用多层级知识蒸馏提升室内占位预测的效率与鲁棒性
Enhancing Indoor Occupancy Prediction via Sparse Query-Based Multi-Level Consistent Knowledge Distillation
- 通过四层对齐实现大模型到小模型的知识迁移
- 无深度先验下达23.2帧/秒,比基线高36.1%
- 适合需要高效精准占位预测的机器人应用
占位预测为机器人提供关键的几何与语义理解,但面临效率与精度的权衡。现有密集方法在空体素上浪费计算,而稀疏查询方法在复杂室内场景中缺乏鲁棒性。本文提出DiScene,一种新型稀疏查询框架,通过多层级一致性知识蒸馏实现高效且鲁棒的占位预测。核心创新包括:(1) 多层级一致知识蒸馏策略,通过编码器级特征对齐、查询级特征匹配、先验级空间引导和锚点级高置信度知识传递,在四个层次实现大模型向轻量学生模型的层级知识迁移;(2) 教师指导初始化策略,采用优化参数预热加速模型收敛。在Occ-Scannet基准测试中,DiScene不依赖深度先验即达23.2 FPS,较基线方法OPUS提升36.1%,甚至优于带深度增强的OPUS†。结合深度信息后,DiScene†达到新SOTA性能,超越EmbodiedOcc 3.7%,推理速度提升1.62倍。在Occ3D-nuScenes基准及真实场景中也验证了方法的泛化能力。代码与模型见https://github.com/getterupper/DiScene。
原文摘要 · Abstract (English)
Occupancy prediction provides critical geometric and semantic understanding for robotics but faces efficiency-accuracy trade-offs. Current dense methods suffer computational waste on empty voxels, while sparse query-based approaches lack robustness in diverse and complex indoor scenes. In this paper, we propose DiScene, a novel sparse query-based framework that leverages multi-level distillation to achieve efficient and robust occupancy prediction. In particular, our method incorporates two key innovations: (1) a Multi-level Consistent Knowledge Distillation strategy, which transfers hierarchical representations from large teacher models to lightweight students through coordinated alignment across four levels, including encoder-level feature alignment, query-level feature matching, prior-level spatial guidance, and anchor-level high-confidence knowledge transfer and (2) a Teacher-Guided Initialization policy, employing optimized parameter warm-up to accelerate model convergence. Validated on the Occ-Scannet benchmark, DiScene achieves 23.2 FPS without depth priors while outperforming our baseline method, OPUS, by 36.1% and even better than the depth-enhanced version, OPUS†. With depth integration, DiScene† attains new SOTA performance, surpassing EmbodiedOcc by 3.7% with 1.62$\times$ faster inference speed. Furthermore, experiments on the Occ3D-nuScenes benchmark and in-the-wild scenarios demonstrate the versatility of our approach in various environments. Code and models can be accessed at https://github.com/getterupper/DiScene.
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