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David Novotny

Publications and source records attributed to David Novotny.

At least 37 records · Page 2Linked to original sources

Replay: Multi-modal Multi-view Acted Videos for Casual Holography

We introduce Replay, a collection of multi-view, multi-modal videos of humans interacting socially. Each scene is filmed in high production quality, from different viewpoints with several static cameras, as well as wearable action cameras, and recorded with a large array of microphones at different positions in the room. Overall, the dataset contains over 4000 minutes of footage and over 7 million timestamped high-resolution frames annotated with camera poses and partially with foreground masks. The Replay dataset has many potential applications, such as novel-view synthesis, 3D reconstruction, novel-view acoustic synthesis, human body and face analysis, and training generative models. We provide a benchmark for training and evaluating novel-view synthesis, with two scenarios of different difficulty. Finally, we evaluate several baseline state-of-the-art methods on the new benchmark.

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HoloDiffusion: Training a 3D Diffusion Model using 2D Images

Diffusion models have emerged as the best approach for generative modeling of 2D images. Part of their success is due to the possibility of training them on millions if not billions of images with a stable learning objective. However, extending these models to 3D remains difficult for two reasons. First, finding a large quantity of 3D training data is much more complex than for 2D images. Second, while it is conceptually trivial to extend the models to operate on 3D rather than 2D grids, the associated cubic growth in memory and compute complexity makes this infeasible. We address the first challenge by introducing a new diffusion setup that can be trained, end-to-end, with only posed 2D images for supervision; and the second challenge by proposing an image formation model that decouples model memory from spatial memory. We evaluate our method on real-world data, using the CO3D dataset which has not been used to train 3D generative models before. We show that our diffusion models are scalable, train robustly, and are competitive in terms of sample quality and fidelity to existing approaches for 3D generative modeling.

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Real-time volumetric rendering of dynamic humans

We present a method for fast 3D reconstruction and real-time rendering of dynamic humans from monocular videos with accompanying parametric body fits. Our method can reconstruct a dynamic human in less than 3h using a single GPU, compared to recent state-of-the-art alternatives that take up to 72h. These speedups are obtained by using a lightweight deformation model solely based on linear blend skinning, and an efficient factorized volumetric representation for modeling the shape and color of the person in canonical pose. Moreover, we propose a novel local ray marching rendering which, by exploiting standard GPU hardware and without any baking or conversion of the radiance field, allows visualizing the neural human on a mobile VR device at 40 frames per second with minimal loss of visual quality. Our experimental evaluation shows superior or competitive results with state-of-the art methods while obtaining large training speedup, using a simple model, and achieving real-time rendering.

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Self-Supervised Correspondence Estimation via Multiview Registration

Video provides us with the spatio-temporal consistency needed for visual learning. Recent approaches have utilized this signal to learn correspondence estimation from close-by frame pairs. However, by only relying on close-by frame pairs, those approaches miss out on the richer long-range consistency between distant overlapping frames. To address this, we propose a self-supervised approach for correspondence estimation that learns from multiview consistency in short RGB-D video sequences. Our approach combines pairwise correspondence estimation and registration with a novel SE(3) transformation synchronization algorithm. Our key insight is that self-supervised multiview registration allows us to obtain correspondences over longer time frames; increasing both the diversity and difficulty of sampled pairs. We evaluate our approach on indoor scenes for correspondence estimation and RGB-D pointcloud registration and find that we perform on-par with supervised approaches.

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Common Pets in 3D: Dynamic New-View Synthesis of Real-Life Deformable Categories

Obtaining photorealistic reconstructions of objects from sparse views is inherently ambiguous and can only be achieved by learning suitable reconstruction priors. Earlier works on sparse rigid object reconstruction successfully learned such priors from large datasets such as CO3D. In this paper, we extend this approach to dynamic objects. We use cats and dogs as a representative example and introduce Common Pets in 3D (CoP3D), a collection of crowd-sourced videos showing around 4,200 distinct pets. CoP3D is one of the first large-scale datasets for benchmarking non-rigid 3D reconstruction "in the wild". We also propose Tracker-NeRF, a method for learning 4D reconstruction from our dataset. At test time, given a small number of video frames of an unseen object, Tracker-NeRF predicts the trajectories of its 3D points and generates new views, interpolating viewpoint and time. Results on CoP3D reveal significantly better non-rigid new-view synthesis performance than existing baselines.

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Nerfels: Renderable Neural Codes for Improved Camera Pose Estimation

This paper presents a framework that combines traditional keypoint-based camera pose optimization with an invertible neural rendering mechanism. Our proposed 3D scene representation, Nerfels, is locally dense yet globally sparse. As opposed to existing invertible neural rendering systems which overfit a model to the entire scene, we adopt a feature-driven approach for representing scene-agnostic, local 3D patches with renderable codes. By modelling a scene only where local features are detected, our framework effectively generalizes to unseen local regions in the scene via an optimizable code conditioning mechanism in the neural renderer, all while maintaining the low memory footprint of a sparse 3D map representation. Our model can be incorporated to existing state-of-the-art hand-crafted and learned local feature pose estimators, yielding improved performance when evaluating on ScanNet for wide camera baseline scenarios.

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iSDF: Real-Time Neural Signed Distance Fields for Robot Perception

We present iSDF, a continual learning system for real-time signed distance field (SDF) reconstruction. Given a stream of posed depth images from a moving camera, it trains a randomly initialised neural network to map input 3D coordinate to approximate signed distance. The model is self-supervised by minimising a loss that bounds the predicted signed distance using the distance to the closest sampled point in a batch of query points that are actively sampled. In contrast to prior work based on voxel grids, our neural method is able to provide adaptive levels of detail with plausible filling in of partially observed regions and denoising of observations, all while having a more compact representation. In evaluations against alternative methods on real and synthetic datasets of indoor environments, we find that iSDF produces more accurate reconstructions, and better approximations of collision costs and gradients useful for downstream planners in domains from navigation to manipulation. Code and video results can be found at our project page: https://joeaortiz.github.io/iSDF/ .

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Learning the semantic structure of objects from Web supervision

While recent research in image understanding has often focused on recognizing more types of objects, understanding more about the objects is just as important. Recognizing object parts and attributes has been extensively studied before, yet learning large space of such concepts remains elusive due to the high cost of providing detailed object annotations for supervision. The key contribution of this paper is an algorithm to learn the nameable parts of objects automatically, from images obtained by querying Web search engines. The key challenge is the high level of noise in the annotations; to address it, we propose a new unified embedding space where the appearance and geometry of objects and their semantic parts are represented uniformly. Geometric relationships are induced in a soft manner by a rich set of nonsemantic mid-level anchors, bridging the gap between semantic and non-semantic parts. We also show that the resulting embedding provides a visually-intuitive mechanism to navigate the learned concepts and their corresponding images.

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Learning 3D Object Categories by Looking Around Them

Traditional approaches for learning 3D object categories use either synthetic data or manual supervision. In this paper, we propose a method which does not require manual annotations and is instead cued by observing objects from a moving vantage point. Our system builds on two innovations: a Siamese viewpoint factorization network that robustly aligns different videos together without explicitly comparing 3D shapes; and a 3D shape completion network that can extract the full shape of an object from partial observations. We also demonstrate the benefits of configuring networks to perform probabilistic predictions as well as of geometry-aware data augmentation schemes. We obtain state-of-the-art results on publicly-available benchmarks.

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Common Objects in 3D: Large-Scale Learning and Evaluation of Real-life 3D Category Reconstruction

Traditional approaches for learning 3D object categories have been predominantly trained and evaluated on synthetic datasets due to the unavailability of real 3D-annotated category-centric data. Our main goal is to facilitate advances in this field by collecting real-world data in a magnitude similar to the existing synthetic counterparts. The principal contribution of this work is thus a large-scale dataset, called Common Objects in 3D, with real multi-view images of object categories annotated with camera poses and ground truth 3D point clouds. The dataset contains a total of 1.5 million frames from nearly 19,000 videos capturing objects from 50 MS-COCO categories and, as such, it is significantly larger than alternatives both in terms of the number of categories and objects. We exploit this new dataset to conduct one of the first large-scale "in-the-wild" evaluations of several new-view-synthesis and category-centric 3D reconstruction methods. Finally, we contribute NerFormer - a novel neural rendering method that leverages the powerful Transformer to reconstruct an object given a small number of its views. The CO3D dataset is available at https://github.com/facebookresearch/co3d .

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DensePose 3D: Lifting Canonical Surface Maps of Articulated Objects to the Third Dimension

We tackle the problem of monocular 3D reconstruction of articulated objects like humans and animals. We contribute DensePose 3D, a method that can learn such reconstructions in a weakly supervised fashion from 2D image annotations only. This is in stark contrast with previous deformable reconstruction methods that use parametric models such as SMPL pre-trained on a large dataset of 3D object scans. Because it does not require 3D scans, DensePose 3D can be used for learning a wide range of articulated categories such as different animal species. The method learns, in an end-to-end fashion, a soft partition of a given category-specific 3D template mesh into rigid parts together with a monocular reconstruction network that predicts the part motions such that they reproject correctly onto 2D DensePose-like surface annotations of the object. The decomposition of the object into parts is regularized by expressing part assignments as a combination of the smooth eigenfunctions of the Laplace-Beltrami operator. We show significant improvements compared to state-of-the-art non-rigid structure-from-motion baselines on both synthetic and real data on categories of humans and animals.

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Augmenting Implicit Neural Shape Representations with Explicit Deformation Fields

Implicit neural representation is a recent approach to learn shape collections as zero level-sets of neural networks, where each shape is represented by a latent code. So far, the focus has been shape reconstruction, while shape generalization was mostly left to generic encoder-decoder or auto-decoder regularization. In this paper we advocate deformation-aware regularization for implicit neural representations, aiming at producing plausible deformations as latent code changes. The challenge is that implicit representations do not capture correspondences between different shapes, which makes it difficult to represent and regularize their deformations. Thus, we propose to pair the implicit representation of the shapes with an explicit, piecewise linear deformation field, learned as an auxiliary function. We demonstrate that, by regularizing these deformation fields, we can encourage the implicit neural representation to induce natural deformations in the learned shape space, such as as-rigid-as-possible deformations.

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NeuroMorph: Unsupervised Shape Interpolation and Correspondence in One Go

We present NeuroMorph, a new neural network architecture that takes as input two 3D shapes and produces in one go, i.e. in a single feed forward pass, a smooth interpolation and point-to-point correspondences between them. The interpolation, expressed as a deformation field, changes the pose of the source shape to resemble the target, but leaves the object identity unchanged. NeuroMorph uses an elegant architecture combining graph convolutions with global feature pooling to extract local features. During training, the model is incentivized to create realistic deformations by approximating geodesics on the underlying shape space manifold. This strong geometric prior allows to train our model end-to-end and in a fully unsupervised manner without requiring any manual correspondence annotations. NeuroMorph works well for a large variety of input shapes, including non-isometric pairs from different object categories. It obtains state-of-the-art results for both shape correspondence and interpolation tasks, matching or surpassing the performance of recent unsupervised and supervised methods on multiple benchmarks.

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Discovering Relationships between Object Categories via Universal Canonical Maps

We tackle the problem of learning the geometry of multiple categories of deformable objects jointly. Recent work has shown that it is possible to learn a unified dense pose predictor for several categories of related objects. However, training such models requires to initialize inter-category correspondences by hand. This is suboptimal and the resulting models fail to maintain correct correspondences as individual categories are learned. In this paper, we show that improved correspondences can be learned automatically as a natural byproduct of learning category-specific dense pose predictors. To do this, we express correspondences between different categories and between images and categories using a unified embedding. Then, we use the latter to enforce two constraints: symmetric inter-category cycle consistency and a new asymmetric image-to-category cycle consistency. Without any manual annotations for the inter-category correspondences, we obtain state-of-the-art alignment results, outperforming dedicated methods for matching 3D shapes. Moreover, the new model is also better at the task of dense pose prediction than prior work.

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Unsupervised Learning of 3D Object Categories from Videos in the Wild

Our goal is to learn a deep network that, given a small number of images of an object of a given category, reconstructs it in 3D. While several recent works have obtained analogous results using synthetic data or assuming the availability of 2D primitives such as keypoints, we are interested in working with challenging real data and with no manual annotations. We thus focus on learning a model from multiple views of a large collection of object instances. We contribute with a new large dataset of object centric videos suitable for training and benchmarking this class of models. We show that existing techniques leveraging meshes, voxels, or implicit surfaces, which work well for reconstructing isolated objects, fail on this challenging data. Finally, we propose a new neural network design, called warp-conditioned ray embedding (WCR), which significantly improves reconstruction while obtaining a detailed implicit representation of the object surface and texture, also compensating for the noise in the initial SfM reconstruction that bootstrapped the learning process. Our evaluation demonstrates performance improvements over several deep monocular reconstruction baselines on existing benchmarks and on our novel dataset.

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Canonical 3D Deformer Maps: Unifying parametric and non-parametric methods for dense weakly-supervised category reconstruction

We propose the Canonical 3D Deformer Map, a new representation of the 3D shape of common object categories that can be learned from a collection of 2D images of independent objects. Our method builds in a novel way on concepts from parametric deformation models, non-parametric 3D reconstruction, and canonical embeddings, combining their individual advantages. In particular, it learns to associate each image pixel with a deformation model of the corresponding 3D object point which is canonical, i.e. intrinsic to the identity of the point and shared across objects of the category. The result is a method that, given only sparse 2D supervision at training time, can, at test time, reconstruct the 3D shape and texture of objects from single views, while establishing meaningful dense correspondences between object instances. It also achieves state-of-the-art results in dense 3D reconstruction on public in-the-wild datasets of faces, cars, and birds.

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Continuous Surface Embeddings

In this work, we focus on the task of learning and representing dense correspondences in deformable object categories. While this problem has been considered before, solutions so far have been rather ad-hoc for specific object types (i.e., humans), often with significant manual work involved. However, scaling the geometry understanding to all objects in nature requires more automated approaches that can also express correspondences between related, but geometrically different objects. To this end, we propose a new, learnable image-based representation of dense correspondences. Our model predicts, for each pixel in a 2D image, an embedding vector of the corresponding vertex in the object mesh, therefore establishing dense correspondences between image pixels and 3D object geometry. We demonstrate that the proposed approach performs on par or better than the state-of-the-art methods for dense pose estimation for humans, while being conceptually simpler. We also collect a new in-the-wild dataset of dense correspondences for animal classes and demonstrate that our framework scales naturally to the new deformable object categories.

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RidgeSfM: Structure from Motion via Robust Pairwise Matching Under Depth Uncertainty

We consider the problem of simultaneously estimating a dense depth map and camera pose for a large set of images of an indoor scene. While classical SfM pipelines rely on a two-step approach where cameras are first estimated using a bundle adjustment in order to ground the ensuing multi-view stereo stage, both our poses and dense reconstructions are a direct output of an altered bundle adjuster. To this end, we parametrize each depth map with a linear combination of a limited number of basis "depth-planes" predicted in a monocular fashion by a deep net. Using a set of high-quality sparse keypoint matches, we optimize over the per-frame linear combinations of depth planes and camera poses to form a geometrically consistent cloud of keypoints. Although our bundle adjustment only considers sparse keypoints, the inferred linear coefficients of the basis planes immediately give us dense depth maps. RidgeSfM is able to collectively align hundreds of frames, which is its main advantage over recent memory-heavy deep alternatives that can align at most 10 frames. Quantitative comparisons reveal performance superior to a state-of-the-art large-scale SfM pipeline.

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