Quentin Le Lidec

dblp:288/7942 · DBLP profile ↗
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6ranked-venue papers
4as first author
6since 2021 · last 2024
0000-0001-7973-1030ORCID · verified

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

Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 first-author · 3 since 2021Systems, architecture and hardware · 2 · 1 first-author · 2 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
6 papers
3D vision · 63% Motion planning and robot control · 24% Reinforcement learning · 6%
Computer graphics and multimedia
3 papers
Computer animation and physical simulation · 82% Rendering · 18%
Theoretical computer science
1 paper
Mathematical optimization · 67% Computational geometry · 33%

Topics — the 17 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › physical simulation
contact solver
1.522024
Contact Models in Robotics: A Comparative Analysis · IEEE Trans. Robotics 2024
Reconciling RaiSim With the Maximum Dissipation Principle · IEEE Trans. Robotics 2024
Computer vision › 3D vision
physical simulation
1.522024
Contact Models in Robotics: A Comparative Analysis · IEEE Trans. Robotics 2024
Reconciling RaiSim With the Maximum Dissipation Principle · IEEE Trans. Robotics 2024
Computer animation and physical simulation › contact simulation
rigid body contact simulation
1.522024
Contact Models in Robotics: A Comparative Analysis · IEEE Trans. Robotics 2024
Reconciling RaiSim With the Maximum Dissipation Principle · IEEE Trans. Robotics 2024
Computer animation and physical simulation
contact modeling
0.812024
Contact Models in Robotics: A Comparative Analysis · IEEE Trans. Robotics 2024
Computational geometry › geometric intersection
collision detection
0.812024
GJK++: Leveraging Acceleration Methods for Faster Collision Detection · IEEE Trans. Robotics 2024
Mathematical optimization › continuous optimization
convex optimization
0.812024
GJK++: Leveraging Acceleration Methods for Faster Collision Detection · IEEE Trans. Robotics 2024
Mathematical optimization
frank-wolfe algorithm
0.812024
GJK++: Leveraging Acceleration Methods for Faster Collision Detection · IEEE Trans. Robotics 2024
Robotics › Motion planning and robot control
collision detection
0.712023
Differentiable Collision Detection: a Randomized Smoothing Approach · ICRA 2023
Robotics › Motion planning and robot control
robot control
0.712023
Enforcing the consensus between Trajectory Optimization and Policy Learning for precise robot control · ICRA 2023
Computer vision › 3D vision
3d scene reconstruction
0.512021
Differentiable rendering with perturbed optimizers · NeurIPS 2021
Computer vision › 3D vision
object pose estimation
0.512021
Differentiable rendering with perturbed optimizers · NeurIPS 2021
Rendering
differentiable rendering
0.512021
Differentiable rendering with perturbed optimizers · NeurIPS 2021
Robotics › Legged, aerial and field robots
robot locomotion
0.212024
Reconciling RaiSim With the Maximum Dissipation Principle · IEEE Trans. Robotics 2024
Robotics › Robot manipulation
robot simulation
0.212024
GJK++: Leveraging Acceleration Methods for Faster Collision Detection · IEEE Trans. Robotics 2024
Robotics › Motion planning and robot control
trajectory optimization
0.212024
Contact Models in Robotics: A Comparative Analysis · IEEE Trans. Robotics 2024
Machine learning › Reinforcement learning
differentiable simulation
0.212023
Differentiable Collision Detection: a Randomized Smoothing Approach · ICRA 2023
Machine learning › Reinforcement learning
policy learning
0.212023
Enforcing the consensus between Trajectory Optimization and Policy Learning for precise robot control · ICRA 2023

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

polyak acceleration · 1.5nesterov acceleration · 1.5contact algorithm correction · 1.5c++ implementation · 1.5branch-and-bound · 1.5benchmark · 1.5trajectory optimization · 0.7sobolev learning · 0.7randomized smoothing · 0.7augmented lagrangian · 0.7variance reduction · 0.5randomized optimization · 0.5adaptive smoothing · 0.5
YearPublicationVenuePosition
2024 Reconciling RaiSim With the Maximum Dissipation Principle
abstract
Recent progress in reinforcement learning (RL) in robotics has been obtained by training control policy directly in simulation. Particularly in the context of quadrupedal locomotion, astonishing locomotion policies depicting high robustness against environmental perturbations have been trained by leveraging RaiSim simulator. While it avoids introducing forces at distance, it has been shown recently that RaiSim does not obey the maximum dissipation principle, a fundamental principle when simulating rigid contact interactions. In this note, we detail these relaxations and propose an algorithmic correction of the RaiSim contact algorithm to handle the maximum dissipation principle adequately. Our experiments empirically demonstrate our approach leads to simulation following this fundamental principle.
Quentin Le Lidec, Justin Carpentier
IEEE Trans. Robotics1
2024 Contact Models in Robotics: A Comparative Analysis
abstract
Physics simulation is ubiquitous in robotics. Whether in model-based approaches (e.g., trajectory optimization), or model-free algorithms (e.g., reinforcement learning), physics simulators are a central component of modern control pipelines in robotics. Over the past decades, several robotic simulators have been developed, each with dedicated contact modeling assumptions and algorithmic solutions. In this article, we survey the main contact models and the associated numerical methods commonly used in robotics for simulating advanced robot motions involving contact interactions. In particular, we recall the physical laws underlying contacts and friction (i.e., Signorini condition, Coulomb's law, and the maximum dissipation principle), and how they are transcribed in current simulators. For each physics engine, we expose their inherent physical relaxations along with their limitations due to the numerical techniques employed. Based on our study, we propose theoretically grounded quantitative criteria on which we build benchmarks assessing both the physical and computational aspects of simulation. We support our work with an open-source and efficient C++ implementation of the existing algorithmic variations. Our results demonstrate that some approximations or algorithms commonly used in robotics can severely widen the reality gap and impact target applications. We hope this work will help motivate the development of new contact models, contact solvers, and robotic simulators in general, at the root of recent progress in motion generation in robotics.
Quentin Le Lidec, Wilson Jallet, Louis Montaut, Ivan Laptev, Cordelia Schmid, Justin Carpentier
IEEE Trans. Robotics1
2024 GJK++: Leveraging Acceleration Methods for Faster Collision Detection
abstract
Collision detection is a fundamental problem in various domains, such as robotics, computational physics, and computer graphics. In general, collision detection is tackled as a computational geometry problem, with the so-called Gilbert, Johnson, and Keerthi (GJK) algorithm being the most adopted solution nowadays. While introduced in 1988, GJK remains the most effective solution to compute the distance or the collision between two 3D convex geometries. Over the years, it was shown to be efficient, scalable, and generic, operating on a broad class of convex shapes, ranging from simple primitives (sphere, ellipsoid, box, cone, capsule, etc.) to complex meshes involving thousands of vertices. In this article, we introduce several contributions to accelerate collision detection and distance computation between convex geometries by leveraging the fact that these two problems are fundamentally optimization problems. Notably, we establish that the GJK algorithm is a specific sub-case of the well-established Frank-Wolfe (FW) algorithm in convex optimization. By adapting recent works linking Polyak and Nesterov accelerations to Frank-Wolfe methods, we also propose two accelerated extensions of the classic GJK algorithm. Through an extensive benchmark over millions of collision pairs involving objects of daily life, we show that these two accelerated GJK extensions significantly reduce the overall computational burden of collision detection, leading to computation times that are up to two times faster. Finally, we hope this work will significantly reduce the computational cost of modern robotic simulators, allowing the speed-up of modern robotic applications that heavily rely on simulation, such as reinforcement learning or trajectory optimization.
Louis Montaut, Quentin Le Lidec, Vladimír Petrík, Josef Sivic, Justin Carpentier
IEEE Trans. Robotics2
2023 Enforcing the consensus between Trajectory Optimization and Policy Learning for precise robot control
abstract
Reinforcement learning (RL) and trajectory opti-mization (TO) present strong complementary advantages. On one hand, RL approaches are able to learn global control policies directly from data, but generally require large sample sizes to properly converge towards feasible policies. On the other hand, TO methods are able to exploit gradient-based information extracted from simulators to quickly converge towards a locally optimal control trajectory which is only valid within the vicinity of the solution. Over the past decade, several approaches have aimed to adequately combine the two classes of methods in order to obtain the best of both worlds. Following on from this line of research, we propose several improvements on top of these approaches to learn global control policies quicker, notably by leveraging sensitivity information stemming from TO methods via Sobolev learning, and Augmented Lagrangian (AL) techniques to enforce the consensus between TO and policy learning. We evaluate the benefits of these improvements on various classical tasks in robotics through comparison with existing approaches in the literature.
Quentin Le Lidec, Wilson Jallet, Ivan Laptev, Cordelia Schmid, Justin Carpentier
ICRA1
2023 Differentiable Collision Detection: a Randomized Smoothing Approach
abstract
Collision detection is an important component of many robotics applications, from robot control to simulation, including motion planning and estimation. While the seminal works on the topic date back to the 80s, it is only recently that the question of properly differentiating collision detection has emerged as a central issue, thanks notably to the ongoing and various efforts made by the scientific community around the topic of differentiable physics. Yet, very few solutions have been suggested so far, and only with a strong assumption on the nature of the shapes involved. In this work, we introduce a generic and efficient approach to compute the derivatives of collision detection for any pair of convex shapes, by notably leveraging randomized smoothing techniques which have shown to be particularly adapted to capture the derivatives of non-smooth problems. This approach is implemented in the HPP-FCL and Pinocchio ecosystems, and evaluated on classic datasets and problems of the robotics literature, demonstrating few micro-second timings to compute informative derivatives directly exploitable by many real robotic applications, including differentiable simulation.
Louis Montaut, Quentin Le Lidec, Antoine Bambade, Vladimír Petrík, Josef Sivic, Justin Carpentier
ICRA2
2021 Differentiable rendering with perturbed optimizers
abstract
Reasoning about 3D scenes from their 2D image projections is one of the core problems in computer vision. Solutions to this inverse and ill-posed problem typically involve a search for models that best explain observed image data. Notably, images depend both on the properties of observed scenes and on the process of image formation. Hence, if optimization techniques should be used to explain images, it is crucial to design differentable functions for the projection of 3D scenes into images, also known as differentiable rendering. Previous approaches to differentiable rendering typically replace non-differentiable operations by smooth approximations, impacting the subsequent 3D estimation. In this paper, we take a more general approach and study differentiable renderers through the prism of randomized optimization and the related notion of perturbed optimizers. In particular, our work highlights the link between some well-known differentiable renderer formulations and randomly smoothed optimizers, and introduces differentiable perturbed renderers. We also propose a variance reduction mechanism to alleviate the computational burden inherent to perturbed optimizers and introduce an adaptive scheme to automatically adjust the smoothing parameters of the rendering process. We apply our method to 3D scene reconstruction and demonstrate its advantages on the tasks of 6D pose estimation and 3D mesh reconstruction. By providing informative gradients that can be used as a strong supervisory signal, we demonstrate the benefits of perturbed renderers to obtain more accurate solutions when compared to the state-of-the-art alternatives using smooth gradient approximations.
Quentin Le Lidec, Ivan Laptev, Cordelia Schmid, Justin Carpentier
NeurIPS1