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Denys Makoviichuk

dblp:279/3311 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2023
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4 · 4 since 2021Systems, architecture and hardware · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Robot manipulation · 58% Reinforcement learning · 33% Transfer learning and domain adaptation · 9%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Hardware accelerators and domain-specific architectures · 54% Performance modeling and evaluation · 46%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot manipulation
dexterous manipulation
0.712023
DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality · ICRA 2023
Robotics › Robot manipulation › dexterous manipulation
in-hand manipulation
0.712023
DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality · ICRA 2023
Performance modeling and evaluation › simulation › parallel and distributed simulation
parallel simulation
0.612022
EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine · NeurIPS 2022
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.212023
DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality · ICRA 2023
Rendering
neural rendering
0.212023
Real-Time Neural Light Field on Mobile Devices · CVPR 2023
Rendering
novel view synthesis
0.212023
Real-Time Neural Light Field on Mobile Devices · CVPR 2023
Machine learning › Reinforcement learning
reinforcement learning training
0.212022
EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine · NeurIPS 2022

Methods — techniques the papers use, named apart from their topics

neural light field · 1.3network architecture design · 1.3knowledge distillation · 1.3parallel environment execution · 1.1asynchronous simulation · 1.1sim-to-real transfer · 0.7pose estimation · 0.7deep reinforcement learning · 0.7
YearPublicationVenuePosition
2023 Real-Time Neural Light Field on Mobile Devices
abstract
Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving 15 x ~ 24 x storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., 18.04ms (iPhone 13) for rendering one$1008 \times 756$image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR 26.15 vs. 25.91 on the real-world forward-facing dataset)11More demo examples in our Webpage..
Junli Cao, Huan Wang 0014, Pavlo Chemerys, Vladislav Shakhrai, Ju Hu, Yun Fu 0001, Denys Makoviichuk, Sergey Tulyakov, Jian Ren 0005
CVPR7
2023 DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality
abstract
Recent work has demonstrated the ability of deep reinforcement learning (RL) algorithms to learn complex robotic behaviours in simulation, including in the domain of multi-fingered manipulation. However, such models can be challenging to transfer to the real world due to the gap between simulation and reality. In this paper, we present our techniques to train a) a policy that can perform robust dexterous manipulation on an anthropomorphic robot hand and b) a robust pose estimator suitable for providing reliable real-time information on the state of the object being manipulated. Our policies are trained to adapt to a wide range of conditions in simulation. Consequently, our vision-based policies significantly outperform the best vision policies in the literature on the same reorientation task and are competitive with policies that are given privileged state information via motion capture systems. Our work reaffirms the possibilities of sim-to-real transfer for dexterous manipulation in diverse kinds of hardware and simulator setups, and in our case, with the Allegro Hand and Isaac Gym GPU-based simulation. Furthermore, it opens up possibilities for researchers to achieve such results with commonly-available, affordable robot hands and cameras. Videos of the resulting policy and supplementary information, including experiments and demos, can be found on the website.
Ankur Handa, Arthur Allshire, Viktor Makoviychuk, Aleksei Petrenko, Ritvik Singh, Jingzhou Liu, Denys Makoviichuk, Karl Van Wyk, Alexander Zhurkevich, Balakumar Sundaralingam, Yashraj Narang
ICRA7
2022 Transferring Dexterous Manipulation from GPU Simulation to a Remote Real-World TriFinger
abstract
In-hand manipulation of objects is an important capability to enable robots to carry-out tasks which demand high levels of dexterity. This work presents a robot systems approach to learning dexterous manipulation tasks involving moving objects to arbitrary 6-DoF poses. We show empirical benefits, both in simulation and sim - to- real transfer, of using keypoint-based representations for object pose in policy observations and reward calculation to train a model-free reinforcement learning agent. By utilizing domain randomization strategies and large-scale training, we achieve a high success rate of 83 % on a real TriFinger system, with a single policy able to perform grasping, ungrasping, and finger gaiting in order to achieve arbitrary poses within the workspace. We demonstrate that our policy can generalise to unseen objects, and success rates can be further improved through finetuning. With the aim of assisting further research in learning in-hand manipulation, we provide a detailed exposition of our system and make the codebase of our system available, along with checkpoints trained on billions of steps of experience, at https://s2r2-ig.github.io
Arthur Allshire, Mayank Mittal, Varun Lodaya, Viktor Makoviychuk, Denys Makoviichuk, Felix Widmaier, Manuel Wüthrich, Stefan Bauer, Ankur Handa, Animesh Garg
IROS5
2022 EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine
abstract
There has been significant progress in developing reinforcement learning (RL) training systems. Past works such as IMPALA, Apex, Seed RL, Sample Factory, and others, aim to improve the system's overall throughput. In this paper, we aim to address a common bottleneck in the RL training system, i.e., parallel environment execution, which is often the slowest part of the whole system but receives little attention. With a curated design for paralleling RL environments, we have improved the RL environment simulation speed across different hardware setups, ranging from a laptop and a modest workstation, to a high-end machine such as NVIDIA DGX-A100. On a high-end machine, EnvPool achieves one million frames per second for the environment execution on Atari environments and three million frames per second on MuJoCo environments. When running EnvPool on a laptop, the speed is 2.8x that of the Python subprocess. Moreover, great compatibility with existing RL training libraries has been demonstrated in the open-sourced community, including CleanRL, rl_games, DeepMind Acme, etc. Finally, EnvPool allows researchers to iterate their ideas at a much faster pace and has great potential to become the de facto RL environment execution engine. Example runs show that it only takes five minutes to train agents to play Atari Pong and MuJoCo Ant on a laptop. EnvPool is open-sourced at https://github.com/sail-sg/envpool.
Jiayi Weng, Shengyi Huang, Bo Liu 0039, Denys Makoviichuk, Viktor Makoviychuk, Ting Luo 0009, Zhongwen Xu, Shuicheng Yan
NeurIPS5