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Leonidas J. Guibas

Publications and source records attributed to Leonidas J. Guibas.

At least 73 records · Page 4Linked to original sources

StructureNet: Hierarchical Graph Networks for 3D Shape Generation

The ability to generate novel, diverse, and realistic 3D shapes along with associated part semantics and structure is central to many applications requiring high-quality 3D assets or large volumes of realistic training data. A key challenge towards this goal is how to accommodate diverse shape variations, including both continuous deformations of parts as well as structural or discrete alterations which add to, remove from, or modify the shape constituents and compositional structure. Such object structure can typically be organized into a hierarchy of constituent object parts and relationships, represented as a hierarchy of n-ary graphs. We introduce StructureNet, a hierarchical graph network which (i) can directly encode shapes represented as such n-ary graphs; (ii) can be robustly trained on large and complex shape families; and (iii) can be used to generate a great diversity of realistic structured shape geometries. Technically, we accomplish this by drawing inspiration from recent advances in graph neural networks to propose an order-invariant encoding of n-ary graphs, considering jointly both part geometry and inter-part relations during network training. We extensively evaluate the quality of the learned latent spaces for various shape families and show significant advantages over baseline and competing methods. The learned latent spaces enable several structure-aware geometry processing applications, including shape generation and interpolation, shape editing, or shape structure discovery directly from un-annotated images, point clouds, or partial scans.

cs.GR↗

FlowNet3D: Learning Scene Flow in 3D Point Clouds

Many applications in robotics and human-computer interaction can benefit from understanding 3D motion of points in a dynamic environment, widely noted as scene flow. While most previous methods focus on stereo and RGB-D images as input, few try to estimate scene flow directly from point clouds. In this work, we propose a novel deep neural network named $FlowNet3D$ that learns scene flow from point clouds in an end-to-end fashion. Our network simultaneously learns deep hierarchical features of point clouds and flow embeddings that represent point motions, supported by two newly proposed learning layers for point sets. We evaluate the network on both challenging synthetic data from FlyingThings3D and real Lidar scans from KITTI. Trained on synthetic data only, our network successfully generalizes to real scans, outperforming various baselines and showing competitive results to the prior art. We also demonstrate two applications of our scene flow output (scan registration and motion segmentation) to show its potential wide use cases.

cs.CV↗

Normalized Object Coordinate Space for Category-Level 6D Object Pose and Size Estimation

The goal of this paper is to estimate the 6D pose and dimensions of unseen object instances in an RGB-D image. Contrary to "instance-level" 6D pose estimation tasks, our problem assumes that no exact object CAD models are available during either training or testing time. To handle different and unseen object instances in a given category, we introduce a Normalized Object Coordinate Space (NOCS)---a shared canonical representation for all possible object instances within a category. Our region-based neural network is then trained to directly infer the correspondence from observed pixels to this shared object representation (NOCS) along with other object information such as class label and instance mask. These predictions can be combined with the depth map to jointly estimate the metric 6D pose and dimensions of multiple objects in a cluttered scene. To train our network, we present a new context-aware technique to generate large amounts of fully annotated mixed reality data. To further improve our model and evaluate its performance on real data, we also provide a fully annotated real-world dataset with large environment and instance variation. Extensive experiments demonstrate that the proposed method is able to robustly estimate the pose and size of unseen object instances in real environments while also achieving state-of-the-art performance on standard 6D pose estimation benchmarks.

cs.CV↗

ShapeGlot: Learning Language for Shape Differentiation

In this work we explore how fine-grained differences between the shapes of common objects are expressed in language, grounded on images and 3D models of the objects. We first build a large scale, carefully controlled dataset of human utterances that each refers to a 2D rendering of a 3D CAD model so as to distinguish it from a set of shape-wise similar alternatives. Using this dataset, we develop neural language understanding (listening) and production (speaking) models that vary in their grounding (pure 3D forms via point-clouds vs. rendered 2D images), the degree of pragmatic reasoning captured (e.g. speakers that reason about a listener or not), and the neural architecture (e.g. with or without attention). We find models that perform well with both synthetic and human partners, and with held out utterances and objects. We also find that these models are amenable to zero-shot transfer learning to novel object classes (e.g. transfer from training on chairs to testing on lamps), as well as to real-world images drawn from furniture catalogs. Lesion studies indicate that the neural listeners depend heavily on part-related words and associate these words correctly with visual parts of objects (without any explicit network training on object parts), and that transfer to novel classes is most successful when known part-words are available. This work illustrates a practical approach to language grounding, and provides a case study in the relationship between object shape and linguistic structure when it comes to object differentiation.

cs.CL↗

DeepSpline: Data-Driven Reconstruction of Parametric Curves and Surfaces

Reconstruction of geometry based on different input modes, such as images or point clouds, has been instrumental in the development of computer aided design and computer graphics. Optimal implementations of these applications have traditionally involved the use of spline-based representations at their core. Most such methods attempt to solve optimization problems that minimize an output-target mismatch. However, these optimization techniques require an initialization that is close enough, as they are local methods by nature. We propose a deep learning architecture that adapts to perform spline fitting tasks accordingly, providing complementary results to the aforementioned traditional methods. We showcase the performance of our approach, by reconstructing spline curves and surfaces based on input images or point clouds.

cs.CV↗

Learning Generalizable Physical Dynamics of 3D Rigid Objects

Humans have a remarkable ability to predict the effect of physical interactions on the dynamics of objects. Endowing machines with this ability would allow important applications in areas like robotics and autonomous vehicles. In this work, we focus on predicting the dynamics of 3D rigid objects, in particular an object's final resting position and total rotation when subjected to an impulsive force. Different from previous work, our approach is capable of generalizing to unseen object shapes - an important requirement for real-world applications. To achieve this, we represent object shape as a 3D point cloud that is used as input to a neural network, making our approach agnostic to appearance variation. The design of our network is informed by an understanding of physical laws. We train our model with data from a physics engine that simulates the dynamics of a large number of shapes. Experiments show that we can accurately predict the resting position and total rotation for unseen object geometries.

cs.CV↗

PartNet: A Large-scale Benchmark for Fine-grained and Hierarchical Part-level 3D Object Understanding

We present PartNet: a consistent, large-scale dataset of 3D objects annotated with fine-grained, instance-level, and hierarchical 3D part information. Our dataset consists of 573,585 part instances over 26,671 3D models covering 24 object categories. This dataset enables and serves as a catalyst for many tasks such as shape analysis, dynamic 3D scene modeling and simulation, affordance analysis, and others. Using our dataset, we establish three benchmarking tasks for evaluating 3D part recognition: fine-grained semantic segmentation, hierarchical semantic segmentation, and instance segmentation. We benchmark four state-of-the-art 3D deep learning algorithms for fine-grained semantic segmentation and three baseline methods for hierarchical semantic segmentation. We also propose a novel method for part instance segmentation and demonstrate its superior performance over existing methods.

cs.CV↗

Parsing Geometry Using Structure-Aware Shape Templates

Real-life man-made objects often exhibit strong and easily-identifiable structure, as a direct result of their design or their intended functionality. Structure typically appears in the form of individual parts and their arrangement. Knowing about object structure can be an important cue for object recognition and scene understanding - a key goal for various AR and robotics applications. However, commodity RGB-D sensors used in these scenarios only produce raw, unorganized point clouds, without structural information about the captured scene. Moreover, the generated data is commonly partial and susceptible to artifacts and noise, which makes inferring the structure of scanned objects challenging. In this paper, we organize large shape collections into parameterized shape templates to capture the underlying structure of the objects. The templates allow us to transfer the structural information onto new objects and incomplete scans. We employ a deep neural network that matches the partial scan with one of the shape templates, then match and fit it to complete and detailed models from the collection. This allows us to faithfully label its parts and to guide the reconstruction of the scanned object. We showcase the effectiveness of our method by comparing it to other state-of-the-art approaches.

cs.CV↗

Learning Shape Abstractions by Assembling Volumetric Primitives

We present a learning framework for abstracting complex shapes by learning to assemble objects using 3D volumetric primitives. In addition to generating simple and geometrically interpretable explanations of 3D objects, our framework also allows us to automatically discover and exploit consistent structure in the data. We demonstrate that using our method allows predicting shape representations which can be leveraged for obtaining a consistent parsing across the instances of a shape collection and constructing an interpretable shape similarity measure. We also examine applications for image-based prediction as well as shape manipulation.

cs.CV↗

Frustum PointNets for 3D Object Detection from RGB-D Data

In this work, we study 3D object detection from RGB-D data in both indoor and outdoor scenes. While previous methods focus on images or 3D voxels, often obscuring natural 3D patterns and invariances of 3D data, we directly operate on raw point clouds by popping up RGB-D scans. However, a key challenge of this approach is how to efficiently localize objects in point clouds of large-scale scenes (region proposal). Instead of solely relying on 3D proposals, our method leverages both mature 2D object detectors and advanced 3D deep learning for object localization, achieving efficiency as well as high recall for even small objects. Benefited from learning directly in raw point clouds, our method is also able to precisely estimate 3D bounding boxes even under strong occlusion or with very sparse points. Evaluated on KITTI and SUN RGB-D 3D detection benchmarks, our method outperforms the state of the art by remarkable margins while having real-time capability.

cs.CV↗

PointNet++: Deep Hierarchical Feature Learning on Point Sets in a Metric Space

Few prior works study deep learning on point sets. PointNet by Qi et al. is a pioneer in this direction. However, by design PointNet does not capture local structures induced by the metric space points live in, limiting its ability to recognize fine-grained patterns and generalizability to complex scenes. In this work, we introduce a hierarchical neural network that applies PointNet recursively on a nested partitioning of the input point set. By exploiting metric space distances, our network is able to learn local features with increasing contextual scales. With further observation that point sets are usually sampled with varying densities, which results in greatly decreased performance for networks trained on uniform densities, we propose novel set learning layers to adaptively combine features from multiple scales. Experiments show that our network called PointNet++ is able to learn deep point set features efficiently and robustly. In particular, results significantly better than state-of-the-art have been obtained on challenging benchmarks of 3D point clouds.

cs.CV↗

PointNet: Deep Learning on Point Sets for 3D Classification and Segmentation

Point cloud is an important type of geometric data structure. Due to its irregular format, most researchers transform such data to regular 3D voxel grids or collections of images. This, however, renders data unnecessarily voluminous and causes issues. In this paper, we design a novel type of neural network that directly consumes point clouds and well respects the permutation invariance of points in the input. Our network, named PointNet, provides a unified architecture for applications ranging from object classification, part segmentation, to scene semantic parsing. Though simple, PointNet is highly efficient and effective. Empirically, it shows strong performance on par or even better than state of the art. Theoretically, we provide analysis towards understanding of what the network has learnt and why the network is robust with respect to input perturbation and corruption.

cs.CV↗

Understanding and Exploiting Object Interaction Landscapes

Interactions play a key role in understanding objects and scenes, for both virtual and real world agents. We introduce a new general representation for proximal interactions among physical objects that is agnostic to the type of objects or interaction involved. The representation is based on tracking particles on one of the participating objects and then observing them with sensors appropriately placed in the interaction volume or on the interaction surfaces. We show how to factorize these interaction descriptors and project them into a particular participating object so as to obtain a new functional descriptor for that object, its interaction landscape, capturing its observed use in a spatio-temporal framework. Interaction landscapes are independent of the particular interaction and capture subtle dynamic effects in how objects move and behave when in functional use. Our method relates objects based on their function, establishes correspondences between shapes based on functional key points and regions, and retrieves peer and partner objects with respect to an interaction.

cs.GR↗

FPNN: Field Probing Neural Networks for 3D Data

Building discriminative representations for 3D data has been an important task in computer graphics and computer vision research. Convolutional Neural Networks (CNNs) have shown to operate on 2D images with great success for a variety of tasks. Lifting convolution operators to 3D (3DCNNs) seems like a plausible and promising next step. Unfortunately, the computational complexity of 3D CNNs grows cubically with respect to voxel resolution. Moreover, since most 3D geometry representations are boundary based, occupied regions do not increase proportionately with the size of the discretization, resulting in wasted computation. In this work, we represent 3D spaces as volumetric fields, and propose a novel design that employs field probing filters to efficiently extract features from them. Each field probing filter is a set of probing points --- sensors that perceive the space. Our learning algorithm optimizes not only the weights associated with the probing points, but also their locations, which deforms the shape of the probing filters and adaptively distributes them in 3D space. The optimized probing points sense the 3D space "intelligently", rather than operating blindly over the entire domain. We show that field probing is significantly more efficient than 3DCNNs, while providing state-of-the-art performance, on classification tasks for 3D object recognition benchmark datasets.

cs.CV↗

Volumetric and Multi-View CNNs for Object Classification on 3D Data

3D shape models are becoming widely available and easier to capture, making available 3D information crucial for progress in object classification. Current state-of-the-art methods rely on CNNs to address this problem. Recently, we witness two types of CNNs being developed: CNNs based upon volumetric representations versus CNNs based upon multi-view representations. Empirical results from these two types of CNNs exhibit a large gap, indicating that existing volumetric CNN architectures and approaches are unable to fully exploit the power of 3D representations. In this paper, we aim to improve both volumetric CNNs and multi-view CNNs according to extensive analysis of existing approaches. To this end, we introduce two distinct network architectures of volumetric CNNs. In addition, we examine multi-view CNNs, where we introduce multi-resolution filtering in 3D. Overall, we are able to outperform current state-of-the-art methods for both volumetric CNNs and multi-view CNNs. We provide extensive experiments designed to evaluate underlying design choices, thus providing a better understanding of the space of methods available for object classification on 3D data.

cs.CV↗

Stable Delaunay Graphs

Let $P$ be a set of $n$ points in $\mathrm{R}^2$, and let $\mathrm{DT}(P)$ denote its Euclidean Delaunay triangulation. We introduce the notion of an edge of $\mathrm{DT}(P)$ being {\it stable}. Defined in terms of a parameter $α>0$, a Delaunay edge $pq$ is called $α$-stable, if the (equal) angles at which $p$ and $q$ see the corresponding Voronoi edge $e_{pq}$ are at least $α$. A subgraph $G$ of $\mathrm{DT}(P)$ is called {\it $(cα, α)$-stable Delaunay graph} ($\mathrm{SDG}$ in short), for some constant $c \ge 1$, if every edge in $G$ is $α$-stable and every $cα$-stable of $\mathrm{DT}(P)$ is in $G$. We show that if an edge is stable in the Euclidean Delaunay triangulation of $P$, then it is also a stable edge, though for a different value of $α$, in the Delaunay triangulation of $P$ under any convex distance function that is sufficiently close to the Euclidean norm, and vice-versa. In particular, a $6α$-stable edge in $\mathrm{DT}(P)$ is $α$-stable in the Delaunay triangulation under the distance function induced by a regular $k$-gon for $k \ge 2π/α$, and vice-versa. Exploiting this relationship and the analysis in~\cite{polydel}, we present a linear-size kinetic data structure (KDS) for maintaining an $(8α,α)$-$\mathrm{SDG}$ as the points of $P$ move. If the points move along algebraic trajectories of bounded degree, the KDS processes nearly quadratic events during the motion, each of which can processed in $O(\log n)$ time. Finally, we show that a number of useful properties of $\mathrm{DT}(P)$ are retained by $\mathrm{SDG}$ of $P$.

cs.CG↗

Near-Optimal Joint Object Matching via Convex Relaxation

Joint matching over a collection of objects aims at aggregating information from a large collection of similar instances (e.g. images, graphs, shapes) to improve maps between pairs of them. Given multiple matches computed between a few object pairs in isolation, the goal is to recover an entire collection of maps that are (1) globally consistent, and (2) close to the provided maps --- and under certain conditions provably the ground-truth maps. Despite recent advances on this problem, the best-known recovery guarantees are limited to a small constant barrier --- none of the existing methods find theoretical support when more than $50\%$ of input correspondences are corrupted. Moreover, prior approaches focus mostly on fully similar objects, while it is practically more demanding to match instances that are only partially similar to each other. In this paper, we develop an algorithm to jointly match multiple objects that exhibit only partial similarities, given a few pairwise matches that are densely corrupted. Specifically, we propose to recover the ground-truth maps via a parameter-free convex program called MatchLift, following a spectral method that pre-estimates the total number of distinct elements to be matched. Encouragingly, MatchLift exhibits near-optimal error-correction ability, i.e. in the asymptotic regime it is guaranteed to work even when a dominant fraction $1-Θ\left(\frac{\log^{2}n}{\sqrt{n}}\right)$ of the input maps behave like random outliers. Furthermore, MatchLift succeeds with minimal input complexity, namely, perfect matching can be achieved as soon as the provided maps form a connected map graph. We evaluate the proposed algorithm on various benchmark data sets including synthetic examples and real-world examples, all of which confirm the practical applicability of MatchLift.

cs.LG↗

Kinetic Stable Delaunay Graphs

We consider the problem of maintaining the Euclidean Delaunay triangulation $\DT$ of a set $P$ of $n$ moving points in the plane, along algebraic trajectories of constant description complexity. Since the best known upper bound on the number of topological changes in the full $\DT$ is nearly cubic, we seek to maintain a suitable portion of it that is less volatile yet retains many useful properties. We introduce the notion of a stable Delaunay graph, which is a dynamic subgraph of the Delaunay triangulation. The stable Delaunay graph (a) is easy to define, (b) experiences only a nearly quadratic number of discrete changes, (c) is robust under small changes of the norm, and (d) possesses certain useful properties. The stable Delaunay graph ($\SDG$ in short) is defined in terms of a parameter $α>0$, and consists of Delaunay edges $pq$ for which the angles at which $p$ and $q$ see their Voronoi edge $e_{pq}$ are at least $α$. We show that (i) $\SDG$ always contains at least roughly one third of the Delaunay edges; (ii) it contains the $β$-skeleton of $P$, for $β=1+Ω(α^2)$; (iii) it is stable, in the sense that its edges survive for long periods of time, as long as the orientations of the segments connecting (nearby) points of $P$ do not change by much; and (iv) stable Delaunay edges remain stable (with an appropriate redefinition of stability) if we replace the Euclidean norm by any sufficiently close norm. In particular, we can approximate the Euclidean norm by a polygonal norm (namely, a regular $k$-gon, with $k=Θ(1/α)$), and keep track of a Euclidean $\SDG$ by maintaining the full Delaunay triangulation of $P$ under the polygonal norm. We describe two kinetic data structures for maintaining $\SDG$. Both structures use $O^*(n)$ storage and process $O^*(n^2)$ events during the motion, each in $O^*(1)$ time.

cs.CG↗