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Derek Nowrouzezahrai

Publications and source records attributed to Derek Nowrouzezahrai.

At least 37 records · Page 2Linked to original sources

Learning Latent Structural Causal Models

Causal learning has long concerned itself with the accurate recovery of underlying causal mechanisms. Such causal modelling enables better explanations of out-of-distribution data. Prior works on causal learning assume that the high-level causal variables are given. However, in machine learning tasks, one often operates on low-level data like image pixels or high-dimensional vectors. In such settings, the entire Structural Causal Model (SCM) -- structure, parameters, \textit{and} high-level causal variables -- is unobserved and needs to be learnt from low-level data. We treat this problem as Bayesian inference of the latent SCM, given low-level data. For linear Gaussian additive noise SCMs, we present a tractable approximate inference method which performs joint inference over the causal variables, structure and parameters of the latent SCM from random, known interventions. Experiments are performed on synthetic datasets and a causally generated image dataset to demonstrate the efficacy of our approach. We also perform image generation from unseen interventions, thereby verifying out of distribution generalization for the proposed causal model.

cs.LG↗

Uncertainty-Driven Active Vision for Implicit Scene Reconstruction

Multi-view implicit scene reconstruction methods have become increasingly popular due to their ability to represent complex scene details. Recent efforts have been devoted to improving the representation of input information and to reducing the number of views required to obtain high quality reconstructions. Yet, perhaps surprisingly, the study of which views to select to maximally improve scene understanding remains largely unexplored. We propose an uncertainty-driven active vision approach for implicit scene reconstruction, which leverages occupancy uncertainty accumulated across the scene using volume rendering to select the next view to acquire. To this end, we develop an occupancy-based reconstruction method which accurately represents scenes using either 2D or 3D supervision. We evaluate our proposed approach on the ABC dataset and the in the wild CO3D dataset, and show that: (1) we are able to obtain high quality state-of-the-art occupancy reconstructions; (2) our perspective conditioned uncertainty definition is effective to drive improvements in next best view selection and outperforms strong baseline approaches; and (3) we can further improve shape understanding by performing a gradient-based search on the view selection candidates. Overall, our results highlight the importance of view selection for implicit scene reconstruction, making it a promising avenue to explore further.

cs.CV↗

Latent Variable Models for Bayesian Causal Discovery

Learning predictors that do not rely on spurious correlations involves building causal representations. However, learning such a representation is very challenging. We, therefore, formulate the problem of learning a causal representation from high dimensional data and study causal recovery with synthetic data. This work introduces a latent variable decoder model, Decoder BCD, for Bayesian causal discovery and performs experiments in mildly supervised and unsupervised settings. We present a series of synthetic experiments to characterize important factors for causal discovery and show that using known intervention targets as labels helps in unsupervised Bayesian inference over structure and parameters of linear Gaussian additive noise latent structural causal models.

cs.LG↗

Overcoming challenges in leveraging GANs for few-shot data augmentation

In this paper, we explore the use of GAN-based few-shot data augmentation as a method to improve few-shot classification performance. We perform an exploration into how a GAN can be fine-tuned for such a task (one of which is in a class-incremental manner), as well as a rigorous empirical investigation into how well these models can perform to improve few-shot classification. We identify issues related to the difficulty of training such generative models under a purely supervised regime with very few examples, as well as issues regarding the evaluation protocols of existing works. We also find that in this regime, classification accuracy is highly sensitive to how the classes of the dataset are randomly split. Therefore, we propose a semi-supervised fine-tuning approach as a more pragmatic way forward to address these problems.

stat.ML↗

Countering Racial Bias in Computer Graphics Research

Current computer graphics research practices contain racial biases that have resulted in investigations into "skin" and "hair" that focus on the hegemonic visual features of Europeans and East Asians. To broaden our research horizons to encompass all of humanity, we propose a variety of improvements to quantitative measures and qualitative practices, and pose novel, open research problems.

cs.GR↗

Learning to Guide and to Be Guided in the Architect-Builder Problem

We are interested in interactive agents that learn to coordinate, namely, a $builder$ -- which performs actions but ignores the goal of the task, i.e. has no access to rewards -- and an $architect$ which guides the builder towards the goal of the task. We define and explore a formal setting where artificial agents are equipped with mechanisms that allow them to simultaneously learn a task while at the same time evolving a shared communication protocol. Ideally, such learning should only rely on high-level communication priors and be able to handle a large variety of tasks and meanings while deriving communication protocols that can be reused across tasks. We present the Architect-Builder Problem (ABP): an asymmetrical setting in which an architect must learn to guide a builder towards constructing a specific structure. The architect knows the target structure but cannot act in the environment and can only send arbitrary messages to the builder. The builder on the other hand can act in the environment, but receives no rewards nor has any knowledge about the task, and must learn to solve it relying only on the messages sent by the architect. Crucially, the meaning of messages is initially not defined nor shared between the agents but must be negotiated throughout learning. Under these constraints, we propose Architect-Builder Iterated Guiding (ABIG), a solution to ABP where the architect leverages a learned model of the builder to guide it while the builder uses self-imitation learning to reinforce its guided behavior. We analyze the key learning mechanisms of ABIG and test it in 2D tasks involving grasping cubes, placing them at a given location, or building various shapes. ABIG results in a low-level, high-frequency, guiding communication protocol that not only enables an architect-builder pair to solve the task at hand, but that can also generalize to unseen tasks.

cs.LG↗

Kubric: A scalable dataset generator

Data is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification.

cs.CV↗

SSR: Semi-supervised Soft Rasterizer for single-view 2D to 3D Reconstruction

Recent work has made significant progress in learning object meshes with weak supervision. Soft Rasterization methods have achieved accurate 3D reconstruction from 2D images with viewpoint supervision only. In this work, we further reduce the labeling effort by allowing such 3D reconstruction methods leverage unlabeled images. In order to obtain the viewpoints for these unlabeled images, we propose to use a Siamese network that takes two images as input and outputs whether they correspond to the same viewpoint. During training, we minimize the cross entropy loss to maximize the probability of predicting whether a pair of images belong to the same viewpoint or not. To get the viewpoint of a new image, we compare it against different viewpoints obtained from the training samples and select the viewpoint with the highest matching probability. We finally label the unlabeled images with the most confident predicted viewpoint and train a deep network that has a differentiable rasterization layer. Our experiments show that even labeling only two objects yields significant improvement in IoU for ShapeNet when leveraging unlabeled examples. Code is available at https://github.com/IssamLaradji/SSR.

cs.CV↗

Dynamic Diffuse Global Illumination Resampling

Interactive global illumination remains a challenge in radiometrically- and geometrically-complex scenes. Specialized sampling strategies are effective for specular and near-specular transport because the scattering has relatively low directional variance per scattering event. In contrast, the high variance from transport paths comprising multiple rough glossy or diffuse scattering events remains notoriously difficult to resolve with a small number of samples. We extend unidirectional path tracing to address this by combining screen-space reservoir resampling and sparse world-space probes, significantly improving sample efficiency for transport contributions that terminate on diffuse scattering events. Our experiments demonstrate a clear improvement -- at equal time and equal quality -- over purely path traced and purely probe-based baselines. Moreover, when combined with commodity denoisers, we are able to interactively render global illumination in complex scenes.

cs.GR↗

Adversarial Soft Advantage Fitting: Imitation Learning without Policy Optimization

Adversarial Imitation Learning alternates between learning a discriminator -- which tells apart expert's demonstrations from generated ones -- and a generator's policy to produce trajectories that can fool this discriminator. This alternated optimization is known to be delicate in practice since it compounds unstable adversarial training with brittle and sample-inefficient reinforcement learning. We propose to remove the burden of the policy optimization steps by leveraging a novel discriminator formulation. Specifically, our discriminator is explicitly conditioned on two policies: the one from the previous generator's iteration and a learnable policy. When optimized, this discriminator directly learns the optimal generator's policy. Consequently, our discriminator's update solves the generator's optimization problem for free: learning a policy that imitates the expert does not require an additional optimization loop. This formulation effectively cuts by half the implementation and computational burden of Adversarial Imitation Learning algorithms by removing the Reinforcement Learning phase altogether. We show on a variety of tasks that our simpler approach is competitive to prevalent Imitation Learning methods.

cs.LG↗

gradSim: Differentiable simulation for system identification and visuomotor control

We consider the problem of estimating an object's physical properties such as mass, friction, and elasticity directly from video sequences. Such a system identification problem is fundamentally ill-posed due to the loss of information during image formation. Current solutions require precise 3D labels which are labor-intensive to gather, and infeasible to create for many systems such as deformable solids or cloth. We present gradSim, a framework that overcomes the dependence on 3D supervision by leveraging differentiable multiphysics simulation and differentiable rendering to jointly model the evolution of scene dynamics and image formation. This novel combination enables backpropagation from pixels in a video sequence through to the underlying physical attributes that generated them. Moreover, our unified computation graph -- spanning from the dynamics and through the rendering process -- enables learning in challenging visuomotor control tasks, without relying on state-based (3D) supervision, while obtaining performance competitive to or better than techniques that rely on precise 3D labels.

cs.CV↗

Robust Motion In-betweening

In this work we present a novel, robust transition generation technique that can serve as a new tool for 3D animators, based on adversarial recurrent neural networks. The system synthesizes high-quality motions that use temporally-sparse keyframes as animation constraints. This is reminiscent of the job of in-betweening in traditional animation pipelines, in which an animator draws motion frames between provided keyframes. We first show that a state-of-the-art motion prediction model cannot be easily converted into a robust transition generator when only adding conditioning information about future keyframes. To solve this problem, we then propose two novel additive embedding modifiers that are applied at each timestep to latent representations encoded inside the network's architecture. One modifier is a time-to-arrival embedding that allows variations of the transition length with a single model. The other is a scheduled target noise vector that allows the system to be robust to target distortions and to sample different transitions given fixed keyframes. To qualitatively evaluate our method, we present a custom MotionBuilder plugin that uses our trained model to perform in-betweening in production scenarios. To quantitatively evaluate performance on transitions and generalizations to longer time horizons, we present well-defined in-betweening benchmarks on a subset of the widely used Human3.6M dataset and on LaFAN1, a novel high quality motion capture dataset that is more appropriate for transition generation. We are releasing this new dataset along with this work, with accompanying code for reproducing our baseline results.

cs.CV↗

Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes

Neural signed distance functions (SDFs) are emerging as an effective representation for 3D shapes. State-of-the-art methods typically encode the SDF with a large, fixed-size neural network to approximate complex shapes with implicit surfaces. Rendering with these large networks is, however, computationally expensive since it requires many forward passes through the network for every pixel, making these representations impractical for real-time graphics. We introduce an efficient neural representation that, for the first time, enables real-time rendering of high-fidelity neural SDFs, while achieving state-of-the-art geometry reconstruction quality. We represent implicit surfaces using an octree-based feature volume which adaptively fits shapes with multiple discrete levels of detail (LODs), and enables continuous LOD with SDF interpolation. We further develop an efficient algorithm to directly render our novel neural SDF representation in real-time by querying only the necessary LODs with sparse octree traversal. We show that our representation is 2-3 orders of magnitude more efficient in terms of rendering speed compared to previous works. Furthermore, it produces state-of-the-art reconstruction quality for complex shapes under both 3D geometric and 2D image-space metrics.

cs.CV↗

On the Effectiveness of Weight-Encoded Neural Implicit 3D Shapes

A neural implicit outputs a number indicating whether the given query point in space is inside, outside, or on a surface. Many prior works have focused on _latent-encoded_ neural implicits, where a latent vector encoding of a specific shape is also fed as input. While affording latent-space interpolation, this comes at the cost of reconstruction accuracy for any _single_ shape. Training a specific network for each 3D shape, a _weight-encoded_ neural implicit may forgo the latent vector and focus reconstruction accuracy on the details of a single shape. While previously considered as an intermediary representation for 3D scanning tasks or as a toy-problem leading up to latent-encoding tasks, weight-encoded neural implicits have not yet been taken seriously as a 3D shape representation. In this paper, we establish that weight-encoded neural implicits meet the criteria of a first-class 3D shape representation. We introduce a suite of technical contributions to improve reconstruction accuracy, convergence, and robustness when learning the signed distance field induced by a polygonal mesh -- the _de facto_ standard representation. Viewed as a lossy compression, our conversion outperforms standard techniques from geometry processing. Compared to previous latent- and weight-encoded neural implicits we demonstrate superior robustness, scalability, and performance.

cs.GR↗

Regularized Inverse Reinforcement Learning

Inverse Reinforcement Learning (IRL) aims to facilitate a learner's ability to imitate expert behavior by acquiring reward functions that explain the expert's decisions. Regularized IRL applies strongly convex regularizers to the learner's policy in order to avoid the expert's behavior being rationalized by arbitrary constant rewards, also known as degenerate solutions. We propose tractable solutions, and practical methods to obtain them, for regularized IRL. Current methods are restricted to the maximum-entropy IRL framework, limiting them to Shannon-entropy regularizers, as well as proposing the solutions that are intractable in practice. We present theoretical backing for our proposed IRL method's applicability for both discrete and continuous controls, empirically validating our performance on a variety of tasks.

cs.LG↗

Promoting Coordination through Policy Regularization in Multi-Agent Deep Reinforcement Learning

In multi-agent reinforcement learning, discovering successful collective behaviors is challenging as it requires exploring a joint action space that grows exponentially with the number of agents. While the tractability of independent agent-wise exploration is appealing, this approach fails on tasks that require elaborate group strategies. We argue that coordinating the agents' policies can guide their exploration and we investigate techniques to promote such an inductive bias. We propose two policy regularization methods: TeamReg, which is based on inter-agent action predictability and CoachReg that relies on synchronized behavior selection. We evaluate each approach on four challenging continuous control tasks with sparse rewards that require varying levels of coordination as well as on the discrete action Google Research Football environment. Our experiments show improved performance across many cooperative multi-agent problems. Finally, we analyze the effects of our proposed methods on the policies that our agents learn and show that our methods successfully enforce the qualities that we propose as proxies for coordinated behaviors.

cs.LG↗

Affinity LCFCN: Learning to Segment Fish with Weak Supervision

Aquaculture industries rely on the availability of accurate fish body measurements, e.g., length, width and mass. Manual methods that rely on physical tools like rulers are time and labour intensive. Leading automatic approaches rely on fully-supervised segmentation models to acquire these measurements but these require collecting per-pixel labels -- also time consuming and laborious: i.e., it can take up to two minutes per fish to generate accurate segmentation labels, almost always requiring at least some manual intervention. We propose an automatic segmentation model efficiently trained on images labeled with only point-level supervision, where each fish is annotated with a single click. This labeling process requires significantly less manual intervention, averaging roughly one second per fish. Our approach uses a fully convolutional neural network with one branch that outputs per-pixel scores and another that outputs an affinity matrix. We aggregate these two outputs using a random walk to obtain the final, refined per-pixel segmentation output. We train the entire model end-to-end with an LCFCN loss, resulting in our A-LCFCN method. We validate our model on the DeepFish dataset, which contains many fish habitats from the north-eastern Australian region. Our experimental results confirm that A-LCFCN outperforms a fully-supervised segmentation model at fixed annotation budget. Moreover, we show that A-LCFCN achieves better segmentation results than LCFCN and a standard baseline. We have released the code at \url{https://github.com/IssamLaradji/affinity_lcfcn}.

cs.CV↗

A Weakly Supervised Consistency-based Learning Method for COVID-19 Segmentation in CT Images

Coronavirus Disease 2019 (COVID-19) has spread aggressively across the world causing an existential health crisis. Thus, having a system that automatically detects COVID-19 in tomography (CT) images can assist in quantifying the severity of the illness. Unfortunately, labelling chest CT scans requires significant domain expertise, time, and effort. We address these labelling challenges by only requiring point annotations, a single pixel for each infected region on a CT image. This labeling scheme allows annotators to label a pixel in a likely infected region, only taking 1-3 seconds, as opposed to 10-15 seconds to segment a region. Conventionally, segmentation models train on point-level annotations using the cross-entropy loss function on these labels. However, these models often suffer from low precision. Thus, we propose a consistency-based (CB) loss function that encourages the output predictions to be consistent with spatial transformations of the input images. The experiments on 3 open-source COVID-19 datasets show that this loss function yields significant improvement over conventional point-level loss functions and almost matches the performance of models trained with full supervision with much less human effort. Code is available at: \url{https://github.com/IssamLaradji/covid19_weak_supervision}.

eess.IV↗