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Changan Chen

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11 papers
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11

IROS Conference 2024 Conference Paper

ActiveRIR: Active Audio-Visual Exploration for Acoustic Environment Modeling

  • Arjun Somayazulu
  • Sagnik Majumder
  • Changan Chen
  • Kristen Grauman

An environment acoustic model represents how sound is transformed by the physical characteristics of an indoor environment, for any given source/receiver location. Traditional methods for constructing acoustic models involve expensive and time-consuming collection of large quantities of acoustic data at dense spatial locations in the space, or rely on privileged knowledge of scene geometry to intelligently select acoustic data sampling locations. We propose active acoustic sampling, a new task for efficiently building an environment acoustic model of an unmapped environment in which a mobile agent equipped with visual and acoustic sensors jointly constructs the environment acoustic model and the occupancy map on-the-fly. We introduce ActiveRIR, a reinforcement learning (RL) policy that leverages information from audio-visual sensor streams to guide agent navigation and determine optimal acoustic data sampling positions, yielding a high quality acoustic model of the environment from a minimal set of acoustic samples. We train our policy with a novel RL reward based on information gain in the environment acoustic model. Evaluating on diverse unseen indoor environments from a state-of-the-art acoustic simulation platform, ActiveRIR outperforms an array of methods—both traditional navigation agents based on spatial novelty and visual exploration as well as existing state-of-the-art methods.

NeurIPS Conference 2024 Conference Paper

HOI-Swap: Swapping Objects in Videos with Hand-Object Interaction Awareness

  • Zihui Xue
  • Mi Luo
  • Changan Chen
  • Kristen Grauman

We study the problem of precisely swapping objects in videos, with a focus on those interacted with by hands, given one user-provided reference object image. Despite the great advancements that diffusion models have made in video editing recently, these models often fall short in handling the intricacies of hand-object interactions (HOI), failing to produce realistic edits---especially when object swapping results in object shape or functionality changes. To bridge this gap, we present HOI-Swap, a novel diffusion-based video editing framework trained in a self-supervised manner. Designed in two stages, the first stage focuses on object swapping in a single frame with HOI awareness; the model learns to adjust the interaction patterns, such as the hand grasp, based on changes in the object's properties. The second stage extends the single-frame edit across the entire sequence; we achieve controllable motion alignment with the original video by: (1) warping a new sequence from the stage-I edited frame based on sampled motion points and (2) conditioning video generation on the warped sequence. Comprehensive qualitative and quantitative evaluations demonstrate that HOI-Swap significantly outperforms existing methods, delivering high-quality video edits with realistic HOIs.

IROS Conference 2024 Conference Paper

Sim2Real Transfer for Audio-Visual Navigation with Frequency-Adaptive Acoustic Field Prediction

  • Changan Chen
  • Jordi Ramos
  • Anshul Tomar
  • Kristen Grauman

Sim2real transfer has received increasing attention lately due to its success in transferring robotic policies learned in simulation to the real world. While significant progress has been made in transferring vision-based navigation policies, the current sim2real strategy for audio-visual navigation remains limited to basic data augmentation. Sound differs from light in that it spans across much wider frequencies and thus requires a different solution for sim2real. To understand how the acoustic sim2real gap varies with frequencies, we first define a novel acoustic field prediction (AFP) task that predicts the local sound pressure field. We then train frequency-specific AFP models in simulation and measure the prediction errors on collected real data. We propose a frequency-adaptive strategy that intelligently selects the best frequency band for prediction based on both the measured prior and the energy distribution of the received audio, which improves the generalization on real data. Coupled with waypoint navigation, we show the navigation policy not only improves navigation performance in simulation but also transfers successfully to real robots. This work demonstrates the potential of building autonomous agents that can see, hear, and act entirely from simulation, and transferring them to the real world.

IJCAI Conference 2023 Conference Paper

Measuring Acoustics with Collaborative Multiple Agents

  • Yinfeng Yu
  • Changan Chen
  • Lele Cao
  • Fangkai Yang
  • Fuchun Sun

As humans, we hear sound every second of our life. The sound we hear is often affected by the acoustics of the environment surrounding us. For example, a spacious hall leads to more reverberation. Room Impulse Responses (RIR) are commonly used to characterize environment acoustics as a function of the scene geometry, materials, and source/receiver locations. Traditionally, RIRs are measured by setting up a loudspeaker and microphone in the environment for all source/receiver locations, which is time-consuming and inefficient. We propose to let two robots measure the environment's acoustics by actively moving and emitting/receiving sweep signals. We also devise a collaborative multi-agent policy where these two robots are trained to explore the environment's acoustics while being rewarded for wide exploration and accurate prediction. We show that the robots learn to collaborate and move to explore environment acoustics while minimizing the prediction error. To the best of our knowledge, we present the very first problem formulation and solution to the task of collaborative environment acoustics measurements with multiple agents.

NeurIPS Conference 2023 Conference Paper

Self-Supervised Visual Acoustic Matching

  • Arjun Somayazulu
  • Changan Chen
  • Kristen Grauman

Acoustic matching aims to re-synthesize an audio clip to sound as if it were recorded in a target acoustic environment. Existing methods assume access to paired training data, where the audio is observed in both source and target environments, but this limits the diversity of training data or requires the use of simulated data or heuristics to create paired samples. We propose a self-supervised approach to visual acoustic matching where training samples include only the target scene image and audio---without acoustically mismatched source audio for reference. Our approach jointly learns to disentangle room acoustics and re-synthesize audio into the target environment, via a conditional GAN framework and a novel metric that quantifies the level of residual acoustic information in the de-biased audio. Training with either in-the-wild web data or simulated data, we demonstrate it outperforms the state-of-the-art on multiple challenging datasets and a wide variety of real-world audio and environments.

NeurIPS Conference 2022 Conference Paper

Few-Shot Audio-Visual Learning of Environment Acoustics

  • Sagnik Majumder
  • Changan Chen
  • Ziad Al-Halah
  • Kristen Grauman

Room impulse response (RIR) functions capture how the surrounding physical environment transforms the sounds heard by a listener, with implications for various applications in AR, VR, and robotics. Whereas traditional methods to estimate RIRs assume dense geometry and/or sound measurements throughout the environment, we explore how to infer RIRs based on a sparse set of images and echoes observed in the space. Towards that goal, we introduce a transformer-based method that uses self-attention to build a rich acoustic context, then predicts RIRs of arbitrary query source-receiver locations through cross-attention. Additionally, we design a novel training objective that improves the match in the acoustic signature between the RIR predictions and the targets. In experiments using a state-of-the-art audio-visual simulator for 3D environments, we demonstrate that our method successfully generates arbitrary RIRs, outperforming state-of-the-art methods and---in a major departure from traditional methods---generalizing to novel environments in a few-shot manner. Project: http: //vision. cs. utexas. edu/projects/fs_rir

ICLR Conference 2022 Conference Paper

Sound Adversarial Audio-Visual Navigation

  • Yinfeng Yu
  • Wenbing Huang 0001
  • Fuchun Sun 0001
  • Changan Chen
  • Yikai Wang 0001
  • Xiaohong Liu

Audio-visual navigation task requires an agent to find a sound source in a realistic, unmapped 3D environment by utilizing egocentric audio-visual observations. Existing audio-visual navigation works assume a clean environment that solely contains the target sound, which, however, would not be suitable in most real-world applications due to the unexpected sound noise or intentional interference. In this work, we design an acoustically complex environment in which, besides the target sound, there exists a sound attacker playing a zero-sum game with the agent. More specifically, the attacker can move and change the volume and category of the sound to make the agent suffer from finding the sounding object while the agent tries to dodge the attack and navigate to the goal under the intervention. Under certain constraints to the attacker, we can improve the robustness of the agent towards unexpected sound attacks in audio-visual navigation. For better convergence, we develop a joint training mechanism by employing the property of a centralized critic with decentralized actors. Experiments on two real-world 3D scan datasets, Replica, and Matterport3D, verify the effectiveness and the robustness of the agent trained under our designed environment when transferred to the clean environment or the one containing sound attackers with random policy. Project: https://yyf17.github.io/SAAVN .

NeurIPS Conference 2022 Conference Paper

SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning

  • Changan Chen
  • Carl Schissler
  • Sanchit Garg
  • Philip Kobernik
  • Alexander Clegg
  • Paul Calamia
  • Dhruv Batra
  • Philip Robinson

We introduce SoundSpaces 2. 0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from arbitrary microphone locations. Together with existing 3D visual assets, it supports an array of audio-visual research tasks, such as audio-visual navigation, mapping, source localization and separation, and acoustic matching. Compared to existing resources, SoundSpaces 2. 0 has the advantages of allowing continuous spatial sampling, generalization to novel environments, and configurable microphone and material properties. To our knowledge, this is the first geometry-based acoustic simulation that offers high fidelity and realism while also being fast enough to use for embodied learning. We showcase the simulator's properties and benchmark its performance against real-world audio measurements. In addition, we demonstrate two downstream tasks---embodied navigation and far-field automatic speech recognition---and highlight sim2real performance for the latter. SoundSpaces 2. 0 is publicly available to facilitate wider research for perceptual systems that can both see and hear.

ICLR Conference 2021 Conference Paper

Learning to Set Waypoints for Audio-Visual Navigation

  • Changan Chen
  • Sagnik Majumder
  • Ziad Al-Halah
  • Ruohan Gao
  • Santhosh Kumar Ramakrishnan
  • Kristen Grauman

In audio-visual navigation, an agent intelligently travels through a complex, unmapped 3D environment using both sights and sounds to find a sound source (e.g., a phone ringing in another room). Existing models learn to act at a fixed granularity of agent motion and rely on simple recurrent aggregations of the audio observations. We introduce a reinforcement learning approach to audio-visual navigation with two key novel elements: 1) waypoints that are dynamically set and learned end-to-end within the navigation policy, and 2) an acoustic memory that provides a structured, spatially grounded record of what the agent has heard as it moves. Both new ideas capitalize on the synergy of audio and visual data for revealing the geometry of an unmapped space. We demonstrate our approach on two challenging datasets of real-world 3D scenes, Replica and Matterport3D. Our model improves the state of the art by a substantial margin, and our experiments reveal that learning the links between sights, sounds, and space is essential for audio-visual navigation.

IROS Conference 2020 Conference Paper

Relational Graph Learning for Crowd Navigation

  • Changan Chen
  • Sha Hu 0003
  • Payam Nikdel
  • Greg Mori
  • Manolis Savva

We present a relational graph learning approach for robotic crowd navigation using model-based deep reinforcement learning that plans actions by looking into the future. Our approach reasons about the relations between all agents based on their latent features and uses a Graph Convolutional Network to encode higher-order interactions in each agent’s state representation, which is subsequently leveraged for state prediction and value estimation. The ability to predict human motion allows us to perform multi-step lookahead planning, taking into account the temporal evolution of human crowds. We evaluate our approach against a state-of-the-art baseline for crowd navigation and ablations of our model to demonstrate that navigation with our approach is more efficient, results in fewer collisions, and avoids failure cases involving oscillatory and freezing behaviors.

ICRA Conference 2019 Conference Paper

Crowd-Robot Interaction: Crowd-Aware Robot Navigation With Attention-Based Deep Reinforcement Learning

  • Changan Chen
  • Yuejiang Liu
  • Sven Kreiss
  • Alexandre Alahi

Mobility in an effective and socially-compliant manner is an essential yet challenging task for robots operating in crowded spaces. Recent works have shown the power of deep reinforcement learning techniques to learn socially cooperative policies. However, their cooperation ability deteriorates as the crowd grows since they typically relax the problem as a one-way Human-Robot interaction problem. In this work, we want to go beyond first-order Human-Robot interaction and more explicitly model Crowd-Robot Interaction (CRI). We propose to (i) rethink pairwise interactions with a self-attention mechanism, and (ii) jointly model Human-Robot as well as Human-Human interactions in the deep reinforcement learning framework. Our model captures the Human-Human interactions occurring in dense crowds that indirectly affects the robot's anticipation capability. Our proposed attentive pooling mechanism learns the collective importance of neighboring humans with respect to their future states. Various experiments demonstrate that our model can anticipate human dynamics and navigate in crowds with time efficiency, outperforming state-of-the-art methods.

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