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Baoquan Chen

Publications and source records attributed to Baoquan Chen.

At least 73 records · Page 4Linked to original sources

SinGRAV: Learning a Generative Radiance Volume from a Single Natural Scene

We present a 3D generative model for general natural scenes. Lacking necessary volumes of 3D data characterizing the target scene, we propose to learn from a single scene. Our key insight is that a natural scene often contains multiple constituents whose geometry, texture, and spatial arrangements follow some clear patterns, but still exhibit rich variations over different regions within the same scene. This suggests localizing the learning of a generative model on substantial local regions. Hence, we exploit a multi-scale convolutional network, which possesses the spatial locality bias in nature, to learn from the statistics of local regions at multiple scales within a single scene. In contrast to existing methods, our learning setup bypasses the need to collect data from many homogeneous 3D scenes for learning common features. We coin our method SinGRAV, for learning a Generative RAdiance Volume from a Single natural scene. We demonstrate the ability of SinGRAV in generating plausible and diverse variations from a single scene, the merits of SinGRAV over state-of-the-art generative neural scene methods, as well as the versatility of SinGRAV by its use in a variety of applications, spanning 3D scene editing, composition, and animation. Code and data will be released to facilitate further research.

cs.CV↗

ControlVAE: Model-Based Learning of Generative Controllers for Physics-Based Characters

In this paper, we introduce ControlVAE, a novel model-based framework for learning generative motion control policies based on variational autoencoders (VAE). Our framework can learn a rich and flexible latent representation of skills and a skill-conditioned generative control policy from a diverse set of unorganized motion sequences, which enables the generation of realistic human behaviors by sampling in the latent space and allows high-level control policies to reuse the learned skills to accomplish a variety of downstream tasks. In the training of ControlVAE, we employ a learnable world model to realize direct supervision of the latent space and the control policy. This world model effectively captures the unknown dynamics of the simulation system, enabling efficient model-based learning of high-level downstream tasks. We also learn a state-conditional prior distribution in the VAE-based generative control policy, which generates a skill embedding that outperforms the non-conditional priors in downstream tasks. We demonstrate the effectiveness of ControlVAE using a diverse set of tasks, which allows realistic and interactive control of the simulated characters.

cs.GR↗

Decoupling Features and Coordinates for Few-shot RGB Relocalization

Cross-scene model adaption is crucial for camera relocalization in real scenarios. It is often preferable that a pre-learned model can be fast adapted to a novel scene with as few training samples as possible. The existing state-of-the-art approaches, however, can hardly support such few-shot scene adaption due to the entangling of image feature extraction and scene coordinate regression. To address this issue, we approach camera relocalization with a decoupled solution where feature extraction, coordinate regression, and pose estimation are performed separately. Our key insight is that feature encoder used for coordinate regression should be learned by removing the distracting factor of coordinate systems, such that feature encoder is learned from multiple scenes for general feature representation and more important, view-insensitive capability. With this feature prior, and combined with a coordinate regressor, few-shot observations in a new scene are much easier to connect with the 3D world than the one with existing integrated solution. Experiments have shown the superiority of our approach compared to the state-of-the-art methods, producing higher accuracy on several scenes with diverse visual appearance and viewpoint distribution.

cs.CV↗

Visual Localization via Few-Shot Scene Region Classification

Visual (re)localization addresses the problem of estimating the 6-DoF (Degree of Freedom) camera pose of a query image captured in a known scene, which is a key building block of many computer vision and robotics applications. Recent advances in structure-based localization solve this problem by memorizing the mapping from image pixels to scene coordinates with neural networks to build 2D-3D correspondences for camera pose optimization. However, such memorization requires training by amounts of posed images in each scene, which is heavy and inefficient. On the contrary, few-shot images are usually sufficient to cover the main regions of a scene for a human operator to perform visual localization. In this paper, we propose a scene region classification approach to achieve fast and effective scene memorization with few-shot images. Our insight is leveraging a) pre-learned feature extractor, b) scene region classifier, and c) meta-learning strategy to accelerate training while mitigating overfitting. We evaluate our method on both indoor and outdoor benchmarks. The experiments validate the effectiveness of our method in the few-shot setting, and the training time is significantly reduced to only a few minutes. Code available at: \url{https://github.com/siyandong/SRC}

cs.CV↗

Towards Accurate Active Camera Localization

In this work, we tackle the problem of active camera localization, which controls the camera movements actively to achieve an accurate camera pose. The past solutions are mostly based on Markov Localization, which reduces the position-wise camera uncertainty for localization. These approaches localize the camera in the discrete pose space and are agnostic to the localization-driven scene property, which restricts the camera pose accuracy in the coarse scale. We propose to overcome these limitations via a novel active camera localization algorithm, composed of a passive and an active localization module. The former optimizes the camera pose in the continuous pose space by establishing point-wise camera-world correspondences. The latter explicitly models the scene and camera uncertainty components to plan the right path for accurate camera pose estimation. We validate our algorithm on the challenging localization scenarios from both synthetic and scanned real-world indoor scenes. Experimental results demonstrate that our algorithm outperforms both the state-of-the-art Markov Localization based approach and other compared approaches on the fine-scale camera pose accuracy. Code and data are released at https://github.com/qhFang/AccurateACL.

cs.CV↗

Multi-Robot Active Mapping via Neural Bipartite Graph Matching

We study the problem of multi-robot active mapping, which aims for complete scene map construction in minimum time steps. The key to this problem lies in the goal position estimation to enable more efficient robot movements. Previous approaches either choose the frontier as the goal position via a myopic solution that hinders the time efficiency, or maximize the long-term value via reinforcement learning to directly regress the goal position, but does not guarantee the complete map construction. In this paper, we propose a novel algorithm, namely NeuralCoMapping, which takes advantage of both approaches. We reduce the problem to bipartite graph matching, which establishes the node correspondences between two graphs, denoting robots and frontiers. We introduce a multiplex graph neural network (mGNN) that learns the neural distance to fill the affinity matrix for more effective graph matching. We optimize the mGNN with a differentiable linear assignment layer by maximizing the long-term values that favor time efficiency and map completeness via reinforcement learning. We compare our algorithm with several state-of-the-art multi-robot active mapping approaches and adapted reinforcement-learning baselines. Experimental results demonstrate the superior performance and exceptional generalization ability of our algorithm on various indoor scenes and unseen number of robots, when only trained with 9 indoor scenes.

cs.CV↗

Projective Manifold Gradient Layer for Deep Rotation Regression

Regressing rotations on SO(3) manifold using deep neural networks is an important yet unsolved problem. The gap between the Euclidean network output space and the non-Euclidean SO(3) manifold imposes a severe challenge for neural network learning in both forward and backward passes. While several works have proposed different regression-friendly rotation representations, very few works have been devoted to improving the gradient backpropagating in the backward pass. In this paper, we propose a manifold-aware gradient that directly backpropagates into deep network weights. Leveraging Riemannian optimization to construct a novel projective gradient, our proposed regularized projective manifold gradient (RPMG) method helps networks achieve new state-of-the-art performance in a variety of rotation estimation tasks. Our proposed gradient layer can also be applied to other smooth manifolds such as the unit sphere. Our project page is at https://jychen18.github.io/RPMG.

cs.CV↗

FisherMatch: Semi-Supervised Rotation Regression via Entropy-based Filtering

Estimating the 3DoF rotation from a single RGB image is an important yet challenging problem. Recent works achieve good performance relying on a large amount of expensive-to-obtain labeled data. To reduce the amount of supervision, we for the first time propose a general framework, FisherMatch, for semi-supervised rotation regression, without assuming any domain-specific knowledge or paired data. Inspired by the popular semi-supervised approach, FixMatch, we propose to leverage pseudo label filtering to facilitate the information flow from labeled data to unlabeled data in a teacher-student mutual learning framework. However, incorporating the pseudo label filtering mechanism into semi-supervised rotation regression is highly non-trivial, mainly due to the lack of a reliable confidence measure for rotation prediction. In this work, we propose to leverage matrix Fisher distribution to build a probabilistic model of rotation and devise a matrix Fisher-based regressor for jointly predicting rotation along with its prediction uncertainty. We then propose to use the entropy of the predicted distribution as a confidence measure, which enables us to perform pseudo label filtering for rotation regression. For supervising such distribution-like pseudo labels, we further investigate the problem of how to enforce loss between two matrix Fisher distributions. Our extensive experiments show that our method can work well even under very low labeled data ratios on different benchmarks, achieving significant and consistent performance improvement over supervised learning and other semi-supervised learning baselines. Our project page is at https://yd-yin.github.io/FisherMatch.

cs.CV↗

Self-Conditioned Generative Adversarial Networks for Image Editing

Generative Adversarial Networks (GANs) are susceptible to bias, learned from either the unbalanced data, or through mode collapse. The networks focus on the core of the data distribution, leaving the tails - or the edges of the distribution - behind. We argue that this bias is responsible not only for fairness concerns, but that it plays a key role in the collapse of latent-traversal editing methods when deviating away from the distribution's core. Building on this observation, we outline a method for mitigating generative bias through a self-conditioning process, where distances in the latent-space of a pre-trained generator are used to provide initial labels for the data. By fine-tuning the generator on a re-sampled distribution drawn from these self-labeled data, we force the generator to better contend with rare semantic attributes and enable more realistic generation of these properties. We compare our models to a wide range of latent editing methods, and show that by alleviating the bias they achieve finer semantic control and better identity preservation through a wider range of transformations. Our code and models will be available at https://github.com/yzliu567/sc-gan

cs.CV↗

MoCo-Flow: Neural Motion Consensus Flow for Dynamic Humans in Stationary Monocular Cameras

Synthesizing novel views of dynamic humans from stationary monocular cameras is a specialized but desirable setup. This is particularly attractive as it does not require static scenes, controlled environments, or specialized capture hardware. In contrast to techniques that exploit multi-view observations, the problem of modeling a dynamic scene from a single view is significantly more under-constrained and ill-posed. In this paper, we introduce Neural Motion Consensus Flow (MoCo-Flow), a representation that models dynamic humans in stationary monocular cameras using a 4D continuous time-variant function. We learn the proposed representation by optimizing for a dynamic scene that minimizes the total rendering error, over all the observed images. At the heart of our work lies a carefully designed optimization scheme, which includes a dedicated initialization step and is constrained by a motion consensus regularization on the estimated motion flow. We extensively evaluate MoCo-Flow on several datasets that contain human motions of varying complexity, and compare, both qualitatively and quantitatively, to several baselines and ablated variations of our methods, showing the efficacy and merits of the proposed approach. Pretrained model, code, and data will be released for research purposes upon paper acceptance.

cs.CV↗

Neural Implicit 3D Shapes from Single Images with Spatial Patterns

Neural implicit functions have achieved impressive results for reconstructing 3D shapes from single images. However, the image features for describing 3D point samplings of implicit functions are less effective when significant variations of occlusions, views, and appearances exist from the image. To better encode image features, we study a geometry-aware convolutional kernel to leverage geometric relationships of point samplings by the proposed \emph{spatial pattern}, i.e., a structured point set. Specifically, the kernel operates at 2D projections of 3D points from the spatial pattern. Supported by the spatial pattern, the 2D kernel encodes geometric information that is crucial for 3D reconstruction tasks, while traditional ones mainly consider appearance information. Furthermore, to enable the network to discover more adaptive spatial patterns for further capturing non-local contextual information, the kernel is devised to be deformable manipulated by a spatial pattern generator. Experimental results on both synthetic and real datasets demonstrate the superiority of the proposed method. Pre-trained models, codes, and data are available at https://github.com/yixin26/SVR-SP.

cs.CV↗

CAPTRA: CAtegory-level Pose Tracking for Rigid and Articulated Objects from Point Clouds

In this work, we tackle the problem of category-level online pose tracking of objects from point cloud sequences. For the first time, we propose a unified framework that can handle 9DoF pose tracking for novel rigid object instances as well as per-part pose tracking for articulated objects from known categories. Here the 9DoF pose, comprising 6D pose and 3D size, is equivalent to a 3D amodal bounding box representation with free 6D pose. Given the depth point cloud at the current frame and the estimated pose from the last frame, our novel end-to-end pipeline learns to accurately update the pose. Our pipeline is composed of three modules: 1) a pose canonicalization module that normalizes the pose of the input depth point cloud; 2) RotationNet, a module that directly regresses small interframe delta rotations; and 3) CoordinateNet, a module that predicts the normalized coordinates and segmentation, enabling analytical computation of the 3D size and translation. Leveraging the small pose regime in the pose-canonicalized point clouds, our method integrates the best of both worlds by combining dense coordinate prediction and direct rotation regression, thus yielding an end-to-end differentiable pipeline optimized for 9DoF pose accuracy (without using non-differentiable RANSAC). Our extensive experiments demonstrate that our method achieves new state-of-the-art performance on category-level rigid object pose (NOCS-REAL275) and articulated object pose benchmarks (SAPIEN, BMVC) at the fastest FPS ~12.

cs.CV↗

Unsupervised Co-part Segmentation through Assembly

Co-part segmentation is an important problem in computer vision for its rich applications. We propose an unsupervised learning approach for co-part segmentation from images. For the training stage, we leverage motion information embedded in videos and explicitly extract latent representations to segment meaningful object parts. More importantly, we introduce a dual procedure of part-assembly to form a closed loop with part-segmentation, enabling an effective self-supervision. We demonstrate the effectiveness of our approach with a host of extensive experiments, ranging from human bodies, hands, quadruped, and robot arms. We show that our approach can achieve meaningful and compact part segmentation, outperforming state-of-the-art approaches on diverse benchmarks.

cs.CV↗

Solid-Fluid Interaction with Surface-Tension-Dominant Contact

We propose a novel three-way coupling method to model the contact interaction between solid and fluid driven by strong surface tension. At the heart of our physical model is a thin liquid membrane that simultaneously couples to both the liquid volume and the rigid objects, facilitating accurate momentum transfer, collision processing, and surface tension calculation. This model is implemented numerically under a hybrid Eulerian-Lagrangian framework where the membrane is modelled as a simplicial mesh and the liquid volume is simulated on a background Cartesian grid. We devise a monolithic solver to solve the interactions among the three systems of liquid, solid, and membrane. We demonstrate the efficacy of our method through an array of rigid-fluid contact simulations dominated by strong surface tension, which enables the faithful modeling of a host of new surface-tension-dominant phenomena including: objects with higher density than water can keep afloat on top of it; 'Cheerios effect' about floating objects that do not normally float attract one another; surface tension weakening effect caused by surface-active constituents.

physics.flu-dyn↗

Learning Skeletal Articulations with Neural Blend Shapes

Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure (e.g., bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore, we propose neural blend shapes--a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts resulting from standard rigging and skinning. Our system estimates neural blend shapes for input meshes with arbitrary connectivity, as well as weighting coefficients which are conditioned on the input joint rotations. Unlike recent deep learning techniques which supervise the network with ground-truth rigging and skinning parameters, our approach does not assume that the training data has a specific underlying deformation model. Instead, during training, the network observes deformed shapes and learns to infer the corresponding rig, skin and blend shapes using indirect supervision. During inference, we demonstrate that our network generalizes to unseen characters with arbitrary mesh connectivity, including unrigged characters built by 3D artists. Conforming to standard skeletal animation models enables direct plug-and-play in standard animation software, as well as game engines.

cs.GR↗

Robust Neural Routing Through Space Partitions for Camera Relocalization in Dynamic Indoor Environments

Localizing the camera in a known indoor environment is a key building block for scene mapping, robot navigation, AR, etc. Recent advances estimate the camera pose via optimization over the 2D/3D-3D correspondences established between the coordinates in 2D/3D camera space and 3D world space. Such a mapping is estimated with either a convolution neural network or a decision tree using only the static input image sequence, which makes these approaches vulnerable to dynamic indoor environments that are quite common yet challenging in the real world. To address the aforementioned issues, in this paper, we propose a novel outlier-aware neural tree which bridges the two worlds, deep learning and decision tree approaches. It builds on three important blocks: (a) a hierarchical space partition over the indoor scene to construct the decision tree; (b) a neural routing function, implemented as a deep classification network, employed for better 3D scene understanding; and (c) an outlier rejection module used to filter out dynamic points during the hierarchical routing process. Our proposed algorithm is evaluated on the RIO-10 benchmark developed for camera relocalization in dynamic indoor environments. It achieves robust neural routing through space partitions and outperforms the state-of-the-art approaches by around 30% on camera pose accuracy, while running comparably fast for evaluation.

cs.CV↗

Towards a Neural Graphics Pipeline for Controllable Image Generation

In this paper, we leverage advances in neural networks towards forming a neural rendering for controllable image generation, and thereby bypassing the need for detailed modeling in conventional graphics pipeline. To this end, we present Neural Graphics Pipeline (NGP), a hybrid generative model that brings together neural and traditional image formation models. NGP decomposes the image into a set of interpretable appearance feature maps, uncovering direct control handles for controllable image generation. To form an image, NGP generates coarse 3D models that are fed into neural rendering modules to produce view-specific interpretable 2D maps, which are then composited into the final output image using a traditional image formation model. Our approach offers control over image generation by providing direct handles controlling illumination and camera parameters, in addition to control over shape and appearance variations. The key challenge is to learn these controls through unsupervised training that links generated coarse 3D models with unpaired real images via neural and traditional (e.g., Blinn- Phong) rendering functions, without establishing an explicit correspondence between them. We demonstrate the effectiveness of our approach on controllable image generation of single-object scenes. We evaluate our hybrid modeling framework, compare with neural-only generation methods (namely, DCGAN, LSGAN, WGAN-GP, VON, and SRNs), report improvement in FID scores against real images, and demonstrate that NGP supports direct controls common in traditional forward rendering. Code is available at http://geometry.cs.ucl.ac.uk/projects/2021/ngp.

cs.CV↗

Generative 3D Part Assembly via Dynamic Graph Learning

Autonomous part assembly is a challenging yet crucial task in 3D computer vision and robotics. Analogous to buying an IKEA furniture, given a set of 3D parts that can assemble a single shape, an intelligent agent needs to perceive the 3D part geometry, reason to propose pose estimations for the input parts, and finally call robotic planning and control routines for actuation. In this paper, we focus on the pose estimation subproblem from the vision side involving geometric and relational reasoning over the input part geometry. Essentially, the task of generative 3D part assembly is to predict a 6-DoF part pose, including a rigid rotation and translation, for each input part that assembles a single 3D shape as the final output. To tackle this problem, we propose an assembly-oriented dynamic graph learning framework that leverages an iterative graph neural network as a backbone. It explicitly conducts sequential part assembly refinements in a coarse-to-fine manner, exploits a pair of part relation reasoning module and part aggregation module for dynamically adjusting both part features and their relations in the part graph. We conduct extensive experiments and quantitative comparisons to three strong baseline methods, demonstrating the effectiveness of the proposed approach.

cs.CV↗