Grasping

Accurate 6D object pose estimation is a prerequisite for successfully completing robotic prehensile and non-prehensile manipulation tasks. At present, 6D pose estimation for robotic manipulation generally relies on depth sensors based on, e.g., structured light, time-of-flight, and stereo-vision, which can be expensive, produce noisy output (as compared with RGB cameras), and fail to handle transparent objects. On the other hand, state-of-the-art monocular depth estimation models (MDEMs) provide only affine-invariant depths up to an unknown scale and shift. Metric MDEMs achieve some successful zero-shot results on public datasets, but fail to generalize. We propose a novel framework, Monocular One-shot Metric-depth Alignment (MOMA), to recover metric depth from a single RGB image, through a one-shot adaptation building on MDEM techniques. MOMA performs scale-rotation-shift alignments during camera calibration, guided by sparse ground-truth depth points, enabling accurate depth estimation without additional data collection or model retraining on the testing setup. MOMA supports fine-tuning the MDEM on transparent objects, demonstrating strong generalization capabilities. Real-world experiments on tabletop 2-finger grasping and suction-based bin-picking applications show MOMA achieves high success rates in diverse tasks, confirming its effectiveness.

arXiv:2505.14008공식 코드 · Papers with Code

Multi-Label Stereo Matching for Transparent Scene Depth Estimation

In this paper, we present a multi-label stereo matching method to simultaneously estimate the depth of the transparent objects and the occluded background in transparent scenes.Unlike previous methods that assume a unimodal distribution along the disparity dimension and formulate the matching as a single-label regression problem, we propose a multi-label regression formulation to estimate multiple depth values at the same pixel in transparent scenes. To resolve the multi-label regression problem, we introduce a pixel-wise multivariate Gaussian representation, where the mean vector encodes multiple depth values at the same pixel, and the covariance matrix determines whether a multi-label representation is necessary for a given pixel. The representation is iteratively predicted within a GRU framework. In each iteration, we first predict the update step for the mean parameters and then use both the update step and the updated mean parameters to estimate the covariance matrix. We also synthesize a dataset containing 10 scenes and 89 objects to validate the performance of transparent scene depth estimation. The experiments show that our method greatly improves the performance on transparent surfaces while preserving the background information for scene reconstruction. Code is available at https://github.com/BFZD233/TranScene.

arXiv:2505.00135

Eye2Eye: A Simple Approach for Monocular-to-Stereo Video Synthesis

The rising popularity of immersive visual experiences has increased interest in stereoscopic 3D video generation. Despite significant advances in video synthesis, creating 3D videos remains challenging due to the relative scarcity of 3D video data. We propose a simple approach for transforming a text-to-video generator into a video-to-stereo generator. Given an input video, our framework automatically produces the video frames from a shifted viewpoint, enabling a compelling 3D effect. Prior and concurrent approaches for this task typically operate in multiple phases, first estimating video disparity or depth, then warping the video accordingly to produce a second view, and finally inpainting the disoccluded regions. This approach inherently fails when the scene involves specular surfaces or transparent objects. In such cases, single-layer disparity estimation is insufficient, resulting in artifacts and incorrect pixel shifts during warping. Our work bypasses these restrictions by directly synthesizing the new viewpoint, avoiding any intermediate steps. This is achieved by leveraging a pre-trained video model's priors on geometry, object materials, optics, and semantics, without relying on external geometry models or manually disentangling geometry from the synthesis process. We demonstrate the advantages of our approach in complex, real-world scenarios featuring diverse object materials and compositions. See videos on https://video-eye2eye.github.io

arXiv:2504.18768

TransparentGS: Fast Inverse Rendering of Transparent Objects with Gaussians

The emergence of neural and Gaussian-based radiance field methods has led to considerable advancements in novel view synthesis and 3D object reconstruction. Nonetheless, specular reflection and refraction continue to pose significant challenges due to the instability and incorrect overfitting of radiance fields to high-frequency light variations. Currently, even 3D Gaussian Splatting (3D-GS), as a powerful and efficient tool, falls short in recovering transparent objects with nearby contents due to the existence of apparent secondary ray effects. To address this issue, we propose TransparentGS, a fast inverse rendering pipeline for transparent objects based on 3D-GS. The main contributions are three-fold. Firstly, an efficient representation of transparent objects, transparent Gaussian primitives, is designed to enable specular refraction through a deferred refraction strategy. Secondly, we leverage Gaussian light field probes (GaussProbe) to encode both ambient light and nearby contents in a unified framework. Thirdly, a depth-based iterative probes query (IterQuery) algorithm is proposed to reduce the parallax errors in our probe-based framework. Experiments demonstrate the speed and accuracy of our approach in recovering transparent objects from complex environments, as well as several applications in computer graphics and vision.

arXiv:2504.12799

TSGS: Improving Gaussian Splatting for Transparent Surface Reconstruction via Normal and De-lighting Priors

Reconstructing transparent surfaces is essential for tasks such as robotic manipulation in labs, yet it poses a significant challenge for 3D reconstruction techniques like 3D Gaussian Splatting (3DGS). These methods often encounter a transparency-depth dilemma, where the pursuit of photorealistic rendering through standard $\alpha$-blending undermines geometric precision, resulting in considerable depth estimation errors for transparent materials. To address this issue, we introduce Transparent Surface Gaussian Splatting (TSGS), a new framework that separates geometry learning from appearance refinement. In the geometry learning stage, TSGS focuses on geometry by using specular-suppressed inputs to accurately represent surfaces. In the second stage, TSGS improves visual fidelity through anisotropic specular modeling, crucially maintaining the established opacity to ensure geometric accuracy. To enhance depth inference, TSGS employs a first-surface depth extraction method. This technique uses a sliding window over $\alpha$-blending weights to pinpoint the most likely surface location and calculates a robust weighted average depth. To evaluate the transparent surface reconstruction task under realistic conditions, we collect a TransLab dataset that includes complex transparent laboratory glassware. Extensive experiments on TransLab show that TSGS achieves accurate geometric reconstruction and realistic rendering of transparent objects simultaneously within the efficient 3DGS framework. Specifically, TSGS significantly surpasses current leading methods, achieving a 37.3% reduction in chamfer distance and an 8.0% improvement in F1 score compared to the top baseline. The code and dataset will be released at https://longxiang-ai.github.io/TSGS/.

arXiv:2503.15004

Semantic Segmentation of Transparent and Opaque Drinking Glasses with the Help of Zero-shot Learning

Segmenting transparent structures in images is challenging since they are difficult to distinguish from the background. Common examples are drinking glasses, which are a ubiquitous part of our lives and appear in many different shapes and sizes. In this work we propose TransCaGNet, a modified version of the zero-shot model CaGNet. We exchange the segmentation backbone with the architecture of Trans4Trans to be capable of segmenting transparent objects. Since some glasses are rarely captured, we use zeroshot learning to be able to create semantic segmentations of glass categories not given during training. We propose a novel synthetic dataset covering a diverse set of different environmental conditions. Additionally we capture a real-world evaluation dataset since most applications take place in the real world. Comparing our model with Zeg-Clip we are able to show that TransCaGNet produces better mean IoU and accuracy values while ZegClip outperforms it mostly for unseen classes. To improve the segmentation results, we combine the semantic segmentation of the models with the segmentation results of SAM 2. Our evaluation emphasizes that distinguishing between different classes is challenging for the models due to similarity, points of view, or coverings. Taking this behavior into account, we assign glasses multiple possible categories. The modification leads to an improvement up to 13.68% for the mean IoU and up to 17.88% for the mean accuracy values on the synthetic dataset. Using our difficult synthetic dataset for training, the models produce even better results on the real-world dataset. The mean IoU is improved up to 5.55% and the mean accuracy up to 5.72% on the real-world dataset.

arXiv:2503.11633

Seeing and Seeing Through the Glass: Real and Synthetic Data for Multi-Layer Depth Estimation

Transparent objects are common in daily life, and understanding their multi-layer depth information -- perceiving both the transparent surface and the objects behind it -- is crucial for real-world applications that interact with transparent materials. In this paper, we introduce LayeredDepth, the first dataset with multi-layer depth annotations, including a real-world benchmark and a synthetic data generator, to support the task of multi-layer depth estimation. Our real-world benchmark consists of 1,500 images from diverse scenes, and evaluating state-of-the-art depth estimation methods on it reveals that they struggle with transparent objects. The synthetic data generator is fully procedural and capable of providing training data for this task with an unlimited variety of objects and scene compositions. Using this generator, we create a synthetic dataset with 15,300 images. Baseline models training solely on this synthetic dataset produce good cross-domain multi-layer depth estimation. Fine-tuning state-of-the-art single-layer depth models on it substantially improves their performance on transparent objects, with quadruplet accuracy on our benchmark increased from 55.14% to 75.20%. All images and validation annotations are available under CC0 at https://layereddepth.cs.princeton.edu.

arXiv:2502.17706

IBURD: Image Blending for Underwater Robotic Detection

We present an image blending pipeline, \textit{IBURD}, that creates realistic synthetic images to assist in the training of deep detectors for use on underwater autonomous vehicles (AUVs) for marine debris detection tasks. Specifically, IBURD generates both images of underwater debris and their pixel-level annotations, using source images of debris objects, their annotations, and target background images of marine environments. With Poisson editing and style transfer techniques, IBURD is even able to robustly blend transparent objects into arbitrary backgrounds and automatically adjust the style of blended images using the blurriness metric of target background images. These generated images of marine debris in actual underwater backgrounds address the data scarcity and data variety problems faced by deep-learned vision algorithms in challenging underwater conditions, and can enable the use of AUVs for environmental cleanup missions. Both quantitative and robotic evaluations of IBURD demonstrate the efficacy of the proposed approach for robotic detection of marine debris.

arXiv:2502.14616공식 코드 · Papers with Code

Monocular Depth Estimation and Segmentation for Transparent Object with Iterative Semantic and Geometric Fusion

Transparent object perception is indispensable for numerous robotic tasks. However, accurately segmenting and estimating the depth of transparent objects remain challenging due to complex optical properties. Existing methods primarily delve into only one task using extra inputs or specialized sensors, neglecting the valuable interactions among tasks and the subsequent refinement process, leading to suboptimal and blurry predictions. To address these issues, we propose a monocular framework, which is the first to excel in both segmentation and depth estimation of transparent objects, with only a single-image input. Specifically, we devise a novel semantic and geometric fusion module, effectively integrating the multi-scale information between tasks. In addition, drawing inspiration from human perception of objects, we further incorporate an iterative strategy, which progressively refines initial features for clearer results. Experiments on two challenging synthetic and real-world datasets demonstrate that our model surpasses state-of-the-art monocular, stereo, and multi-view methods by a large margin of about 38.8%-46.2% with only a single RGB input. Codes and models are publicly available at https://github.com/L-J-Yuan/MODEST.

arXiv:2502.12027

Enhancing Transparent Object Pose Estimation: A Fusion of GDR-Net and Edge Detection

Object pose estimation of transparent objects remains a challenging task in the field of robot vision due to the immense influence of lighting, background, and reflections. However, the edges of clear objects have the highest contrast, which leads to stable and prominent features. We propose a novel approach by incorporating edge detection in a pre-processing step for the tasks of object detection and object pose estimation. We conducted experiments to investigate the effect of edge detectors on transparent objects. We examine the performance of the state-of-the-art 6D object pose estimation pipeline GDR-Net and the object detector YOLOX when applying different edge detectors as pre-processing steps (i.e., Canny edge detection with and without color information, and holistically-nested edges (HED)). We evaluate the physically-based rendered dataset Trans6D-32 K of transparent objects with parameters proposed by the BOP Challenge. Our results indicate that applying edge detection as a pre-processing enhances performance for certain objects.

arXiv:2502.07840공식 코드 · Papers with Code

TranSplat: Surface Embedding-guided 3D Gaussian Splatting for Transparent Object Manipulation

Transparent object manipulation remains a sig- nificant challenge in robotics due to the difficulty of acquiring accurate and dense depth measurements. Conventional depth sensors often fail with transparent objects, resulting in in- complete or erroneous depth data. Existing depth completion methods struggle with interframe consistency and incorrectly model transparent objects as Lambertian surfaces, leading to poor depth reconstruction. To address these challenges, we propose TranSplat, a surface embedding-guided 3D Gaussian Splatting method tailored for transparent objects. TranSplat uses a latent diffusion model to generate surface embeddings that provide consistent and continuous representations, making it robust to changes in viewpoint and lighting. By integrating these surface embeddings with input RGB images, TranSplat effectively captures the complexities of transparent surfaces, enhancing the splatting of 3D Gaussians and improving depth completion. Evaluations on synthetic and real-world transpar- ent object benchmarks, as well as robot grasping tasks, show that TranSplat achieves accurate and dense depth completion, demonstrating its effectiveness in practical applications. We open-source synthetic dataset and model: https://github. com/jeongyun0609/TranSplat

arXiv:2501.11020

Car-GS: Addressing Reflective and Transparent Surface Challenges in 3D Car Reconstruction

3D car modeling is crucial for applications in autonomous driving systems, virtual and augmented reality, and gaming. However, due to the distinctive properties of cars, such as highly reflective and transparent surface materials, existing methods often struggle to achieve accurate 3D car reconstruction.To address these limitations, we propose Car-GS, a novel approach designed to mitigate the effects of specular highlights and the coupling of RGB and geometry in 3D geometric and shading reconstruction (3DGS). Our method incorporates three key innovations: First, we introduce view-dependent Gaussian primitives to effectively model surface reflections. Second, we identify the limitations of using a shared opacity parameter for both image rendering and geometric attributes when modeling transparent objects. To overcome this, we assign a learnable geometry-specific opacity to each 2D Gaussian primitive, dedicated solely to rendering depth and normals. Third, we observe that reconstruction errors are most prominent when the camera view is nearly orthogonal to glass surfaces. To address this issue, we develop a quality-aware supervision module that adaptively leverages normal priors from a pre-trained large-scale normal model.Experimental results demonstrate that Car-GS achieves precise reconstruction of car surfaces and significantly outperforms prior methods. The project page is available at https://lcc815.github.io/Car-GS.

arXiv:2412.20830공식 코드 · Papers with Code

ReFlow6D: Refraction-Guided Transparent Object 6D Pose Estimation via Intermediate Representation Learning

Transparent objects are ubiquitous in daily life, making their perception and robotics manipulation important. However, they present a major challenge due to their distinct refractive and reflective properties when it comes to accurately estimating the 6D pose. To solve this, we present ReFlow6D, a novel method for transparent object 6D pose estimation that harnesses the refractive-intermediate representation. Unlike conventional approaches, our method leverages a feature space impervious to changes in RGB image space and independent of depth information. Drawing inspiration from image matting, we model the deformation of the light path through transparent objects, yielding a unique object-specific intermediate representation guided by light refraction that is independent of the environment in which objects are observed. By integrating these intermediate features into the pose estimation network, we show that ReFlow6D achieves precise 6D pose estimation of transparent objects, using only RGB images as input. Our method further introduces a novel transparent object compositing loss, fostering the generation of superior refractive-intermediate features. Empirical evaluations show that our approach significantly outperforms state-of-the-art methods on TOD and Trans32K-6D datasets. Robot grasping experiments further demonstrate that ReFlow6D's pose estimation accuracy effectively translates to real-world robotics task. The source code is available at: https://github.com/StoicGilgamesh/ReFlow6D and https://github.com/StoicGilgamesh/matting_rendering.

arXiv:2412.14961공식 코드 · Papers with Code

TDCNet: Transparent Objects Depth Completion with CNN-Transformer Dual-Branch Parallel Network

The sensing and manipulation of transparent objects present a critical challenge in industrial and laboratory robotics. Conventional sensors face challenges in obtaining the full depth of transparent objects due to the refraction and reflection of light on their surfaces and their lack of visible texture. Previous research has attempted to obtain complete depth maps of transparent objects from RGB and damaged depth maps (collected by depth sensor) using deep learning models. However, existing methods fail to fully utilize the original depth map, resulting in limited accuracy for deep completion. To solve this problem, we propose TDCNet, a novel dual-branch CNN-Transformer parallel network for transparent object depth completion. The proposed framework consists of two different branches: one extracts features from partial depth maps, while the other processes RGB-D images. Experimental results demonstrate that our model achieves state-of-the-art performance across multiple public datasets. Our code and the pre-trained model are publicly available at https://github.com/XianghuiFan/TDCNet.

arXiv:2412.07487

Stereo Hand-Object Reconstruction for Human-to-Robot Handover

Jointly estimating hand and object shape facilitates the grasping task in human-to-robot handovers. However, relying on hand-crafted prior knowledge about the geometric structure of the object fails when generalising to unseen objects, and depth sensors fail to detect transparent objects such as drinking glasses. In this work, we propose a stereo-based method for hand-object reconstruction that combines single-view reconstructions probabilistically to form a coherent stereo reconstruction. We learn 3D shape priors from a large synthetic hand-object dataset to ensure that our method is generalisable, and use RGB inputs to better capture transparent objects. We show that our method reduces the object Chamfer distance compared to existing RGB based hand-object reconstruction methods on single view and stereo settings. We process the reconstructed hand-object shape with a projection-based outlier removal step and use the output to guide a human-to-robot handover pipeline with wide-baseline stereo RGB cameras. Our hand-object reconstruction enables a robot to successfully receive a diverse range of household objects from the human.

arXiv:2411.06782

QuadWBG: Generalizable Quadrupedal Whole-Body Grasping

Legged robots with advanced manipulation capabilities have the potential to significantly improve household duties and urban maintenance. Despite considerable progress in developing robust locomotion and precise manipulation methods, seamlessly integrating these into cohesive whole-body control for real-world applications remains challenging. In this paper, we present a modular framework for robust and generalizable whole-body loco-manipulation controller based on a single arm-mounted camera. By using reinforcement learning (RL), we enable a robust low-level policy for command execution over 5 dimensions (5D) and a grasp-aware high-level policy guided by a novel metric, Generalized Oriented Reachability Map (GORM). The proposed system achieves state-of-the-art one-time grasping accuracy of 89% in the real world, including challenging tasks such as grasping transparent objects. Through extensive simulations and real-world experiments, we demonstrate that our system can effectively manage a large workspace, from floor level to above body height, and perform diverse whole-body loco-manipulation tasks.

arXiv:2411.05362공식 코드 · Papers with Code

From Transparent to Opaque: Rethinking Neural Implicit Surfaces with $α$-NeuS

Traditional 3D shape reconstruction techniques from multi-view images, such as structure from motion and multi-view stereo, face challenges in reconstructing transparent objects. Recent advances in neural radiance fields and its variants primarily address opaque or transparent objects, encountering difficulties to reconstruct both transparent and opaque objects simultaneously. This paper introduces $\alpha$-Neus -- an extension of NeuS -- that proves NeuS is unbiased for materials from fully transparent to fully opaque. We find that transparent and opaque surfaces align with the non-negative local minima and the zero iso-surface, respectively, in the learned distance field of NeuS. Traditional iso-surfacing extraction algorithms, such as marching cubes, which rely on fixed iso-values, are ill-suited for such data. We develop a method to extract the transparent and opaque surface simultaneously based on DCUDF. To validate our approach, we construct a benchmark that includes both real-world and synthetic scenes, demonstrating its practical utility and effectiveness. Our data and code are publicly available at https://github.com/728388808/alpha-NeuS.

arXiv:2410.13465

Object Pose Estimation Using Implicit Representation For Transparent Objects

Object pose estimation is a prominent task in computer vision. The object pose gives the orientation and translation of the object in real-world space, which allows various applications such as manipulation, augmented reality, etc. Various objects exhibit different properties with light, such as reflections, absorption, etc. This makes it challenging to understand the object's structure in RGB and depth channels. Recent research has been moving toward learning-based methods, which provide a more flexible and generalizable approach to object pose estimation utilizing deep learning. One such approach is the render-and-compare method, which renders the object from multiple views and compares it against the given 2D image, which often requires an object representation in the form of a CAD model. We reason that the synthetic texture of the CAD model may not be ideal for rendering and comparing operations. We showed that if the object is represented as an implicit (neural) representation in the form of Neural Radiance Field (NeRF), it exhibits a more realistic rendering of the actual scene and retains the crucial spatial features, which makes the comparison more versatile. We evaluated our NeRF implementation of the render-and-compare method on transparent datasets and found that it surpassed the current state-of-the-art results.

arXiv:2409.08926

ClearDepth: Enhanced Stereo Perception of Transparent Objects for Robotic Manipulation

Transparent object depth perception poses a challenge in everyday life and logistics, primarily due to the inability of standard 3D sensors to accurately capture depth on transparent or reflective surfaces. This limitation significantly affects depth map and point cloud-reliant applications, especially in robotic manipulation. We developed a vision transformer-based algorithm for stereo depth recovery of transparent objects. This approach is complemented by an innovative feature post-fusion module, which enhances the accuracy of depth recovery by structural features in images. To address the high costs associated with dataset collection for stereo camera-based perception of transparent objects, our method incorporates a parameter-aligned, domain-adaptive, and physically realistic Sim2Real simulation for efficient data generation, accelerated by AI algorithm. Our experimental results demonstrate the model's exceptional Sim2Real generalizability in real-world scenarios, enabling precise depth mapping of transparent objects to assist in robotic manipulation. Project details are available at https://sites.google.com/view/cleardepth/ .