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Or Litany

Publications and source records attributed to Or Litany.

At least 73 records · Page 4Linked to original sources

DIB-R++: Learning to Predict Lighting and Material with a Hybrid Differentiable Renderer

We consider the challenging problem of predicting intrinsic object properties from a single image by exploiting differentiable renderers. Many previous learning-based approaches for inverse graphics adopt rasterization-based renderers and assume naive lighting and material models, which often fail to account for non-Lambertian, specular reflections commonly observed in the wild. In this work, we propose DIBR++, a hybrid differentiable renderer which supports these photorealistic effects by combining rasterization and ray-tracing, taking the advantage of their respective strengths -- speed and realism. Our renderer incorporates environmental lighting and spatially-varying material models to efficiently approximate light transport, either through direct estimation or via spherical basis functions. Compared to more advanced physics-based differentiable renderers leveraging path tracing, DIBR++ is highly performant due to its compact and expressive shading model, which enables easy integration with learning frameworks for geometry, reflectance and lighting prediction from a single image without requiring any ground-truth. We experimentally demonstrate that our approach achieves superior material and lighting disentanglement on synthetic and real data compared to existing rasterization-based approaches and showcase several artistic applications including material editing and relighting.

cs.CV↗

Contrast to Divide: Self-Supervised Pre-Training for Learning with Noisy Labels

The success of learning with noisy labels (LNL) methods relies heavily on the success of a warm-up stage where standard supervised training is performed using the full (noisy) training set. In this paper, we identify a "warm-up obstacle": the inability of standard warm-up stages to train high quality feature extractors and avert memorization of noisy labels. We propose "Contrast to Divide" (C2D), a simple framework that solves this problem by pre-training the feature extractor in a self-supervised fashion. Using self-supervised pre-training boosts the performance of existing LNL approaches by drastically reducing the warm-up stage's susceptibility to noise level, shortening its duration, and improving extracted feature quality. C2D works out of the box with existing methods and demonstrates markedly improved performance, especially in the high noise regime, where we get a boost of more than 27% for CIFAR-100 with 90% noise over the previous state of the art. In real-life noise settings, C2D trained on mini-WebVision outperforms previous works both in WebVision and ImageNet validation sets by 3% top-1 accuracy. We perform an in-depth analysis of the framework, including investigating the performance of different pre-training approaches and estimating the effective upper bound of the LNL performance with semi-supervised learning. Code for reproducing our experiments is available at https://github.com/ContrastToDivide/C2D

cs.CV↗

3DIoUMatch: Leveraging IoU Prediction for Semi-Supervised 3D Object Detection

3D object detection is an important yet demanding task that heavily relies on difficult to obtain 3D annotations. To reduce the required amount of supervision, we propose 3DIoUMatch, a novel semi-supervised method for 3D object detection applicable to both indoor and outdoor scenes. We leverage a teacher-student mutual learning framework to propagate information from the labeled to the unlabeled train set in the form of pseudo-labels. However, due to the high task complexity, we observe that the pseudo-labels suffer from significant noise and are thus not directly usable. To that end, we introduce a confidence-based filtering mechanism, inspired by FixMatch. We set confidence thresholds based upon the predicted objectness and class probability to filter low-quality pseudo-labels. While effective, we observe that these two measures do not sufficiently capture localization quality. We therefore propose to use the estimated 3D IoU as a localization metric and set category-aware self-adjusted thresholds to filter poorly localized proposals. We adopt VoteNet as our backbone detector on indoor datasets while we use PV-RCNN on the autonomous driving dataset, KITTI. Our method consistently improves state-of-the-art methods on both ScanNet and SUN-RGBD benchmarks by significant margins under all label ratios (including fully labeled setting). For example, when training using only 10\% labeled data on ScanNet, 3DIoUMatch achieves 7.7% absolute improvement on mAP@0.25 and 8.5% absolute improvement on mAP@0.5 upon the prior art. On KITTI, we are the first to demonstrate semi-supervised 3D object detection and our method surpasses a fully supervised baseline from 1.8% to 7.6% under different label ratios and categories.

cs.CV↗

StrobeNet: Category-Level Multiview Reconstruction of Articulated Objects

We present StrobeNet, a method for category-level 3D reconstruction of articulating objects from one or more unposed RGB images. Reconstructing general articulating object categories % has important applications, but is challenging since objects can have wide variation in shape, articulation, appearance and topology. We address this by building on the idea of category-level articulation canonicalization -- mapping observations to a canonical articulation which enables correspondence-free multiview aggregation. Our end-to-end trainable neural network estimates feature-enriched canonical 3D point clouds, articulation joints, and part segmentation from one or more unposed images of an object. These intermediate estimates are used to generate a final implicit 3D reconstruction.Our approach reconstructs objects even when they are observed in different articulations in images with large baselines, and animation of reconstructed shapes. Quantitative and qualitative evaluations on different object categories show that our method is able to achieve high reconstruction accuracy, especially as more views are added.

cs.CV↗

Vector Neurons: A General Framework for SO(3)-Equivariant Networks

Invariance and equivariance to the rotation group have been widely discussed in the 3D deep learning community for pointclouds. Yet most proposed methods either use complex mathematical tools that may limit their accessibility, or are tied to specific input data types and network architectures. In this paper, we introduce a general framework built on top of what we call Vector Neuron representations for creating SO(3)-equivariant neural networks for pointcloud processing. Extending neurons from 1D scalars to 3D vectors, our vector neurons enable a simple mapping of SO(3) actions to latent spaces thereby providing a framework for building equivariance in common neural operations -- including linear layers, non-linearities, pooling, and normalizations. Due to their simplicity, vector neurons are versatile and, as we demonstrate, can be incorporated into diverse network architecture backbones, allowing them to process geometry inputs in arbitrary poses. Despite its simplicity, our method performs comparably well in accuracy and generalization with other more complex and specialized state-of-the-art methods on classification and segmentation tasks. We also show for the first time a rotation equivariant reconstruction network.

cs.CV↗

ReLMoGen: Leveraging Motion Generation in Reinforcement Learning for Mobile Manipulation

Many Reinforcement Learning (RL) approaches use joint control signals (positions, velocities, torques) as action space for continuous control tasks. We propose to lift the action space to a higher level in the form of subgoals for a motion generator (a combination of motion planner and trajectory executor). We argue that, by lifting the action space and by leveraging sampling-based motion planners, we can efficiently use RL to solve complex, long-horizon tasks that could not be solved with existing RL methods in the original action space. We propose ReLMoGen -- a framework that combines a learned policy to predict subgoals and a motion generator to plan and execute the motion needed to reach these subgoals. To validate our method, we apply ReLMoGen to two types of tasks: 1) Interactive Navigation tasks, navigation problems where interactions with the environment are required to reach the destination, and 2) Mobile Manipulation tasks, manipulation tasks that require moving the robot base. These problems are challenging because they are usually long-horizon, hard to explore during training, and comprise alternating phases of navigation and interaction. Our method is benchmarked on a diverse set of seven robotics tasks in photo-realistic simulation environments. In all settings, ReLMoGen outperforms state-of-the-art Reinforcement Learning and Hierarchical Reinforcement Learning baselines. ReLMoGen also shows outstanding transferability between different motion generators at test time, indicating a great potential to transfer to real robots.

cs.AI↗

Weakly Supervised Learning of Rigid 3D Scene Flow

We propose a data-driven scene flow estimation algorithm exploiting the observation that many 3D scenes can be explained by a collection of agents moving as rigid bodies. At the core of our method lies a deep architecture able to reason at the \textbf{object-level} by considering 3D scene flow in conjunction with other 3D tasks. This object level abstraction, enables us to relax the requirement for dense scene flow supervision with simpler binary background segmentation mask and ego-motion annotations. Our mild supervision requirements make our method well suited for recently released massive data collections for autonomous driving, which do not contain dense scene flow annotations. As output, our model provides low-level cues like pointwise flow and higher-level cues such as holistic scene understanding at the level of rigid objects. We further propose a test-time optimization refining the predicted rigid scene flow. We showcase the effectiveness and generalization capacity of our method on four different autonomous driving datasets. We release our source code and pre-trained models under \url{github.com/zgojcic/Rigid3DSceneFlow}.

cs.CV↗

Self-Supervised Equivariant Scene Synthesis from Video

We propose a self-supervised framework to learn scene representations from video that are automatically delineated into background, characters, and their animations. Our method capitalizes on moving characters being equivariant with respect to their transformation across frames and the background being constant with respect to that same transformation. After training, we can manipulate image encodings in real time to create unseen combinations of the delineated components. As far as we know, we are the first method to perform unsupervised extraction and synthesis of interpretable background, character, and animation. We demonstrate results on three datasets: Moving MNIST with backgrounds, 2D video game sprites, and Fashion Modeling.

cs.CV↗

Human 3D keypoints via spatial uncertainty modeling

We introduce a technique for 3D human keypoint estimation that directly models the notion of spatial uncertainty of a keypoint. Our technique employs a principled approach to modelling spatial uncertainty inspired from techniques in robust statistics. Furthermore, our pipeline requires no 3D ground truth labels, relying instead on (possibly noisy) 2D image-level keypoints. Our method achieves near state-of-the-art performance on Human3.6m while being efficient to evaluate and straightforward to

cs.CV↗

On Learning Sets of Symmetric Elements

Learning from unordered sets is a fundamental learning setup, recently attracting increasing attention. Research in this area has focused on the case where elements of the set are represented by feature vectors, and far less emphasis has been given to the common case where set elements themselves adhere to their own symmetries. That case is relevant to numerous applications, from deblurring image bursts to multi-view 3D shape recognition and reconstruction. In this paper, we present a principled approach to learning sets of general symmetric elements. We first characterize the space of linear layers that are equivariant both to element reordering and to the inherent symmetries of elements, like translation in the case of images. We further show that networks that are composed of these layers, called Deep Sets for Symmetric Elements (DSS) layers, are universal approximators of both invariant and equivariant functions, and that these networks are strictly more expressive than Siamese networks. DSS layers are also straightforward to implement. Finally, we show that they improve over existing set-learning architectures in a series of experiments with images, graphs, and point-clouds.

cs.LG↗

Non-Rigid Puzzles

Shape correspondence is a fundamental problem in computer graphics and vision, with applications in various problems including animation, texture mapping, robotic vision, medical imaging, archaeology and many more. In settings where the shapes are allowed to undergo non-rigid deformations and only partial views are available, the problem becomes very challenging. To this end, we present a non-rigid multi-part shape matching algorithm. We assume to be given a reference shape and its multiple parts undergoing a non-rigid deformation. Each of these query parts can be additionally contaminated by clutter, may overlap with other parts, and there might be missing parts or redundant ones. Our method simultaneously solves for the segmentation of the reference model, and for a dense correspondence to (subsets of) the parts. Experimental results on synthetic as well as real scans demonstrate the effectiveness of our method in dealing with this challenging matching scenario.

cs.CV↗

PointContrast: Unsupervised Pre-training for 3D Point Cloud Understanding

Arguably one of the top success stories of deep learning is transfer learning. The finding that pre-training a network on a rich source set (eg., ImageNet) can help boost performance once fine-tuned on a usually much smaller target set, has been instrumental to many applications in language and vision. Yet, very little is known about its usefulness in 3D point cloud understanding. We see this as an opportunity considering the effort required for annotating data in 3D. In this work, we aim at facilitating research on 3D representation learning. Different from previous works, we focus on high-level scene understanding tasks. To this end, we select a suite of diverse datasets and tasks to measure the effect of unsupervised pre-training on a large source set of 3D scenes. Our findings are extremely encouraging: using a unified triplet of architecture, source dataset, and contrastive loss for pre-training, we achieve improvement over recent best results in segmentation and detection across 6 different benchmarks for indoor and outdoor, real and synthetic datasets -- demonstrating that the learned representation can generalize across domains. Furthermore, the improvement was similar to supervised pre-training, suggesting that future efforts should favor scaling data collection over more detailed annotation. We hope these findings will encourage more research on unsupervised pretext task design for 3D deep learning.

cs.CV↗

Learned Equivariant Rendering without Transformation Supervision

We propose a self-supervised framework to learn scene representations from video that are automatically delineated into objects and background. Our method relies on moving objects being equivariant with respect to their transformation across frames and the background being constant. After training, we can manipulate and render the scenes in real time to create unseen combinations of objects, transformations, and backgrounds. We show results on moving MNIST with backgrounds.

cs.CV↗

Object-Centric Multi-View Aggregation

We present an approach for aggregating a sparse set of views of an object in order to compute a semi-implicit 3D representation in the form of a volumetric feature grid. Key to our approach is an object-centric canonical 3D coordinate system into which views can be lifted, without explicit camera pose estimation, and then combined -- in a manner that can accommodate a variable number of views and is view order independent. We show that computing a symmetry-aware mapping from pixels to the canonical coordinate system allows us to better propagate information to unseen regions, as well as to robustly overcome pose ambiguities during inference. Our aggregate representation enables us to perform 3D inference tasks like volumetric reconstruction and novel view synthesis, and we use these tasks to demonstrate the benefits of our aggregation approach as compared to implicit or camera-centric alternatives.

cs.CV↗

Representation Learning Through Latent Canonicalizations

We seek to learn a representation on a large annotated data source that generalizes to a target domain using limited new supervision. Many prior approaches to this problem have focused on learning "disentangled" representations so that as individual factors vary in a new domain, only a portion of the representation need be updated. In this work, we seek the generalization power of disentangled representations, but relax the requirement of explicit latent disentanglement and instead encourage linearity of individual factors of variation by requiring them to be manipulable by learned linear transformations. We dub these transformations latent canonicalizers, as they aim to modify the value of a factor to a pre-determined (but arbitrary) canonical value (e.g., recoloring the image foreground to black). Assuming a source domain with access to meta-labels specifying the factors of variation within an image, we demonstrate experimentally that our method helps reduce the number of observations needed to generalize to a similar target domain when compared to a number of supervised baselines.

cs.LG↗

Continuous Geodesic Convolutions for Learning on 3D Shapes

The majority of descriptor-based methods for geometric processing of non-rigid shape rely on hand-crafted descriptors. Recently, learning-based techniques have been shown effective, achieving state-of-the-art results in a variety of tasks. Yet, even though these methods can in principle work directly on raw data, most methods still rely on hand-crafted descriptors at the input layer. In this work, we wish to challenge this practice and use a neural network to learn descriptors directly from the raw mesh. To this end, we introduce two modules into our neural architecture. The first is a local reference frame (LRF) used to explicitly make the features invariant to rigid transformations. The second is continuous convolution kernels that provide robustness to sampling. We show the efficacy of our proposed network in learning on raw meshes using two cornerstone tasks: shape matching, and human body parts segmentation. Our results show superior results over baseline methods that use hand-crafted descriptors.

cs.CV↗

ImVoteNet: Boosting 3D Object Detection in Point Clouds with Image Votes

3D object detection has seen quick progress thanks to advances in deep learning on point clouds. A few recent works have even shown state-of-the-art performance with just point clouds input (e.g. VoteNet). However, point cloud data have inherent limitations. They are sparse, lack color information and often suffer from sensor noise. Images, on the other hand, have high resolution and rich texture. Thus they can complement the 3D geometry provided by point clouds. Yet how to effectively use image information to assist point cloud based detection is still an open question. In this work, we build on top of VoteNet and propose a 3D detection architecture called ImVoteNet specialized for RGB-D scenes. ImVoteNet is based on fusing 2D votes in images and 3D votes in point clouds. Compared to prior work on multi-modal detection, we explicitly extract both geometric and semantic features from the 2D images. We leverage camera parameters to lift these features to 3D. To improve the synergy of 2D-3D feature fusion, we also propose a multi-tower training scheme. We validate our model on the challenging SUN RGB-D dataset, advancing state-of-the-art results by 5.7 mAP. We also provide rich ablation studies to analyze the contribution of each design choice.

cs.CV↗

The Whole Is Greater Than the Sum of Its Nonrigid Parts

According to Aristotle, a philosopher in Ancient Greece, "the whole is greater than the sum of its parts". This observation was adopted to explain human perception by the Gestalt psychology school of thought in the twentieth century. Here, we claim that observing part of an object which was previously acquired as a whole, one could deal with both partial matching and shape completion in a holistic manner. More specifically, given the geometry of a full, articulated object in a given pose, as well as a partial scan of the same object in a different pose, we address the problem of matching the part to the whole while simultaneously reconstructing the new pose from its partial observation. Our approach is data-driven, and takes the form of a Siamese autoencoder without the requirement of a consistent vertex labeling at inference time; as such, it can be used on unorganized point clouds as well as on triangle meshes. We demonstrate the practical effectiveness of our model in the applications of single-view deformable shape completion and dense shape correspondence, both on synthetic and real-world geometric data, where we outperform prior work on these tasks by a large margin.

cs.CV↗