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Manolis Savva

Publications and source records attributed to Manolis Savva.

72 records · Page 4Linked to original sources

Habitat: A Platform for Embodied AI Research

We present Habitat, a platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation. Specifically, Habitat consists of: (i) Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, sensors, and generic 3D dataset handling. Habitat-Sim is fast -- when rendering a scene from Matterport3D, it achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU. (ii) Habitat-API: a modular high-level library for end-to-end development of embodied AI algorithms -- defining tasks (e.g., navigation, instruction following, question answering), configuring, training, and benchmarking embodied agents. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or 'merely' impractical. Specifically, in the context of point-goal navigation: (1) we revisit the comparison between learning and SLAM approaches from two recent works and find evidence for the opposite conclusion -- that learning outperforms SLAM if scaled to an order of magnitude more experience than previous investigations, and (2) we conduct the first cross-dataset generalization experiments {train, test} x {Matterport3D, Gibson} for multiple sensors {blind, RGB, RGBD, D} and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI.

cs.CV↗

The Replica Dataset: A Digital Replica of Indoor Spaces

We introduce Replica, a dataset of 18 highly photo-realistic 3D indoor scene reconstructions at room and building scale. Each scene consists of a dense mesh, high-resolution high-dynamic-range (HDR) textures, per-primitive semantic class and instance information, and planar mirror and glass reflectors. The goal of Replica is to enable machine learning (ML) research that relies on visually, geometrically, and semantically realistic generative models of the world - for instance, egocentric computer vision, semantic segmentation in 2D and 3D, geometric inference, and the development of embodied agents (virtual robots) performing navigation, instruction following, and question answering. Due to the high level of realism of the renderings from Replica, there is hope that ML systems trained on Replica may transfer directly to real world image and video data. Together with the data, we are releasing a minimal C++ SDK as a starting point for working with the Replica dataset. In addition, Replica is `Habitat-compatible', i.e. can be natively used with AI Habitat for training and testing embodied agents.

cs.CV↗

Hierarchy Denoising Recursive Autoencoders for 3D Scene Layout Prediction

Indoor scenes exhibit rich hierarchical structure in 3D object layouts. Many tasks in 3D scene understanding can benefit from reasoning jointly about the hierarchical context of a scene, and the identities of objects. We present a variational denoising recursive autoencoder (VDRAE) that generates and iteratively refines a hierarchical representation of 3D object layouts, interleaving bottom-up encoding for context aggregation and top-down decoding for propagation. We train our VDRAE on large-scale 3D scene datasets to predict both instance-level segmentations and a 3D object detections from an over-segmentation of an input point cloud. We show that our VDRAE improves object detection performance on real-world 3D point cloud datasets compared to baselines from prior work.

cs.CV↗

Scan2CAD: Learning CAD Model Alignment in RGB-D Scans

We present Scan2CAD, a novel data-driven method that learns to align clean 3D CAD models from a shape database to the noisy and incomplete geometry of a commodity RGB-D scan. For a 3D reconstruction of an indoor scene, our method takes as input a set of CAD models, and predicts a 9DoF pose that aligns each model to the underlying scan geometry. To tackle this problem, we create a new scan-to-CAD alignment dataset based on 1506 ScanNet scans with 97607 annotated keypoint pairs between 14225 CAD models from ShapeNet and their counterpart objects in the scans. Our method selects a set of representative keypoints in a 3D scan for which we find correspondences to the CAD geometry. To this end, we design a novel 3D CNN architecture that learns a joint embedding between real and synthetic objects, and from this predicts a correspondence heatmap. Based on these correspondence heatmaps, we formulate a variational energy minimization that aligns a given set of CAD models to the reconstruction. We evaluate our approach on our newly introduced Scan2CAD benchmark where we outperform both handcrafted feature descriptor as well as state-of-the-art CNN based methods by 21.39%.

cs.CV↗

On Evaluation of Embodied Navigation Agents

Skillful mobile operation in three-dimensional environments is a primary topic of study in Artificial Intelligence. The past two years have seen a surge of creative work on navigation. This creative output has produced a plethora of sometimes incompatible task definitions and evaluation protocols. To coordinate ongoing and future research in this area, we have convened a working group to study empirical methodology in navigation research. The present document summarizes the consensus recommendations of this working group. We discuss different problem statements and the role of generalization, present evaluation measures, and provide standard scenarios that can be used for benchmarking.

cs.AI↗

Text2Shape: Generating Shapes from Natural Language by Learning Joint Embeddings

We present a method for generating colored 3D shapes from natural language. To this end, we first learn joint embeddings of freeform text descriptions and colored 3D shapes. Our model combines and extends learning by association and metric learning approaches to learn implicit cross-modal connections, and produces a joint representation that captures the many-to-many relations between language and physical properties of 3D shapes such as color and shape. To evaluate our approach, we collect a large dataset of natural language descriptions for physical 3D objects in the ShapeNet dataset. With this learned joint embedding we demonstrate text-to-shape retrieval that outperforms baseline approaches. Using our embeddings with a novel conditional Wasserstein GAN framework, we generate colored 3D shapes from text. Our method is the first to connect natural language text with realistic 3D objects exhibiting rich variations in color, texture, and shape detail. See video at https://youtu.be/zraPvRdl13Q

cs.CV↗

Im2Pano3D: Extrapolating 360 Structure and Semantics Beyond the Field of View

We present Im2Pano3D, a convolutional neural network that generates a dense prediction of 3D structure and a probability distribution of semantic labels for a full 360 panoramic view of an indoor scene when given only a partial observation (<= 50%) in the form of an RGB-D image. To make this possible, Im2Pano3D leverages strong contextual priors learned from large-scale synthetic and real-world indoor scenes. To ease the prediction of 3D structure, we propose to parameterize 3D surfaces with their plane equations and train the model to predict these parameters directly. To provide meaningful training supervision, we use multiple loss functions that consider both pixel level accuracy and global context consistency. Experiments demon- strate that Im2Pano3D is able to predict the semantics and 3D structure of the unobserved scene with more than 56% pixel accuracy and less than 0.52m average distance error, which is significantly better than alternative approaches.

cs.CV↗

MINOS: Multimodal Indoor Simulator for Navigation in Complex Environments

We present MINOS, a simulator designed to support the development of multisensory models for goal-directed navigation in complex indoor environments. The simulator leverages large datasets of complex 3D environments and supports flexible configuration of multimodal sensor suites. We use MINOS to benchmark deep-learning-based navigation methods, to analyze the influence of environmental complexity on navigation performance, and to carry out a controlled study of multimodality in sensorimotor learning. The experiments show that current deep reinforcement learning approaches fail in large realistic environments. The experiments also indicate that multimodality is beneficial in learning to navigate cluttered scenes. MINOS is released open-source to the research community at http://minosworld.org . A video that shows MINOS can be found at https://youtu.be/c0mL9K64q84

cs.LG↗

Large-Scale 3D Shape Reconstruction and Segmentation from ShapeNet Core55

We introduce a large-scale 3D shape understanding benchmark using data and annotation from ShapeNet 3D object database. The benchmark consists of two tasks: part-level segmentation of 3D shapes and 3D reconstruction from single view images. Ten teams have participated in the challenge and the best performing teams have outperformed state-of-the-art approaches on both tasks. A few novel deep learning architectures have been proposed on various 3D representations on both tasks. We report the techniques used by each team and the corresponding performances. In addition, we summarize the major discoveries from the reported results and possible trends for the future work in the field.

cs.CV↗

Matterport3D: Learning from RGB-D Data in Indoor Environments

Access to large, diverse RGB-D datasets is critical for training RGB-D scene understanding algorithms. However, existing datasets still cover only a limited number of views or a restricted scale of spaces. In this paper, we introduce Matterport3D, a large-scale RGB-D dataset containing 10,800 panoramic views from 194,400 RGB-D images of 90 building-scale scenes. Annotations are provided with surface reconstructions, camera poses, and 2D and 3D semantic segmentations. The precise global alignment and comprehensive, diverse panoramic set of views over entire buildings enable a variety of supervised and self-supervised computer vision tasks, including keypoint matching, view overlap prediction, normal prediction from color, semantic segmentation, and region classification.

cs.CV↗

Physically-Based Rendering for Indoor Scene Understanding Using Convolutional Neural Networks

Indoor scene understanding is central to applications such as robot navigation and human companion assistance. Over the last years, data-driven deep neural networks have outperformed many traditional approaches thanks to their representation learning capabilities. One of the bottlenecks in training for better representations is the amount of available per-pixel ground truth data that is required for core scene understanding tasks such as semantic segmentation, normal prediction, and object edge detection. To address this problem, a number of works proposed using synthetic data. However, a systematic study of how such synthetic data is generated is missing. In this work, we introduce a large-scale synthetic dataset with 400K physically-based rendered images from 45K realistic 3D indoor scenes. We study the effects of rendering methods and scene lighting on training for three computer vision tasks: surface normal prediction, semantic segmentation, and object boundary detection. This study provides insights into the best practices for training with synthetic data (more realistic rendering is worth it) and shows that pretraining with our new synthetic dataset can improve results beyond the current state of the art on all three tasks.

cs.CV↗

ScanNet: Richly-annotated 3D Reconstructions of Indoor Scenes

A key requirement for leveraging supervised deep learning methods is the availability of large, labeled datasets. Unfortunately, in the context of RGB-D scene understanding, very little data is available -- current datasets cover a small range of scene views and have limited semantic annotations. To address this issue, we introduce ScanNet, an RGB-D video dataset containing 2.5M views in 1513 scenes annotated with 3D camera poses, surface reconstructions, and semantic segmentations. To collect this data, we designed an easy-to-use and scalable RGB-D capture system that includes automated surface reconstruction and crowdsourced semantic annotation. We show that using this data helps achieve state-of-the-art performance on several 3D scene understanding tasks, including 3D object classification, semantic voxel labeling, and CAD model retrieval. The dataset is freely available at http://www.scan-net.org.

cs.CV↗

Learning Where to Look: Data-Driven Viewpoint Set Selection for 3D Scenes

The use of rendered images, whether from completely synthetic datasets or from 3D reconstructions, is increasingly prevalent in vision tasks. However, little attention has been given to how the selection of viewpoints affects the performance of rendered training sets. In this paper, we propose a data-driven approach to view set selection. Given a set of example images, we extract statistics describing their contents and generate a set of views matching the distribution of those statistics. Motivated by semantic segmentation tasks, we model the spatial distribution of each semantic object category within an image view volume. We provide a search algorithm that generates a sampling of likely candidate views according to the example distribution, and a set selection algorithm that chooses a subset of the candidates that jointly cover the example distribution. Results of experiments with these algorithms on SUNCG indicate that they are indeed able to produce view distributions similar to an example set from NYUDv2 according to the earth mover's distance. Furthermore, the selected views improve performance on semantic segmentation compared to alternative view selection algorithms.

cs.CV↗

SceneSeer: 3D Scene Design with Natural Language

Designing 3D scenes is currently a creative task that requires significant expertise and effort in using complex 3D design interfaces. This effortful design process starts in stark contrast to the easiness with which people can use language to describe real and imaginary environments. We present SceneSeer: an interactive text to 3D scene generation system that allows a user to design 3D scenes using natural language. A user provides input text from which we extract explicit constraints on the objects that should appear in the scene. Given these explicit constraints, the system then uses a spatial knowledge base learned from an existing database of 3D scenes and 3D object models to infer an arrangement of the objects forming a natural scene matching the input description. Using textual commands the user can then iteratively refine the created scene by adding, removing, replacing, and manipulating objects. We evaluate the quality of 3D scenes generated by SceneSeer in a perceptual evaluation experiment where we compare against manually designed scenes and simpler baselines for 3D scene generation. We demonstrate how the generated scenes can be iteratively refined through simple natural language commands.

cs.GR↗

SceneSuggest: Context-driven 3D Scene Design

We present SceneSuggest: an interactive 3D scene design system providing context-driven suggestions for 3D model retrieval and placement. Using a point-and-click metaphor we specify regions in a scene in which to automatically place and orient relevant 3D models. Candidate models are ranked using a set of static support, position, and orientation priors learned from 3D scenes. We show that our suggestions enable rapid assembly of indoor scenes. We perform a user study comparing suggestions to manual search and selection, as well as to suggestions with no automatic orientation. We find that suggestions reduce total modeling time by 32%, that orientation priors reduce time spent re-orienting objects by 27%, and that context-driven suggestions reduce the number of text queries by 50%.

cs.GR↗

Semantic Scene Completion from a Single Depth Image

This paper focuses on semantic scene completion, a task for producing a complete 3D voxel representation of volumetric occupancy and semantic labels for a scene from a single-view depth map observation. Previous work has considered scene completion and semantic labeling of depth maps separately. However, we observe that these two problems are tightly intertwined. To leverage the coupled nature of these two tasks, we introduce the semantic scene completion network (SSCNet), an end-to-end 3D convolutional network that takes a single depth image as input and simultaneously outputs occupancy and semantic labels for all voxels in the camera view frustum. Our network uses a dilation-based 3D context module to efficiently expand the receptive field and enable 3D context learning. To train our network, we construct SUNCG - a manually created large-scale dataset of synthetic 3D scenes with dense volumetric annotations. Our experiments demonstrate that the joint model outperforms methods addressing each task in isolation and outperforms alternative approaches on the semantic scene completion task.

cs.CV↗

ShapeNet: An Information-Rich 3D Model Repository

We present ShapeNet: a richly-annotated, large-scale repository of shapes represented by 3D CAD models of objects. ShapeNet contains 3D models from a multitude of semantic categories and organizes them under the WordNet taxonomy. It is a collection of datasets providing many semantic annotations for each 3D model such as consistent rigid alignments, parts and bilateral symmetry planes, physical sizes, keywords, as well as other planned annotations. Annotations are made available through a public web-based interface to enable data visualization of object attributes, promote data-driven geometric analysis, and provide a large-scale quantitative benchmark for research in computer graphics and vision. At the time of this technical report, ShapeNet has indexed more than 3,000,000 models, 220,000 models out of which are classified into 3,135 categories (WordNet synsets). In this report we describe the ShapeNet effort as a whole, provide details for all currently available datasets, and summarize future plans.

cs.GR↗

Text to 3D Scene Generation with Rich Lexical Grounding

The ability to map descriptions of scenes to 3D geometric representations has many applications in areas such as art, education, and robotics. However, prior work on the text to 3D scene generation task has used manually specified object categories and language that identifies them. We introduce a dataset of 3D scenes annotated with natural language descriptions and learn from this data how to ground textual descriptions to physical objects. Our method successfully grounds a variety of lexical terms to concrete referents, and we show quantitatively that our method improves 3D scene generation over previous work using purely rule-based methods. We evaluate the fidelity and plausibility of 3D scenes generated with our grounding approach through human judgments. To ease evaluation on this task, we also introduce an automated metric that strongly correlates with human judgments.

cs.CL↗