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David Forsyth

Publications and source records attributed to David Forsyth.

At least 37 records · Page 2Linked to original sources

Blocks2World: Controlling Realistic Scenes with Editable Primitives

We present Blocks2World, a novel method for 3D scene rendering and editing that leverages a two-step process: convex decomposition of images and conditioned synthesis. Our technique begins by extracting 3D parallelepipeds from various objects in a given scene using convex decomposition, thus obtaining a primitive representation of the scene. These primitives are then utilized to generate paired data through simple ray-traced depth maps. The next stage involves training a conditioned model that learns to generate images from the 2D-rendered convex primitives. This step establishes a direct mapping between the 3D model and its 2D representation, effectively learning the transition from a 3D model to an image. Once the model is fully trained, it offers remarkable control over the synthesis of novel and edited scenes. This is achieved by manipulating the primitives at test time, including translating or adding them, thereby enabling a highly customizable scene rendering process. Our method provides a fresh perspective on 3D scene rendering and editing, offering control and flexibility. It opens up new avenues for research and applications in the field, including authoring and data augmentation.

cs.CV

Sim-on-Wheels: Physical World in the Loop Simulation for Self-Driving

We present Sim-on-Wheels, a safe, realistic, and vehicle-in-loop framework to test autonomous vehicles' performance in the real world under safety-critical scenarios. Sim-on-wheels runs on a self-driving vehicle operating in the physical world. It creates virtual traffic participants with risky behaviors and seamlessly inserts the virtual events into images perceived from the physical world in real-time. The manipulated images are fed into autonomy, allowing the self-driving vehicle to react to such virtual events. The full pipeline runs on the actual vehicle and interacts with the physical world, but the safety-critical events it sees are virtual. Sim-on-Wheels is safe, interactive, realistic, and easy to use. The experiments demonstrate the potential of Sim-on-Wheels to facilitate the process of testing autonomous driving in challenging real-world scenes with high fidelity and low risk.

cs.RO

ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field

Physical simulations produce excellent predictions of weather effects. Neural radiance fields produce SOTA scene models. We describe a novel NeRF-editing procedure that can fuse physical simulations with NeRF models of scenes, producing realistic movies of physical phenomena in those scenes. Our application -- Climate NeRF -- allows people to visualize what climate change outcomes will do to them. ClimateNeRF allows us to render realistic weather effects, including smog, snow, and flood. Results can be controlled with physically meaningful variables like water level. Qualitative and quantitative studies show that our simulated results are significantly more realistic than those from SOTA 2D image editing and SOTA 3D NeRF stylization.

cs.CV

Wearing the Same Outfit in Different Ways -- A Controllable Virtual Try-on Method

An outfit visualization method generates an image of a person wearing real garments from images of those garments. Current methods can produce images that look realistic and preserve garment identity, captured in details such as collar, cuffs, texture, hem, and sleeve length. However, no current method can both control how the garment is worn -- including tuck or untuck, opened or closed, high or low on the waist, etc.. -- and generate realistic images that accurately preserve the properties of the original garment. We describe an outfit visualization method that controls drape while preserving garment identity. Our system allows instance independent editing of garment drape, which means a user can construct an edit (e.g. tucking a shirt in a specific way) that can be applied to all shirts in a garment collection. Garment detail is preserved by relying on a warping procedure to place the garment on the body and a generator then supplies fine shading detail. To achieve instance independent control, we use control points with garment category-level semantics to guide the warp. The method produces state-of-the-art quality images, while allowing creative ways to style garments, including allowing tops to be tucked or untucked; jackets to be worn open or closed; skirts to be worn higher or lower on the waist; and so on. The method allows interactive control to correct errors in individual renderings too. Because the edits are instance independent, they can be applied to large pools of garments automatically and can be conditioned on garment metadata (e.g. all cropped jackets are worn closed or all bomber jackets are worn closed).

cs.GR

How Would The Viewer Feel? Estimating Wellbeing From Video Scenarios

In recent years, deep neural networks have demonstrated increasingly strong abilities to recognize objects and activities in videos. However, as video understanding becomes widely used in real-world applications, a key consideration is developing human-centric systems that understand not only the content of the video but also how it would affect the wellbeing and emotional state of viewers. To facilitate research in this setting, we introduce two large-scale datasets with over 60,000 videos manually annotated for emotional response and subjective wellbeing. The Video Cognitive Empathy (VCE) dataset contains annotations for distributions of fine-grained emotional responses, allowing models to gain a detailed understanding of affective states. The Video to Valence (V2V) dataset contains annotations of relative pleasantness between videos, which enables predicting a continuous spectrum of wellbeing. In experiments, we show how video models that are primarily trained to recognize actions and find contours of objects can be repurposed to understand human preferences and the emotional content of videos. Although there is room for improvement, predicting wellbeing and emotional response is on the horizon for state-of-the-art models. We hope our datasets can help foster further advances at the intersection of commonsense video understanding and human preference learning.

cs.CV

How to Steer Your Adversary: Targeted and Efficient Model Stealing Defenses with Gradient Redirection

Model stealing attacks present a dilemma for public machine learning APIs. To protect financial investments, companies may be forced to withhold important information about their models that could facilitate theft, including uncertainty estimates and prediction explanations. This compromise is harmful not only to users but also to external transparency. Model stealing defenses seek to resolve this dilemma by making models harder to steal while preserving utility for benign users. However, existing defenses have poor performance in practice, either requiring enormous computational overheads or severe utility trade-offs. To meet these challenges, we present a new approach to model stealing defenses called gradient redirection. At the core of our approach is a provably optimal, efficient algorithm for steering an adversary's training updates in a targeted manner. Combined with improvements to surrogate networks and a novel coordinated defense strategy, our gradient redirection defense, called GRAD${}^2$, achieves small utility trade-offs and low computational overhead, outperforming the best prior defenses. Moreover, we demonstrate how gradient redirection enables reprogramming the adversary with arbitrary behavior, which we hope will foster work on new avenues of defense.

cs.LG

Long Scale Error Control in Low Light Image and Video Enhancement Using Equivariance

Image frames obtained in darkness are special. Just multiplying by a constant doesn't restore the image. Shot noise, quantization effects and camera non-linearities mean that colors and relative light levels are estimated poorly. Current methods learn a mapping using real dark-bright image pairs. These are very hard to capture. A recent paper has shown that simulated data pairs produce real improvements in restoration, likely because huge volumes of simulated data are easy to obtain. In this paper, we show that respecting equivariance -- the color of a restored pixel should be the same, however the image is cropped -- produces real improvements over the state of the art for restoration. We show that a scale selection mechanism can be used to improve reconstructions. Finally, we show that our approach produces improvements on video restoration as well. Our methods are evaluated both quantitatively and qualitatively.

cs.CV

DIVeR: Real-time and Accurate Neural Radiance Fields with Deterministic Integration for Volume Rendering

DIVeR builds on the key ideas of NeRF and its variants -- density models and volume rendering -- to learn 3D object models that can be rendered realistically from small numbers of images. In contrast to all previous NeRF methods, DIVeR uses deterministic rather than stochastic estimates of the volume rendering integral. DIVeR's representation is a voxel based field of features. To compute the volume rendering integral, a ray is broken into intervals, one per voxel; components of the volume rendering integral are estimated from the features for each interval using an MLP, and the components are aggregated. As a result, DIVeR can render thin translucent structures that are missed by other integrators. Furthermore, DIVeR's representation has semantics that is relatively exposed compared to other such methods -- moving feature vectors around in the voxel space results in natural edits. Extensive qualitative and quantitative comparisons to current state-of-the-art methods show that DIVeR produces models that (1) render at or above state-of-the-art quality, (2) are very small without being baked, (3) render very fast without being baked, and (4) can be edited in natural ways.

cs.CV

Towards Robust Low Light Image Enhancement

In this paper, we study the problem of making brighter images from dark images found in the wild. The images are dark because they are taken in dim environments. They suffer from color shifts caused by quantization and from sensor noise. We don't know the true camera reponse function for such images and they are not RAW. We use a supervised learning method, relying on a straightforward simulation of an imaging pipeline to generate usable dataset for training and testing. On a number of standard datasets, our approach outperforms the state of the art quantitatively. Qualitative comparisons suggest strong improvements in reconstruction accuracy.

cs.CV

On the Importance of Firth Bias Reduction in Few-Shot Classification

Learning accurate classifiers for novel categories from very few examples, known as few-shot image classification, is a challenging task in statistical machine learning and computer vision. The performance in few-shot classification suffers from the bias in the estimation of classifier parameters; however, an effective underlying bias reduction technique that could alleviate this issue in training few-shot classifiers has been overlooked. In this work, we demonstrate the effectiveness of Firth bias reduction in few-shot classification. Theoretically, Firth bias reduction removes the $O(N^{-1})$ first order term from the small-sample bias of the Maximum Likelihood Estimator. Here we show that the general Firth bias reduction technique simplifies to encouraging uniform class assignment probabilities for multinomial logistic classification, and almost has the same effect in cosine classifiers. We derive an easy-to-implement optimization objective for Firth penalized multinomial logistic and cosine classifiers, which is equivalent to penalizing the cross-entropy loss with a KL-divergence between the uniform label distribution and the predictions. Then, we empirically evaluate that it is consistently effective across the board for few-shot image classification, regardless of (1) the feature representations from different backbones, (2) the number of samples per class, and (3) the number of classes. Finally, we show the robustness of Firth bias reduction, in the case of imbalanced data distribution. Our implementation is available at https://github.com/ehsansaleh/firth_bias_reduction

cs.CV

JoJoGAN: One Shot Face Stylization

A style mapper applies some fixed style to its input images (so, for example, taking faces to cartoons). This paper describes a simple procedure -- JoJoGAN -- to learn a style mapper from a single example of the style. JoJoGAN uses a GAN inversion procedure and StyleGAN's style-mixing property to produce a substantial paired dataset from a single example style. The paired dataset is then used to fine-tune a StyleGAN. An image can then be style mapped by GAN-inversion followed by the fine-tuned StyleGAN. JoJoGAN needs just one reference and as little as 30 seconds of training time. JoJoGAN can use extreme style references (say, animal faces) successfully. Furthermore, one can control what aspects of the style are used and how much of the style is applied. Qualitative and quantitative evaluation show that JoJoGAN produces high quality high resolution images that vastly outperform the current state-of-the-art.

cs.CV

StyleGAN of All Trades: Image Manipulation with Only Pretrained StyleGAN

Recently, StyleGAN has enabled various image manipulation and editing tasks thanks to the high-quality generation and the disentangled latent space. However, additional architectures or task-specific training paradigms are usually required for different tasks. In this work, we take a deeper look at the spatial properties of StyleGAN. We show that with a pretrained StyleGAN along with some operations, without any additional architecture, we can perform comparably to the state-of-the-art methods on various tasks, including image blending, panorama generation, generation from a single image, controllable and local multimodal image to image translation, and attributes transfer. The proposed method is simple, effective, efficient, and applicable to any existing pretrained StyleGAN model.

cs.CV

Controlled GAN-Based Creature Synthesis via a Challenging Game Art Dataset -- Addressing the Noise-Latent Trade-Off

The state-of-the-art StyleGAN2 network supports powerful methods to create and edit art, including generating random images, finding images "like" some query, and modifying content or style. Further, recent advancements enable training with small datasets. We apply these methods to synthesize card art, by training on a novel Yu-Gi-Oh dataset. While noise inputs to StyleGAN2 are essential for good synthesis, we find that coarse-scale noise interferes with latent variables on this dataset because both control long-scale image effects. We observe over-aggressive variation in art with changes in noise and weak content control via latent variable edits. Here, we demonstrate that training a modified StyleGAN2, where coarse-scale noise is suppressed, removes these unwanted effects. We obtain a superior FID; changes in noise result in local exploration of style; and identity control is markedly improved. These results and analysis lead towards a GAN-assisted art synthesis tool for digital artists of all skill levels, which can be used in film, games, or any creative industry for artistic ideation.

cs.CV

LSD-StructureNet: Modeling Levels of Structural Detail in 3D Part Hierarchies

Generative models for 3D shapes represented by hierarchies of parts can generate realistic and diverse sets of outputs. However, existing models suffer from the key practical limitation of modelling shapes holistically and thus cannot perform conditional sampling, i.e. they are not able to generate variants on individual parts of generated shapes without modifying the rest of the shape. This is limiting for applications such as 3D CAD design that involve adjusting created shapes at multiple levels of detail. To address this, we introduce LSD-StructureNet, an augmentation to the StructureNet architecture that enables re-generation of parts situated at arbitrary positions in the hierarchies of its outputs. We achieve this by learning individual, probabilistic conditional decoders for each hierarchy depth. We evaluate LSD-StructureNet on the PartNet dataset, the largest dataset of 3D shapes represented by hierarchies of parts. Our results show that contrarily to existing methods, LSD-StructureNet can perform conditional sampling without impacting inference speed or the realism and diversity of its outputs.

cs.CV

Retrieve in Style: Unsupervised Facial Feature Transfer and Retrieval

We present Retrieve in Style (RIS), an unsupervised framework for facial feature transfer and retrieval on real images. Recent work shows capabilities of transferring local facial features by capitalizing on the disentanglement property of the StyleGAN latent space. RIS improves existing art on the following: 1) Introducing more effective feature disentanglement to allow for challenging transfers (ie, hair, pose) that were not shown possible in SoTA methods. 2) Eliminating the need for per-image hyperparameter tuning, and for computing a catalog over a large batch of images. 3) Enabling fine-grained face retrieval using disentangled facial features (eg, eyes). To our best knowledge, this is the first work to retrieve face images at this fine level. 4) Demonstrating robust, natural editing on real images. Our qualitative and quantitative analyses show RIS achieves both high-fidelity feature transfers and accurate fine-grained retrievals on real images. We also discuss the responsible applications of RIS.

cs.CV

GANs N' Roses: Stable, Controllable, Diverse Image to Image Translation (works for videos too!)

We show how to learn a map that takes a content code, derived from a face image, and a randomly chosen style code to an anime image. We derive an adversarial loss from our simple and effective definitions of style and content. This adversarial loss guarantees the map is diverse -- a very wide range of anime can be produced from a single content code. Under plausible assumptions, the map is not just diverse, but also correctly represents the probability of an anime, conditioned on an input face. In contrast, current multimodal generation procedures cannot capture the complex styles that appear in anime. Extensive quantitative experiments support the idea the map is correct. Extensive qualitative results show that the method can generate a much more diverse range of styles than SOTA comparisons. Finally, we show that our formalization of content and style allows us to perform video to video translation without ever training on videos.

cs.CV

Why do These Match? Explaining the Behavior of Image Similarity Models

Explaining a deep learning model can help users understand its behavior and allow researchers to discern its shortcomings. Recent work has primarily focused on explaining models for tasks like image classification or visual question answering. In this paper, we introduce Salient Attributes for Network Explanation (SANE) to explain image similarity models, where a model's output is a score measuring the similarity of two inputs rather than a classification score. In this task, an explanation depends on both of the input images, so standard methods do not apply. Our SANE explanations pairs a saliency map identifying important image regions with an attribute that best explains the match. We find that our explanations provide additional information not typically captured by saliency maps alone, and can also improve performance on the classic task of attribute recognition. Our approach's ability to generalize is demonstrated on two datasets from diverse domains, Polyvore Outfits and Animals with Attributes 2. Code available at: https://github.com/VisionLearningGroup/SANE

cs.CV

Effectively Unbiased FID and Inception Score and where to find them

This paper shows that two commonly used evaluation metrics for generative models, the Fréchet Inception Distance (FID) and the Inception Score (IS), are biased -- the expected value of the score computed for a finite sample set is not the true value of the score. Worse, the paper shows that the bias term depends on the particular model being evaluated, so model A may get a better score than model B simply because model A's bias term is smaller. This effect cannot be fixed by evaluating at a fixed number of samples. This means all comparisons using FID or IS as currently computed are unreliable. We then show how to extrapolate the score to obtain an effectively bias-free estimate of scores computed with an infinite number of samples, which we term $\overline{\textrm{FID}}_\infty$ and $\overline{\textrm{IS}}_\infty$. In turn, this effectively bias-free estimate requires good estimates of scores with a finite number of samples. We show that using Quasi-Monte Carlo integration notably improves estimates of FID and IS for finite sample sets. Our extrapolated scores are simple, drop-in replacements for the finite sample scores. Additionally, we show that using low discrepancy sequence in GAN training offers small improvements in the resulting generator.

cs.CV