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Laura Downs

dblp:35/3748 · DBLP profile ↗
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4ranked-venue papers
2as first author
1since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Systems, architecture and hardware · 2 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-author

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
Transfer learning and domain adaptation · 38% 3D vision · 37% Robot manipulation · 25%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d shape representation
3d object model
0.612022
Google Scanned Objects: A High-Quality Dataset of 3D Scanned Household Items · ICRA 2022
Machine learning › Transfer learning and domain adaptation
domain adaptation
0.312018
Using Simulation and Domain Adaptation to Improve Efficiency of Deep Robotic Grasping · ICRA 2018
Robotics › Robot manipulation
grasping
0.312018
Using Simulation and Domain Adaptation to Improve Efficiency of Deep Robotic Grasping · ICRA 2018
Machine learning › Transfer learning and domain adaptation › domain adaptation › visual domain adaptation
pixel-level domain adaptation
0.312018
Using Simulation and Domain Adaptation to Improve Efficiency of Deep Robotic Grasping · ICRA 2018
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.112018
Using Simulation and Domain Adaptation to Improve Efficiency of Deep Robotic Grasping · ICRA 2018

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

3d scanning · 0.6generative adversarial network · 0.3domain randomization · 0.3
YearPublicationVenuePosition
2022 Google Scanned Objects: A High-Quality Dataset of 3D Scanned Household Items
abstract
Interactive 3D simulations have enabled break-throughs in robotics and computer vision, but simulating the broad diversity of environments needed for deep learning requires large corpora of photo-realistic 3D object models. To address this need, we present Google Scanned Objects, an open-source collection of over one thousand 3D-scanned household items released under a Creative Commons license; these models are preprocessed for use in Ignition Gazebo and the Bullet simulation platforms, but are easily adaptable to other simulators. We describe our object scanning and curation pipeline, then provide statistics about the contents of the dataset and its usage. We hope that the diversity, quality, and flexibility of Google Scanned Objects will lead to advances in interactive simulation, synthetic perception, and robotic learning.
Laura Downs, Anthony Francis, Nate Koenig, Brandon Kinman, Ryan Hickman, Krista Reymann, Thomas Barlow McHugh, Vincent Vanhoucke
ICRA1
2018 Using Simulation and Domain Adaptation to Improve Efficiency of Deep Robotic Grasping
abstract
Instrumenting and collecting annotated visual grasping datasets to train modern machine learning algorithms can be extremely time-consuming and expensive. An appealing alternative is to use off-the-shelf simulators to render synthetic data for which ground-truth annotations are generated automatically. Unfortunately, models trained purely on simulated data often fail to generalize to the real world. We study how randomized simulated environments and domain adaptation methods can be extended to train a grasping system to grasp novel objects from raw monocular RGB images. We extensively evaluate our approaches with a total of more than 25,000 physical test grasps, studying a range of simulation conditions and domain adaptation methods, including a novel extension of pixel-level domain adaptation that we term the GraspGAN. We show that, by using synthetic data and domain adaptation, we are able to reduce the number of real-world samples needed to achieve a given level of performance by up to 50 times, using only randomly generated simulated objects. We also show that by using only unlabeled real-world data and our GraspGAN methodology, we obtain real-world grasping performance without any real-world labels that is similar to that achieved with 939,777 labeled real-world samples.
Konstantinos Bousmalis, Alex Irpan, Paul Wohlhart, Matthew Kelcey, Mrinal Kalakrishnan, Laura Downs, Julian Ibarz, Peter Pastor, Kurt Konolige, Sergey Levine, Vincent Vanhoucke
ICRA7
2001 Occlusion horizons for driving through urban scenery
abstract
We present a rapid occlusion culling algorithm specifically designed for urban environments. For each frame, an occlusion horizon is being built on-the-fly during a hierarchical front-to-back traversal of the scene. All conservatively hidden objects are culled, while all the occluding impostors of all conservatively visible objects are added to the 2½D occlusion horizon. Our framework also supports levels-of-detail (LOD) rendering by estimating the visible area of the projection of an object in order to select the appropriate LOD for each object. This algorithm requires no substantial preprocessing and no excessive storage. In a test scene of 10,000 buildings, the cull phase took 11 ms on a PentiumII 333 MHz and 45 ms on an SGI Octane per frame on average. In typical views, the occlusion horizon culled away 80-90% of the objects that were within the view frustum, giving a 10 times speedup over view frustum culling alone. Combining the occlusion horizon with LOD rendering gave a 17 times speedup on an SGI Octane, and 23 times on a PII.
Laura Downs, Tomas Akenine-Möller, Carlo H. Séquin
SI3D1
1997 Interactive Generation of Scherk-Collins Sculptures
Carlo H. Séquin, Houman Meshkin, Laura Downs
SI3D3