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Miguel Angel Bautista

Publications and source records attributed to Miguel Angel Bautista.

29 records · Page 2Linked to original sources

f-DM: A Multi-stage Diffusion Model via Progressive Signal Transformation

Diffusion models (DMs) have recently emerged as SoTA tools for generative modeling in various domains. Standard DMs can be viewed as an instantiation of hierarchical variational autoencoders (VAEs) where the latent variables are inferred from input-centered Gaussian distributions with fixed scales and variances. Unlike VAEs, this formulation limits DMs from changing the latent spaces and learning abstract representations. In this work, we propose f-DM, a generalized family of DMs which allows progressive signal transformation. More precisely, we extend DMs to incorporate a set of (hand-designed or learned) transformations, where the transformed input is the mean of each diffusion step. We propose a generalized formulation and derive the corresponding de-noising objective with a modified sampling algorithm. As a demonstration, we apply f-DM in image generation tasks with a range of functions, including down-sampling, blurring, and learned transformations based on the encoder of pretrained VAEs. In addition, we identify the importance of adjusting the noise levels whenever the signal is sub-sampled and propose a simple rescaling recipe. f-DM can produce high-quality samples on standard image generation benchmarks like FFHQ, AFHQ, LSUN, and ImageNet with better efficiency and semantic interpretation.

cs.CV↗

GAUDI: A Neural Architect for Immersive 3D Scene Generation

We introduce GAUDI, a generative model capable of capturing the distribution of complex and realistic 3D scenes that can be rendered immersively from a moving camera. We tackle this challenging problem with a scalable yet powerful approach, where we first optimize a latent representation that disentangles radiance fields and camera poses. This latent representation is then used to learn a generative model that enables both unconditional and conditional generation of 3D scenes. Our model generalizes previous works that focus on single objects by removing the assumption that the camera pose distribution can be shared across samples. We show that GAUDI obtains state-of-the-art performance in the unconditional generative setting across multiple datasets and allows for conditional generation of 3D scenes given conditioning variables like sparse image observations or text that describes the scene.

cs.CV↗

FvOR: Robust Joint Shape and Pose Optimization for Few-view Object Reconstruction

Reconstructing an accurate 3D object model from a few image observations remains a challenging problem in computer vision. State-of-the-art approaches typically assume accurate camera poses as input, which could be difficult to obtain in realistic settings. In this paper, we present FvOR, a learning-based object reconstruction method that predicts accurate 3D models given a few images with noisy input poses. The core of our approach is a fast and robust multi-view reconstruction algorithm to jointly refine 3D geometry and camera pose estimation using learnable neural network modules. We provide a thorough benchmark of state-of-the-art approaches for this problem on ShapeNet. Our approach achieves best-in-class results. It is also two orders of magnitude faster than the recent optimization-based approach IDR. Our code is released at \url{https://github.com/zhenpeiyang/FvOR/}

cs.CV↗

Fast and Explicit Neural View Synthesis

We study the problem of novel view synthesis from sparse source observations of a scene comprised of 3D objects. We propose a simple yet effective approach that is neither continuous nor implicit, challenging recent trends on view synthesis. Our approach explicitly encodes observations into a volumetric representation that enables amortized rendering. We demonstrate that although continuous radiance field representations have gained a lot of attention due to their expressive power, our simple approach obtains comparable or even better novel view reconstruction quality comparing with state-of-the-art baselines while increasing rendering speed by over 400x. Our model is trained in a category-agnostic manner and does not require scene-specific optimization. Therefore, it is able to generalize novel view synthesis to object categories not seen during training. In addition, we show that with our simple formulation, we can use view synthesis as a self-supervision signal for efficient learning of 3D geometry without explicit 3D supervision.

cs.CV↗

Hypersim: A Photorealistic Synthetic Dataset for Holistic Indoor Scene Understanding

For many fundamental scene understanding tasks, it is difficult or impossible to obtain per-pixel ground truth labels from real images. We address this challenge by introducing Hypersim, a photorealistic synthetic dataset for holistic indoor scene understanding. To create our dataset, we leverage a large repository of synthetic scenes created by professional artists, and we generate 77,400 images of 461 indoor scenes with detailed per-pixel labels and corresponding ground truth geometry. Our dataset: (1) relies exclusively on publicly available 3D assets; (2) includes complete scene geometry, material information, and lighting information for every scene; (3) includes dense per-pixel semantic instance segmentations and complete camera information for every image; and (4) factors every image into diffuse reflectance, diffuse illumination, and a non-diffuse residual term that captures view-dependent lighting effects. We analyze our dataset at the level of scenes, objects, and pixels, and we analyze costs in terms of money, computation time, and annotation effort. Remarkably, we find that it is possible to generate our entire dataset from scratch, for roughly half the cost of training a popular open-source natural language processing model. We also evaluate sim-to-real transfer performance on two real-world scene understanding tasks - semantic segmentation and 3D shape prediction - where we find that pre-training on our dataset significantly improves performance on both tasks, and achieves state-of-the-art performance on the most challenging Pix3D test set. All of our rendered image data, as well as all the code we used to generate our dataset and perform our experiments, is available online.

cs.CV↗

Unconstrained Scene Generation with Locally Conditioned Radiance Fields

We tackle the challenge of learning a distribution over complex, realistic, indoor scenes. In this paper, we introduce Generative Scene Networks (GSN), which learns to decompose scenes into a collection of many local radiance fields that can be rendered from a free moving camera. Our model can be used as a prior to generate new scenes, or to complete a scene given only sparse 2D observations. Recent work has shown that generative models of radiance fields can capture properties such as multi-view consistency and view-dependent lighting. However, these models are specialized for constrained viewing of single objects, such as cars or faces. Due to the size and complexity of realistic indoor environments, existing models lack the representational capacity to adequately capture them. Our decomposition scheme scales to larger and more complex scenes while preserving details and diversity, and the learned prior enables high-quality rendering from viewpoints that are significantly different from observed viewpoints. When compared to existing models, GSN produces quantitatively higher-quality scene renderings across several different scene datasets.

cs.CV↗

Equivariant Neural Rendering

We propose a framework for learning neural scene representations directly from images, without 3D supervision. Our key insight is that 3D structure can be imposed by ensuring that the learned representation transforms like a real 3D scene. Specifically, we introduce a loss which enforces equivariance of the scene representation with respect to 3D transformations. Our formulation allows us to infer and render scenes in real time while achieving comparable results to models requiring minutes for inference. In addition, we introduce two challenging new datasets for scene representation and neural rendering, including scenes with complex lighting and backgrounds. Through experiments, we show that our model achieves compelling results on these datasets as well as on standard ShapeNet benchmarks.

cs.CV↗

On the generalization of learning-based 3D reconstruction

State-of-the-art learning-based monocular 3D reconstruction methods learn priors over object categories on the training set, and as a result struggle to achieve reasonable generalization to object categories unseen during training. In this paper we study the inductive biases encoded in the model architecture that impact the generalization of learning-based 3D reconstruction methods. We find that 3 inductive biases impact performance: the spatial extent of the encoder, the use of the underlying geometry of the scene to describe point features, and the mechanism to aggregate information from multiple views. Additionally, we propose mechanisms to enforce those inductive biases: a point representation that is aware of camera position, and a variance cost to aggregate information across views. Our model achieves state-of-the-art results on the standard ShapeNet 3D reconstruction benchmark in various settings.

cs.CV↗

Set Distribution Networks: a Generative Model for Sets of Images

Images with shared characteristics naturally form sets. For example, in a face verification benchmark, images of the same identity form sets. For generative models, the standard way of dealing with sets is to represent each as a one hot vector, and learn a conditional generative model $p(\mathbf{x}|\mathbf{y})$. This representation assumes that the number of sets is limited and known, such that the distribution over sets reduces to a simple multinomial distribution. In contrast, we study a more generic problem where the number of sets is large and unknown. We introduce Set Distribution Networks (SDNs), a novel framework that learns to autoencode and freely generate sets. We achieve this by jointly learning a set encoder, set discriminator, set generator, and set prior. We show that SDNs are able to reconstruct image sets that preserve salient attributes of the inputs in our benchmark datasets, and are also able to generate novel objects/identities. We examine the sets generated by SDN with a pre-trained 3D reconstruction network and a face verification network, respectively, as a novel way to evaluate the quality of generated sets of images.

cs.LG↗

Addressing the Loss-Metric Mismatch with Adaptive Loss Alignment

In most machine learning training paradigms a fixed, often handcrafted, loss function is assumed to be a good proxy for an underlying evaluation metric. In this work we assess this assumption by meta-learning an adaptive loss function to directly optimize the evaluation metric. We propose a sample efficient reinforcement learning approach for adapting the loss dynamically during training. We empirically show how this formulation improves performance by simultaneously optimizing the evaluation metric and smoothing the loss landscape. We verify our method in metric learning and classification scenarios, showing considerable improvements over the state-of-the-art on a diverse set of tasks. Importantly, our method is applicable to a wide range of loss functions and evaluation metrics. Furthermore, the learned policies are transferable across tasks and data, demonstrating the versatility of the method.

cs.LG↗

Error-Correcting Factorization

Error Correcting Output Codes (ECOC) is a successful technique in multi-class classification, which is a core problem in Pattern Recognition and Machine Learning. A major advantage of ECOC over other methods is that the multi- class problem is decoupled into a set of binary problems that are solved independently. However, literature defines a general error-correcting capability for ECOCs without analyzing how it distributes among classes, hindering a deeper analysis of pair-wise error-correction. To address these limitations this paper proposes an Error-Correcting Factorization (ECF) method, our contribution is three fold: (I) We propose a novel representation of the error-correction capability, called the design matrix, that enables us to build an ECOC on the basis of allocating correction to pairs of classes. (II) We derive the optimal code length of an ECOC using rank properties of the design matrix. (III) ECF is formulated as a discrete optimization problem, and a relaxed solution is found using an efficient constrained block coordinate descent approach. (IV) Enabled by the flexibility introduced with the design matrix we propose to allocate the error-correction on classes that are prone to confusion. Experimental results in several databases show that when allocating the error-correction to confusable classes ECF outperforms state-of-the-art approaches.

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