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Ivan Skorokhodov

Publications and source records attributed to Ivan Skorokhodov.

45 records · Page 3Linked to original sources

DisCoScene: Spatially Disentangled Generative Radiance Fields for Controllable 3D-aware Scene Synthesis

Existing 3D-aware image synthesis approaches mainly focus on generating a single canonical object and show limited capacity in composing a complex scene containing a variety of objects. This work presents DisCoScene: a 3Daware generative model for high-quality and controllable scene synthesis. The key ingredient of our method is a very abstract object-level representation (i.e., 3D bounding boxes without semantic annotation) as the scene layout prior, which is simple to obtain, general to describe various scene contents, and yet informative to disentangle objects and background. Moreover, it serves as an intuitive user control for scene editing. Based on such a prior, the proposed model spatially disentangles the whole scene into object-centric generative radiance fields by learning on only 2D images with the global-local discrimination. Our model obtains the generation fidelity and editing flexibility of individual objects while being able to efficiently compose objects and the background into a complete scene. We demonstrate state-of-the-art performance on many scene datasets, including the challenging Waymo outdoor dataset. Project page: https://snap-research.github.io/discoscene/

cs.CV↗

EpiGRAF: Rethinking training of 3D GANs

A very recent trend in generative modeling is building 3D-aware generators from 2D image collections. To induce the 3D bias, such models typically rely on volumetric rendering, which is expensive to employ at high resolutions. During the past months, there appeared more than 10 works that address this scaling issue by training a separate 2D decoder to upsample a low-resolution image (or a feature tensor) produced from a pure 3D generator. But this solution comes at a cost: not only does it break multi-view consistency (i.e. shape and texture change when the camera moves), but it also learns the geometry in a low fidelity. In this work, we show that it is possible to obtain a high-resolution 3D generator with SotA image quality by following a completely different route of simply training the model patch-wise. We revisit and improve this optimization scheme in two ways. First, we design a location- and scale-aware discriminator to work on patches of different proportions and spatial positions. Second, we modify the patch sampling strategy based on an annealed beta distribution to stabilize training and accelerate the convergence. The resulted model, named EpiGRAF, is an efficient, high-resolution, pure 3D generator, and we test it on four datasets (two introduced in this work) at $256^2$ and $512^2$ resolutions. It obtains state-of-the-art image quality, high-fidelity geometry and trains ${\approx} 2.5 \times$ faster than the upsampler-based counterparts. Project website: https://universome.github.io/epigraf.

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HF-NeuS: Improved Surface Reconstruction Using High-Frequency Details

Neural rendering can be used to reconstruct implicit representations of shapes without 3D supervision. However, current neural surface reconstruction methods have difficulty learning high-frequency geometry details, so the reconstructed shapes are often over-smoothed. We develop HF-NeuS, a novel method to improve the quality of surface reconstruction in neural rendering. We follow recent work to model surfaces as signed distance functions (SDFs). First, we offer a derivation to analyze the relationship between the SDF, the volume density, the transparency function, and the weighting function used in the volume rendering equation and propose to model transparency as transformed SDF. Second, we observe that attempting to jointly encode high-frequency and low-frequency components in a single SDF leads to unstable optimization. We propose to decompose the SDF into a base function and a displacement function with a coarse-to-fine strategy to gradually increase the high-frequency details. Finally, we design an adaptive optimization strategy that makes the training process focus on improving those regions near the surface where the SDFs have artifacts. Our qualitative and quantitative results show that our method can reconstruct fine-grained surface details and obtain better surface reconstruction quality than the current state of the art. Code available at https://github.com/yiqun-wang/HFS.

cs.CV↗

StyleGAN-V: A Continuous Video Generator with the Price, Image Quality and Perks of StyleGAN2

Videos show continuous events, yet most $-$ if not all $-$ video synthesis frameworks treat them discretely in time. In this work, we think of videos of what they should be $-$ time-continuous signals, and extend the paradigm of neural representations to build a continuous-time video generator. For this, we first design continuous motion representations through the lens of positional embeddings. Then, we explore the question of training on very sparse videos and demonstrate that a good generator can be learned by using as few as 2 frames per clip. After that, we rethink the traditional image + video discriminators pair and design a holistic discriminator that aggregates temporal information by simply concatenating frames' features. This decreases the training cost and provides richer learning signal to the generator, making it possible to train directly on 1024$^2$ videos for the first time. We build our model on top of StyleGAN2 and it is just ${\approx}5\%$ more expensive to train at the same resolution while achieving almost the same image quality. Moreover, our latent space features similar properties, enabling spatial manipulations that our method can propagate in time. We can generate arbitrarily long videos at arbitrary high frame rate, while prior work struggles to generate even 64 frames at a fixed rate. Our model is tested on four modern 256$^2$ and one 1024$^2$-resolution video synthesis benchmarks. In terms of sheer metrics, it performs on average ${\approx}30\%$ better than the closest runner-up. Project website: https://universome.github.io.

cs.CV↗

Imaginative Walks: Generative Random Walk Deviation Loss for Improved Unseen Learning Representation

We propose a novel loss for generative models, dubbed as GRaWD (Generative Random Walk Deviation), to improve learning representations of unexplored visual spaces. Quality learning representation of unseen classes (or styles) is critical to facilitate novel image generation and better generative understanding of unseen visual classes, i.e., zero-shot learning (ZSL). By generating representations of unseen classes based on their semantic descriptions, e.g., attributes or text, generative ZSL attempts to differentiate unseen from seen categories. The proposed GRaWD loss is defined by constructing a dynamic graph that includes the seen class/style centers and generated samples in the current minibatch. Our loss initiates a random walk probability from each center through visual generations produced from hallucinated unseen classes. As a deviation signal, we encourage the random walk to eventually land after t steps in a feature representation that is difficult to classify as any of the seen classes. We demonstrate that the proposed loss can improve unseen class representation quality inductively on text-based ZSL benchmarks on CUB and NABirds datasets and attribute-based ZSL benchmarks on AWA2, SUN, and aPY datasets. In addition, we investigate the ability of the proposed loss to generate meaningful novel visual art on the WikiArt dataset. The results of experiments and human evaluations demonstrate that the proposed GRaWD loss can improve StyleGAN1 and StyleGAN2 generation quality and create novel art that is significantly more preferable. Our code is made publicly available at https://github.com/Vision-CAIR/GRaWD.

cs.CV↗

Adversarial Generation of Continuous Images

In most existing learning systems, images are typically viewed as 2D pixel arrays. However, in another paradigm gaining popularity, a 2D image is represented as an implicit neural representation (INR) - an MLP that predicts an RGB pixel value given its (x,y) coordinate. In this paper, we propose two novel architectural techniques for building INR-based image decoders: factorized multiplicative modulation and multi-scale INRs, and use them to build a state-of-the-art continuous image GAN. Previous attempts to adapt INRs for image generation were limited to MNIST-like datasets and do not scale to complex real-world data. Our proposed INR-GAN architecture improves the performance of continuous image generators by several times, greatly reducing the gap between continuous image GANs and pixel-based ones. Apart from that, we explore several exciting properties of the INR-based decoders, like out-of-the-box superresolution, meaningful image-space interpolation, accelerated inference of low-resolution images, an ability to extrapolate outside of image boundaries, and strong geometric prior. The project page is located at https://universome.github.io/inr-gan.

cs.CV↗

Class Normalization for (Continual)? Generalized Zero-Shot Learning

Normalization techniques have proved to be a crucial ingredient of successful training in a traditional supervised learning regime. However, in the zero-shot learning (ZSL) world, these ideas have received only marginal attention. This work studies normalization in ZSL scenario from both theoretical and practical perspectives. First, we give a theoretical explanation to two popular tricks used in zero-shot learning: normalize+scale and attributes normalization and show that they help training by preserving variance during a forward pass. Next, we demonstrate that they are insufficient to normalize a deep ZSL model and propose Class Normalization (CN): a normalization scheme, which alleviates this issue both provably and in practice. Third, we show that ZSL models typically have more irregular loss surface compared to traditional classifiers and that the proposed method partially remedies this problem. Then, we test our approach on 4 standard ZSL datasets and outperform sophisticated modern SotA with a simple MLP optimized without any bells and whistles and having ~50 times faster training speed. Finally, we generalize ZSL to a broader problem -- continual ZSL, and introduce some principled metrics and rigorous baselines for this new setup. The project page is located at https://universome.github.io/class-norm.

cs.LG↗

Aligning Latent and Image Spaces to Connect the Unconnectable

In this work, we develop a method to generate infinite high-resolution images with diverse and complex content. It is based on a perfectly equivariant generator with synchronous interpolations in the image and latent spaces. Latent codes, when sampled, are positioned on the coordinate grid, and each pixel is computed from an interpolation of the nearby style codes. We modify the AdaIN mechanism to work in such a setup and train the generator in an adversarial setting to produce images positioned between any two latent vectors. At test time, this allows for generating complex and diverse infinite images and connecting any two unrelated scenes into a single arbitrarily large panorama. Apart from that, we introduce LHQ: a new dataset of \lhqsize high-resolution nature landscapes. We test the approach on LHQ, LSUN Tower and LSUN Bridge and outperform the baselines by at least 4 times in terms of quality and diversity of the produced infinite images. The project page is located at https://universome.github.io/alis.

cs.CV↗

Interpolating Points on a Non-Uniform Grid using a Mixture of Gaussians

In this work, we propose an approach to perform non-uniform image interpolation based on a Gaussian Mixture Model. Traditional image interpolation methods, like nearest neighbor, bilinear, Hamming, Lanczos, etc. assume that the coordinates you want to interpolate from, are positioned on a uniform grid. However, it is not always the case in practice and we develop an interpolation method that is able to generate an image from arbitrarily positioned pixel values. We do this by representing each known pixel as a 2D normal distribution and considering each output image pixel as a sample from the mixture of all the known ones. Apart from the ability to reconstruct an image from arbitrarily positioned set of pixels, this also allows us to differentiate through the interpolation procedure, which might be helpful for downstream applications. Our optimized CUDA kernel and the source code to reproduce the benchmarks is located at https://github.com/universome/non-uniform-interpolation.

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