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Daniel Ritchie

Publications and source records attributed to Daniel Ritchie.

At least 55 records · Page 3Linked to original sources

SHRED: 3D Shape Region Decomposition with Learned Local Operations

We present SHRED, a method for 3D SHape REgion Decomposition. SHRED takes a 3D point cloud as input and uses learned local operations to produce a segmentation that approximates fine-grained part instances. We endow SHRED with three decomposition operations: splitting regions, fixing the boundaries between regions, and merging regions together. Modules are trained independently and locally, allowing SHRED to generate high-quality segmentations for categories not seen during training. We train and evaluate SHRED with fine-grained segmentations from PartNet; using its merge-threshold hyperparameter, we show that SHRED produces segmentations that better respect ground-truth annotations compared with baseline methods, at any desired decomposition granularity. Finally, we demonstrate that SHRED is useful for downstream applications, out-performing all baselines on zero-shot fine-grained part instance segmentation and few-shot fine-grained semantic segmentation when combined with methods that learn to label shape regions.

cs.CV↗

The Shape Part Slot Machine: Contact-based Reasoning for Generating 3D Shapes from Parts

We present the Shape Part Slot Machine, a new method for assembling novel 3D shapes from existing parts by performing contact-based reasoning. Our method represents each shape as a graph of ``slots,'' where each slot is a region of contact between two shape parts. Based on this representation, we design a graph-neural-network-based model for generating new slot graphs and retrieving compatible parts, as well as a gradient-descent-based optimization scheme for assembling the retrieved parts into a complete shape that respects the generated slot graph. This approach does not require any semantic part labels; interestingly, it also does not require complete part geometries -- reasoning about the slots proves sufficient to generate novel, high-quality 3D shapes. We demonstrate that our method generates shapes that outperform existing modeling-by-assembly approaches regarding quality, diversity, and structural complexity.

cs.GR↗

Unsupervised Kinematic Motion Detection for Part-segmented 3D Shape Collections

3D models of manufactured objects are important for populating virtual worlds and for synthetic data generation for vision and robotics. To be most useful, such objects should be articulated: their parts should move when interacted with. While articulated object datasets exist, creating them is labor-intensive. Learning-based prediction of part motions can help, but all existing methods require annotated training data. In this paper, we present an unsupervised approach for discovering articulated motions in a part-segmented 3D shape collection. Our approach is based on a concept we call category closure: any valid articulation of an object's parts should keep the object in the same semantic category (e.g. a chair stays a chair). We operationalize this concept with an algorithm that optimizes a shape's part motion parameters such that it can transform into other shapes in the collection. We evaluate our approach by using it to re-discover part motions from the PartNet-Mobility dataset. For almost all shape categories, our method's predicted motion parameters have low error with respect to ground truth annotations, outperforming two supervised motion prediction methods.

cs.GR↗

Fantastic Questions and Where to Find Them: FairytaleQA -- An Authentic Dataset for Narrative Comprehension

Question answering (QA) is a fundamental means to facilitate assessment and training of narrative comprehension skills for both machines and young children, yet there is scarcity of high-quality QA datasets carefully designed to serve this purpose. In particular, existing datasets rarely distinguish fine-grained reading skills, such as the understanding of varying narrative elements. Drawing on the reading education research, we introduce FairytaleQA, a dataset focusing on narrative comprehension of kindergarten to eighth-grade students. Generated by educational experts based on an evidence-based theoretical framework, FairytaleQA consists of 10,580 explicit and implicit questions derived from 278 children-friendly stories, covering seven types of narrative elements or relations. Our dataset is valuable in two folds: First, we ran existing QA models on our dataset and confirmed that this annotation helps assess models' fine-grained learning skills. Second, the dataset supports question generation (QG) task in the education domain. Through benchmarking with QG models, we show that the QG model trained on FairytaleQA is capable of asking high-quality and more diverse questions.

cs.CL↗

PLAD: Learning to Infer Shape Programs with Pseudo-Labels and Approximate Distributions

Inferring programs which generate 2D and 3D shapes is important for reverse engineering, editing, and more. Training models to perform this task is complicated because paired (shape, program) data is not readily available for many domains, making exact supervised learning infeasible. However, it is possible to get paired data by compromising the accuracy of either the assigned program labels or the shape distribution. Wake-sleep methods use samples from a generative model of shape programs to approximate the distribution of real shapes. In self-training, shapes are passed through a recognition model, which predicts programs that are treated as "pseudo-labels" for those shapes. Related to these approaches, we introduce a novel self-training variant unique to program inference, where program pseudo-labels are paired with their executed output shapes, avoiding label mismatch at the cost of an approximate shape distribution. We propose to group these regimes under a single conceptual framework, where training is performed with maximum likelihood updates sourced from either Pseudo-Labels or an Approximate Distribution (PLAD). We evaluate these techniques on multiple 2D and 3D shape program inference domains. Compared with policy gradient reinforcement learning, we show that PLAD techniques infer more accurate shape programs and converge significantly faster. Finally, we propose to combine updates from different PLAD methods within the training of a single model, and find that this approach outperforms any individual technique.

cs.CV↗

The Neurally-Guided Shape Parser: Grammar-based Labeling of 3D Shape Regions with Approximate Inference

We propose the Neurally-Guided Shape Parser (NGSP), a method that learns how to assign fine-grained semantic labels to regions of a 3D shape. NGSP solves this problem via MAP inference, modeling the posterior probability of a label assignment conditioned on an input shape with a learned likelihood function. To make this search tractable, NGSP employs a neural guide network that learns to approximate the posterior. NGSP finds high-probability label assignments by first sampling proposals with the guide network and then evaluating each proposal under the full likelihood. We evaluate NGSP on the task of fine-grained semantic segmentation of manufactured 3D shapes from PartNet, where shapes have been decomposed into regions that correspond to part instance over-segmentations. We find that NGSP delivers significant performance improvements over comparison methods that (i) use regions to group per-point predictions, (ii) use regions as a self-supervisory signal or (iii) assign labels to regions under alternative formulations. Further, we show that NGSP maintains strong performance even with limited labeled data or noisy input shape regions. Finally, we demonstrate that NGSP can be directly applied to CAD shapes found in online repositories and validate its effectiveness with a perceptual study.

cs.CV↗

ShapeMOD: Macro Operation Discovery for 3D Shape Programs

A popular way to create detailed yet easily controllable 3D shapes is via procedural modeling, i.e. generating geometry using programs. Such programs consist of a series of instructions along with their associated parameter values. To fully realize the benefits of this representation, a shape program should be compact and only expose degrees of freedom that allow for meaningful manipulation of output geometry. One way to achieve this goal is to design higher-level macro operators that, when executed, expand into a series of commands from the base shape modeling language. However, manually authoring such macros, much like shape programs themselves, is difficult and largely restricted to domain experts. In this paper, we present ShapeMOD, an algorithm for automatically discovering macros that are useful across large datasets of 3D shape programs. ShapeMOD operates on shape programs expressed in an imperative, statement-based language. It is designed to discover macros that make programs more compact by minimizing the number of function calls and free parameters required to represent an input shape collection. We run ShapeMOD on multiple collections of programs expressed in a domain-specific language for 3D shape structures. We show that it automatically discovers a concise set of macros that abstract out common structural and parametric patterns that generalize over large shape collections. We also demonstrate that the macros found by ShapeMOD improve performance on downstream tasks including shape generative modeling and inferring programs from point clouds. Finally, we conduct a user study that indicates that ShapeMOD's discovered macros make interactive shape editing more efficient.

cs.GR↗

StoryBuddy: A Human-AI Collaborative Chatbot for Parent-Child Interactive Storytelling with Flexible Parental Involvement

Despite its benefits for children's skill development and parent-child bonding, many parents do not often engage in interactive storytelling by having story-related dialogues with their child due to limited availability or challenges in coming up with appropriate questions. While recent advances made AI generation of questions from stories possible, the fully-automated approach excludes parent involvement, disregards educational goals, and underoptimizes for child engagement. Informed by need-finding interviews and participatory design (PD) results, we developed StoryBuddy, an AI-enabled system for parents to create interactive storytelling experiences. StoryBuddy's design highlighted the need for accommodating dynamic user needs between the desire for parent involvement and parent-child bonding and the goal of minimizing parent intervention when busy. The PD revealed varied assessment and educational goals of parents, which StoryBuddy addressed by supporting configuring question types and tracking child progress. A user study validated StoryBuddy's usability and suggested design insights for future parent-AI collaboration systems.

cs.HC↗

Learning Body-Aware 3D Shape Generative Models

The shape of many objects in the built environment is dictated by their relationships to the human body: how will a person interact with this object? Existing data-driven generative models of 3D shapes produce plausible objects but do not reason about the relationship of those objects to the human body. In this paper, we learn body-aware generative models of 3D shapes. Specifically, we train generative models of chairs, an ubiquitous shape category, which can be conditioned on a given body shape or sitting pose. The body-shape-conditioned models produce chairs which will be comfortable for a person with the given body shape; the pose-conditioned models produce chairs which accommodate the given sitting pose. To train these models, we define a "sitting pose matching" metric and a novel "sitting comfort" metric. Calculating these metrics requires an expensive optimization to sit the body into the chair, which is too slow to be used as a loss function for training a generative model. Thus, we train neural networks to efficiently approximate these metrics. We use our approach to train three body-aware generative shape models: a structured part-based generator, a point cloud generator, and an implicit surface generator. In all cases, our approach produces models which adapt their output chair shapes to input human body specifications.

cs.GR↗

Roominoes: Generating Novel 3D Floor Plans From Existing 3D Rooms

Realistic 3D indoor scene datasets have enabled significant recent progress in computer vision, scene understanding, autonomous navigation, and 3D reconstruction. But the scale, diversity, and customizability of existing datasets is limited, and it is time-consuming and expensive to scan and annotate more. Fortunately, combinatorics is on our side: there are enough individual rooms in existing 3D scene datasets, if there was but a way to recombine them into new layouts. In this paper, we propose the task of generating novel 3D floor plans from existing 3D rooms. We identify three sub-tasks of this problem: generation of 2D layout, retrieval of compatible 3D rooms, and deformation of 3D rooms to fit the layout. We then discuss different strategies for solving the problem, and design two representative pipelines: one uses available 2D floor plans to guide selection and deformation of 3D rooms; the other learns to retrieve a set of compatible 3D rooms and combine them into novel layouts. We design a set of metrics that evaluate the generated results with respect to each of the three subtasks and show that different methods trade off performance on these subtasks. Finally, we survey downstream tasks that benefit from generated 3D scenes and discuss strategies in selecting the methods most appropriate for the demands of these tasks.

cs.CV↗

Learning to Infer Kinematic Hierarchies for Novel Object Instances

Manipulating an articulated object requires perceiving itskinematic hierarchy: its parts, how each can move, and howthose motions are coupled. Previous work has explored per-ception for kinematics, but none infers a complete kinematichierarchy on never-before-seen object instances, without relyingon a schema or template. We present a novel perception systemthat achieves this goal. Our system infers the moving parts ofan object and the kinematic couplings that relate them. Toinfer parts, it uses a point cloud instance segmentation neuralnetwork and to infer kinematic hierarchies, it uses a graphneural network to predict the existence, direction, and typeof edges (i.e. joints) that relate the inferred parts. We trainthese networks using simulated scans of synthetic 3D models.We evaluate our system on simulated scans of 3D objects, andwe demonstrate a proof-of-concept use of our system to drivereal-world robotic manipulation.

cs.CV↗

Inferring CAD Modeling Sequences Using Zone Graphs

In computer-aided design (CAD), the ability to "reverse engineer" the modeling steps used to create 3D shapes is a long-sought-after goal. This process can be decomposed into two sub-problems: converting an input mesh or point cloud into a boundary representation (or B-rep), and then inferring modeling operations which construct this B-rep. In this paper, we present a new system for solving the second sub-problem. Central to our approach is a new geometric representation: the zone graph. Zones are the set of solid regions formed by extending all B-Rep faces and partitioning space with them; a zone graph has these zones as its nodes, with edges denoting geometric adjacencies between them. Zone graphs allow us to tractably work with industry-standard CAD operations, unlike prior work using CSG with parametric primitives. We focus on CAD programs consisting of sketch + extrude + Boolean operations, which are common in CAD practice. We phrase our problem as search in the space of such extrusions permitted by the zone graph, and we train a graph neural network to score potential extrusions in order to accelerate the search. We show that our approach outperforms an existing CSG inference baseline in terms of geometric reconstruction accuracy and reconstruction time, while also creating more plausible modeling sequences.

cs.CG↗

Shape From Tracing: Towards Reconstructing 3D Object Geometry and SVBRDF Material from Images via Differentiable Path Tracing

Reconstructing object geometry and material from multiple views typically requires optimization. Differentiable path tracing is an appealing framework as it can reproduce complex appearance effects. However, it is difficult to use due to high computational cost. In this paper, we explore how to use differentiable ray tracing to refine an initial coarse mesh and per-mesh-facet material representation. In simulation, we find that it is possible to reconstruct fine geometric and material detail from low resolution input views, allowing high-quality reconstructions in a few hours despite the expense of path tracing. The reconstructions successfully disambiguate shading, shadow, and global illumination effects such as diffuse interreflection from material properties. We demonstrate the impact of different geometry initializations, including space carving, multi-view stereo, and 3D neural networks. Finally, with input captured using smartphone video and a consumer 360? camera for lighting estimation, we also show how to refine initial reconstructions of real-world objects in unconstrained environments.

cs.CV↗

ShapeAssembly: Learning to Generate Programs for 3D Shape Structure Synthesis

Manually authoring 3D shapes is difficult and time consuming; generative models of 3D shapes offer compelling alternatives. Procedural representations are one such possibility: they offer high-quality and editable results but are difficult to author and often produce outputs with limited diversity. On the other extreme are deep generative models: given enough data, they can learn to generate any class of shape but their outputs have artifacts and the representation is not editable. In this paper, we take a step towards achieving the best of both worlds for novel 3D shape synthesis. We propose ShapeAssembly, a domain-specific "assembly-language" for 3D shape structures. ShapeAssembly programs construct shapes by declaring cuboid part proxies and attaching them to one another, in a hierarchical and symmetrical fashion. Its functions are parameterized with free variables, so that one program structure is able to capture a family of related shapes. We show how to extract ShapeAssembly programs from existing shape structures in the PartNet dataset. Then we train a deep generative model, a hierarchical sequence VAE, that learns to write novel ShapeAssembly programs. The program captures the subset of variability that is interpretable and editable. The deep model captures correlations across shape collections that are hard to express procedurally. We evaluate our approach by comparing shapes output by our generated programs to those from other recent shape structure synthesis models. We find that our generated shapes are more plausible and physically-valid than those of other methods. Additionally, we assess the latent spaces of these models, and find that ours is better structured and produces smoother interpolations. As an application, we use our generative model and differentiable program interpreter to infer and fit shape programs to unstructured geometry, such as point clouds.

cs.GR↗

GANHopper: Multi-Hop GAN for Unsupervised Image-to-Image Translation

We introduce GANHopper, an unsupervised image-to-image translation network that transforms images gradually between two domains, through multiple hops. Instead of executing translation directly, we steer the translation by requiring the network to produce in-between images that resemble weighted hybrids between images from the input domains. Our network is trained on unpaired images from the two domains only, without any in-between images. All hops are produced using a single generator along each direction. In addition to the standard cycle-consistency and adversarial losses, we introduce a new hybrid discriminator, which is trained to classify the intermediate images produced by the generator as weighted hybrids, with weights based on a predetermined hop count. We also add a smoothness term to constrain the magnitude of each hop, further regularizing the translation. Compared to previous methods, GANHopper excels at image translations involving domain-specific image features and geometric variations while also preserving non-domain-specific features such as general color schemes.

cs.CV↗

Improving Shape Deformation in Unsupervised Image-to-Image Translation

Unsupervised image-to-image translation techniques are able to map local texture between two domains, but they are typically unsuccessful when the domains require larger shape change. Inspired by semantic segmentation, we introduce a discriminator with dilated convolutions that is able to use information from across the entire image to train a more context-aware generator. This is coupled with a multi-scale perceptual loss that is better able to represent error in the underlying shape of objects. We demonstrate that this design is more capable of representing shape deformation in a challenging toy dataset, plus in complex mappings with significant dataset variation between humans, dolls, and anime faces, and between cats and dogs.

cs.CV↗

Fast and Flexible Indoor Scene Synthesis via Deep Convolutional Generative Models

We present a new, fast and flexible pipeline for indoor scene synthesis that is based on deep convolutional generative models. Our method operates on a top-down image-based representation, and inserts objects iteratively into the scene by predicting their category, location, orientation and size with separate neural network modules. Our pipeline naturally supports automatic completion of partial scenes, as well as synthesis of complete scenes. Our method is significantly faster than the previous image-based method and generates result that outperforms it and other state-of-the-art deep generative scene models in terms of faithfulness to training data and perceived visual quality.

cs.CV↗

Learning to Infer Graphics Programs from Hand-Drawn Images

We introduce a model that learns to convert simple hand drawings into graphics programs written in a subset of \LaTeX. The model combines techniques from deep learning and program synthesis. We learn a convolutional neural network that proposes plausible drawing primitives that explain an image. These drawing primitives are like a trace of the set of primitive commands issued by a graphics program. We learn a model that uses program synthesis techniques to recover a graphics program from that trace. These programs have constructs like variable bindings, iterative loops, or simple kinds of conditionals. With a graphics program in hand, we can correct errors made by the deep network, measure similarity between drawings by use of similar high-level geometric structures, and extrapolate drawings. Taken together these results are a step towards agents that induce useful, human-readable programs from perceptual input.

cs.AI↗