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Juho Kannala

Publications and source records attributed to Juho Kannala.

At least 55 records · Page 3Linked to original sources

Grouped Discrete Representation Guides Object-Centric Learning

Similar to humans perceiving visual scenes as objects, Object-Centric Learning (OCL) can abstract dense images or videos into sparse object-level features. Transformer-based OCL handles complex textures well due to the decoding guidance of discrete representation, obtained by discretizing noisy features in image or video feature maps using template features from a codebook. However, treating features as minimal units overlooks their composing attributes, thus impeding model generalization; indexing features with natural numbers loses attribute-level commonalities and characteristics, thus diminishing heuristics for model convergence. We propose \textit{Grouped Discrete Representation} (GDR) to address these issues by grouping features into attributes and indexing them with tuple numbers. In extensive experiments across different query initializations, dataset modalities, and model architectures, GDR consistently improves convergence and generalizability. Visualizations show that our method effectively captures attribute-level information in features. The source code will be available upon acceptance.

cs.CV↗

Organized Grouped Discrete Representation for Object-Centric Learning

Object-Centric Learning (OCL) represents dense image or video pixels as sparse object features. Representative methods utilize discrete representation composed of Variational Autoencoder (VAE) template features to suppress pixel-level information redundancy and guide object-level feature aggregation. The most recent advancement, Grouped Discrete Representation (GDR), further decomposes these template features into attributes. However, its naive channel grouping as decomposition may erroneously group channels belonging to different attributes together and discretize them as sub-optimal template attributes, which losses information and harms expressivity. We propose Organized GDR (OGDR) to organize channels belonging to the same attributes together for correct decomposition from features into attributes. In unsupervised segmentation experiments, OGDR is fully superior to GDR in augmentating classical transformer-based OCL methods; it even improves state-of-the-art diffusion-based ones. Codebook PCA and representation similarity analyses show that compared with GDR, our OGDR eliminates redundancy and preserves information better for guiding object representation learning. The source code is available in the supplementary material.

cs.CV↗

MuSHRoom: Multi-Sensor Hybrid Room Dataset for Joint 3D Reconstruction and Novel View Synthesis

Metaverse technologies demand accurate, real-time, and immersive modeling on consumer-grade hardware for both non-human perception (e.g., drone/robot/autonomous car navigation) and immersive technologies like AR/VR, requiring both structural accuracy and photorealism. However, there exists a knowledge gap in how to apply geometric reconstruction and photorealism modeling (novel view synthesis) in a unified framework. To address this gap and promote the development of robust and immersive modeling and rendering with consumer-grade devices, we propose a real-world Multi-Sensor Hybrid Room Dataset (MuSHRoom). Our dataset presents exciting challenges and requires state-of-the-art methods to be cost-effective, robust to noisy data and devices, and can jointly learn 3D reconstruction and novel view synthesis instead of treating them as separate tasks, making them ideal for real-world applications. We benchmark several famous pipelines on our dataset for joint 3D mesh reconstruction and novel view synthesis. Our dataset and benchmark show great potential in promoting the improvements for fusing 3D reconstruction and high-quality rendering in a robust and computationally efficient end-to-end fashion. The dataset and code are available at the project website: https://xuqianren.github.io/publications/MuSHRoom/.

cs.CV↗

AGS-Mesh: Adaptive Gaussian Splatting and Meshing with Geometric Priors for Indoor Room Reconstruction Using Smartphones

Geometric priors are often used to enhance 3D reconstruction. With many smartphones featuring low-resolution depth sensors and the prevalence of off-the-shelf monocular geometry estimators, incorporating geometric priors as regularization signals has become common in 3D vision tasks. However, the accuracy of depth estimates from mobile devices is typically poor for highly detailed geometry, and monocular estimators often suffer from poor multi-view consistency and precision. In this work, we propose an approach for joint surface depth and normal refinement of Gaussian Splatting methods for accurate 3D reconstruction of indoor scenes. We develop supervision strategies that adaptively filters low-quality depth and normal estimates by comparing the consistency of the priors during optimization. We mitigate regularization in regions where prior estimates have high uncertainty or ambiguities. Our filtering strategy and optimization design demonstrate significant improvements in both mesh estimation and novel-view synthesis for both 3D and 2D Gaussian Splatting-based methods on challenging indoor room datasets. Furthermore, we explore the use of alternative meshing strategies for finer geometry extraction. We develop a scale-aware meshing strategy inspired by TSDF and octree-based isosurface extraction, which recovers finer details from Gaussian models compared to other commonly used open-source meshing tools. Our code is released in https://xuqianren.github.io/ags_mesh_website/.

cs.CV↗

SuperFusion: Multilevel LiDAR-Camera Fusion for Long-Range HD Map Generation

High-definition (HD) semantic map generation of the environment is an essential component of autonomous driving. Existing methods have achieved good performance in this task by fusing different sensor modalities, such as LiDAR and camera. However, current works are based on raw data or network feature-level fusion and only consider short-range HD map generation, limiting their deployment to realistic autonomous driving applications. In this paper, we focus on the task of building the HD maps in both short ranges, i.e., within 30 m, and also predicting long-range HD maps up to 90 m, which is required by downstream path planning and control tasks to improve the smoothness and safety of autonomous driving. To this end, we propose a novel network named SuperFusion, exploiting the fusion of LiDAR and camera data at multiple levels. We use LiDAR depth to improve image depth estimation and use image features to guide long-range LiDAR feature prediction. We benchmark our SuperFusion on the nuScenes dataset and a self-recorded dataset and show that it outperforms the state-of-the-art baseline methods with large margins on all intervals. Additionally, we apply the generated HD map to a downstream path planning task, demonstrating that the long-range HD maps predicted by our method can lead to better path planning for autonomous vehicles. Our code has been released at https://github.com/haomo-ai/SuperFusion.

cs.CV↗

RP1M: A Large-Scale Motion Dataset for Piano Playing with Bi-Manual Dexterous Robot Hands

It has been a long-standing research goal to endow robot hands with human-level dexterity. Bi-manual robot piano playing constitutes a task that combines challenges from dynamic tasks, such as generating fast while precise motions, with slower but contact-rich manipulation problems. Although reinforcement learning based approaches have shown promising results in single-task performance, these methods struggle in a multi-song setting. Our work aims to close this gap and, thereby, enable imitation learning approaches for robot piano playing at scale. To this end, we introduce the Robot Piano 1 Million (RP1M) dataset, containing bi-manual robot piano playing motion data of more than one million trajectories. We formulate finger placements as an optimal transport problem, thus, enabling automatic annotation of vast amounts of unlabeled songs. Benchmarking existing imitation learning approaches shows that such approaches reach state-of-the-art robot piano playing performance by leveraging RP1M.

cs.RO↗

DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing

High-fidelity 3D reconstruction of common indoor scenes is crucial for VR and AR applications. 3D Gaussian splatting, a novel differentiable rendering technique, has achieved state-of-the-art novel view synthesis results with high rendering speeds and relatively low training times. However, its performance on scenes commonly seen in indoor datasets is poor due to the lack of geometric constraints during optimization. In this work, we explore the use of readily accessible geometric cues to enhance Gaussian splatting optimization in challenging, ill-posed, and textureless scenes. We extend 3D Gaussian splatting with depth and normal cues to tackle challenging indoor datasets and showcase techniques for efficient mesh extraction. Specifically, we regularize the optimization procedure with depth information, enforce local smoothness of nearby Gaussians, and use off-the-shelf monocular networks to achieve better alignment with the true scene geometry. We propose an adaptive depth loss based on the gradient of color images, improving depth estimation and novel view synthesis results over various baselines. Our simple yet effective regularization technique enables direct mesh extraction from the Gaussian representation, yielding more physically accurate reconstructions of indoor scenes.

cs.CV↗

Gaussian Splatting in Mirrors: Reflection-Aware Rendering via Virtual Camera Optimization

Recent advancements in 3D Gaussian Splatting (3D-GS) have revolutionized novel view synthesis, facilitating real-time, high-quality image rendering. However, in scenarios involving reflective surfaces, particularly mirrors, 3D-GS often misinterprets reflections as virtual spaces, resulting in blurred and inconsistent multi-view rendering within mirrors. Our paper presents a novel method aimed at obtaining high-quality multi-view consistent reflection rendering by modelling reflections as physically-based virtual cameras. We estimate mirror planes with depth and normal estimates from 3D-GS and define virtual cameras that are placed symmetrically about the mirror plane. These virtual cameras are then used to explain mirror reflections in the scene. To address imperfections in mirror plane estimates, we propose a straightforward yet effective virtual camera optimization method to enhance reflection quality. We collect a new mirror dataset including three real-world scenarios for more diverse evaluation. Experimental validation on both Mirror-Nerf and our real-world dataset demonstrate the efficacy of our approach. We achieve comparable or superior results while significantly reducing training time compared to previous state-of-the-art.

cs.CV↗

Medical Image Segmentation with SAM-generated Annotations

The field of medical image segmentation is hindered by the scarcity of large, publicly available annotated datasets. Not all datasets are made public for privacy reasons, and creating annotations for a large dataset is time-consuming and expensive, as it requires specialized expertise to accurately identify regions of interest (ROIs) within the images. To address these challenges, we evaluate the performance of the Segment Anything Model (SAM) as an annotation tool for medical data by using it to produce so-called "pseudo labels" on the Medical Segmentation Decathlon (MSD) computed tomography (CT) tasks. The pseudo labels are then used in place of ground truth labels to train a UNet model in a weakly-supervised manner. We experiment with different prompt types on SAM and find that the bounding box prompt is a simple yet effective method for generating pseudo labels. This method allows us to develop a weakly-supervised model that performs comparably to a fully supervised model.

cs.CV↗

Sources of Uncertainty in 3D Scene Reconstruction

The process of 3D scene reconstruction can be affected by numerous uncertainty sources in real-world scenes. While Neural Radiance Fields (NeRFs) and 3D Gaussian Splatting (GS) achieve high-fidelity rendering, they lack built-in mechanisms to directly address or quantify uncertainties arising from the presence of noise, occlusions, confounding outliers, and imprecise camera pose inputs. In this paper, we introduce a taxonomy that categorizes different sources of uncertainty inherent in these methods. Moreover, we extend NeRF- and GS-based methods with uncertainty estimation techniques, including learning uncertainty outputs and ensembles, and perform an empirical study to assess their ability to capture the sensitivity of the reconstruction. Our study highlights the need for addressing various uncertainty aspects when designing NeRF/GS-based methods for uncertainty-aware 3D reconstruction.

cs.CV↗

Projected Stochastic Gradient Descent with Quantum Annealed Binary Gradients

We present, QP-SBGD, a novel layer-wise stochastic optimiser tailored towards training neural networks with binary weights, known as binary neural networks (BNNs), on quantum hardware. BNNs reduce the computational requirements and energy consumption of deep learning models with minimal loss in accuracy. However, training them in practice remains to be an open challenge. Most known BNN-optimisers either rely on projected updates or binarise weights post-training. Instead, QP-SBGD approximately maps the gradient onto binary variables, by solving a quadratic constrained binary optimisation. Under practically reasonable assumptions, we show that this update rule converges with a rate of $\mathcal{O}(1 / \sqrt{T})$. Moreover, we show how the $\mathcal{NP}$-hard projection can be effectively executed on an adiabatic quantum annealer, harnessing recent advancements in quantum computation. We also introduce a projected version of this update rule and prove that if a fixed point exists in the binary variable space, the modified updates will converge to it. Last but not least, our algorithm is implemented layer-wise, making it suitable to train larger networks on resource-limited quantum hardware. Through extensive evaluations, we show that QP-SBGD outperforms or is on par with competitive and well-established baselines such as BinaryConnect, signSGD and ProxQuant when optimising the Rosenbrock function, training BNNs as well as binary graph neural networks.

cs.CV↗

Efficient NeRF Optimization -- Not All Samples Remain Equally Hard

We propose an application of online hard sample mining for efficient training of Neural Radiance Fields (NeRF). NeRF models produce state-of-the-art quality for many 3D reconstruction and rendering tasks but require substantial computational resources. The encoding of the scene information within the NeRF network parameters necessitates stochastic sampling. We observe that during the training, a major part of the compute time and memory usage is spent on processing already learnt samples, which no longer affect the model update significantly. We identify the backward pass on the stochastic samples as the computational bottleneck during the optimization. We thus perform the first forward pass in inference mode as a relatively low-cost search for hard samples. This is followed by building the computational graph and updating the NeRF network parameters using only the hard samples. To demonstrate the effectiveness of the proposed approach, we apply our method to Instant-NGP, resulting in significant improvements of the view-synthesis quality over the baseline (1 dB improvement on average per training time, or 2x speedup to reach the same PSNR level) along with approx. 40% memory savings coming from using only the hard samples to build the computational graph. As our method only interfaces with the network module, we expect it to be widely applicable.

cs.CV↗

Differentiable Product Quantization for Memory Efficient Camera Relocalization

Camera relocalization relies on 3D models of the scene with a large memory footprint that is incompatible with the memory budget of several applications. One solution to reduce the scene memory size is map compression by removing certain 3D points and descriptor quantization. This achieves high compression but leads to performance drop due to information loss. To address the memory performance trade-off, we train a light-weight scene-specific auto-encoder network that performs descriptor quantization-dequantization in an end-to-end differentiable manner updating both product quantization centroids and network parameters through back-propagation. In addition to optimizing the network for descriptor reconstruction, we encourage it to preserve the descriptor-matching performance with margin-based metric loss functions. Results show that for a local descriptor memory of only 1MB, the synergistic combination of the proposed network and map compression achieves the best performance on the Aachen Day-Night compared to existing compression methods.

cs.CV↗

Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motion

High-quality scene reconstruction and novel view synthesis based on Gaussian Splatting (3DGS) typically require steady, high-quality photographs, often impractical to capture with handheld cameras. We present a method that adapts to camera motion and allows high-quality scene reconstruction with handheld video data suffering from motion blur and rolling shutter distortion. Our approach is based on detailed modelling of the physical image formation process and utilizes velocities estimated using visual-inertial odometry (VIO). Camera poses are considered non-static during the exposure time of a single image frame and camera poses are further optimized in the reconstruction process. We formulate a differentiable rendering pipeline that leverages screen space approximation to efficiently incorporate rolling-shutter and motion blur effects into the 3DGS framework. Our results with both synthetic and real data demonstrate superior performance in mitigating camera motion over existing methods, thereby advancing 3DGS in naturalistic settings.

cs.CV↗

Dense Road Surface Grip Map Prediction from Multimodal Image Data

Slippery road weather conditions are prevalent in many regions and cause a regular risk for traffic. Still, there has been less research on how autonomous vehicles could detect slippery driving conditions on the road to drive safely. In this work, we propose a method to predict a dense grip map from the area in front of the car, based on postprocessed multimodal sensor data. We trained a convolutional neural network to predict pixelwise grip values from fused RGB camera, thermal camera, and LiDAR reflectance images, based on weakly supervised ground truth from an optical road weather sensor. The experiments show that it is possible to predict dense grip values with good accuracy from the used data modalities as the produced grip map follows both ground truth measurements and local weather conditions, such as snowy areas on the road. The model using only the RGB camera or LiDAR reflectance modality provided good baseline results for grip prediction accuracy while using models fusing the RGB camera, thermal camera, and LiDAR modalities improved the grip predictions significantly.

cs.CV↗

DGC-GNN: Leveraging Geometry and Color Cues for Visual Descriptor-Free 2D-3D Matching

Matching 2D keypoints in an image to a sparse 3D point cloud of the scene without requiring visual descriptors has garnered increased interest due to its low memory requirements, inherent privacy preservation, and reduced need for expensive 3D model maintenance compared to visual descriptor-based methods. However, existing algorithms often compromise on performance, resulting in a significant deterioration compared to their descriptor-based counterparts. In this paper, we introduce DGC-GNN, a novel algorithm that employs a global-to-local Graph Neural Network (GNN) that progressively exploits geometric and color cues to represent keypoints, thereby improving matching accuracy. Our procedure encodes both Euclidean and angular relations at a coarse level, forming the geometric embedding to guide the point matching. We evaluate DGC-GNN on both indoor and outdoor datasets, demonstrating that it not only doubles the accuracy of the state-of-the-art visual descriptor-free algorithm but also substantially narrows the performance gap between descriptor-based and descriptor-free methods.

cs.CV↗

Continuous Monte Carlo Graph Search

Online planning is crucial for high performance in many complex sequential decision-making tasks. Monte Carlo Tree Search (MCTS) employs a principled mechanism for trading off exploration for exploitation for efficient online planning, and it outperforms comparison methods in many discrete decision-making domains such as Go, Chess, and Shogi. Subsequently, extensions of MCTS to continuous domains have been developed. However, the inherent high branching factor and the resulting explosion of the search tree size are limiting the existing methods. To address this problem, we propose Continuous Monte Carlo Graph Search (CMCGS), an extension of MCTS to online planning in environments with continuous state and action spaces. CMCGS takes advantage of the insight that, during planning, sharing the same action policy between several states can yield high performance. To implement this idea, at each time step, CMCGS clusters similar states into a limited number of stochastic action bandit nodes, which produce a layered directed graph instead of an MCTS search tree. Experimental evaluation shows that CMCGS outperforms comparable planning methods in several complex continuous DeepMind Control Suite benchmarks and 2D navigation and exploration tasks with limited sample budgets. Furthermore, CMCGS can be scaled up through parallelization, and it outperforms the Cross-Entropy Method (CEM) in continuous control with learned dynamics models.

cs.AI↗

MixupE: Understanding and Improving Mixup from Directional Derivative Perspective

Mixup is a popular data augmentation technique for training deep neural networks where additional samples are generated by linearly interpolating pairs of inputs and their labels. This technique is known to improve the generalization performance in many learning paradigms and applications. In this work, we first analyze Mixup and show that it implicitly regularizes infinitely many directional derivatives of all orders. Based on this new insight, we propose an improved version of Mixup, theoretically justified to deliver better generalization performance than the vanilla Mixup. To demonstrate the effectiveness of the proposed method, we conduct experiments across various domains such as images, tabular data, speech, and graphs. Our results show that the proposed method improves Mixup across multiple datasets using a variety of architectures, for instance, exhibiting an improvement over Mixup by 0.8% in ImageNet top-1 accuracy.

cs.LG↗