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Sanja Fidler

Publications and source records attributed to Sanja Fidler.

At least 145 records · Page 8Linked to original sources

NP-DRAW: A Non-Parametric Structured Latent Variable Model for Image Generation

In this paper, we present a non-parametric structured latent variable model for image generation, called NP-DRAW, which sequentially draws on a latent canvas in a part-by-part fashion and then decodes the image from the canvas. Our key contributions are as follows. 1) We propose a non-parametric prior distribution over the appearance of image parts so that the latent variable ``what-to-draw'' per step becomes a categorical random variable. This improves the expressiveness and greatly eases the learning compared to Gaussians used in the literature. 2) We model the sequential dependency structure of parts via a Transformer, which is more powerful and easier to train compared to RNNs used in the literature. 3) We propose an effective heuristic parsing algorithm to pre-train the prior. Experiments on MNIST, Omniglot, CIFAR-10, and CelebA show that our method significantly outperforms previous structured image models like DRAW and AIR and is competitive to other generic generative models. Moreover, we show that our model's inherent compositionality and interpretability bring significant benefits in the low-data learning regime and latent space editing. Code is available at https://github.com/ZENGXH/NPDRAW.

cs.CV↗

f-Domain-Adversarial Learning: Theory and Algorithms

Unsupervised domain adaptation is used in many machine learning applications where, during training, a model has access to unlabeled data in the target domain, and a related labeled dataset. In this paper, we introduce a novel and general domain-adversarial framework. Specifically, we derive a novel generalization bound for domain adaptation that exploits a new measure of discrepancy between distributions based on a variational characterization of f-divergences. It recovers the theoretical results from Ben-David et al. (2010a) as a special case and supports divergences used in practice. Based on this bound, we derive a new algorithmic framework that introduces a key correction in the original adversarial training method of Ganin et al. (2016). We show that many regularizers and ad-hoc objectives introduced over the last years in this framework are then not required to achieve performance comparable to (if not better than) state-of-the-art domain-adversarial methods. Experimental analysis conducted on real-world natural language and computer vision datasets show that our framework outperforms existing baselines, and obtains the best results for f-divergences that were not considered previously in domain-adversarial learning.

cs.LG↗

Watch-And-Help: A Challenge for Social Perception and Human-AI Collaboration

In this paper, we introduce Watch-And-Help (WAH), a challenge for testing social intelligence in agents. In WAH, an AI agent needs to help a human-like agent perform a complex household task efficiently. To succeed, the AI agent needs to i) understand the underlying goal of the task by watching a single demonstration of the human-like agent performing the same task (social perception), and ii) coordinate with the human-like agent to solve the task in an unseen environment as fast as possible (human-AI collaboration). For this challenge, we build VirtualHome-Social, a multi-agent household environment, and provide a benchmark including both planning and learning based baselines. We evaluate the performance of AI agents with the human-like agent as well as with real humans using objective metrics and subjective user ratings. Experimental results demonstrate that the proposed challenge and virtual environment enable a systematic evaluation on the important aspects of machine social intelligence at scale.

cs.AI↗

DriveGAN: Towards a Controllable High-Quality Neural Simulation

Realistic simulators are critical for training and verifying robotics systems. While most of the contemporary simulators are hand-crafted, a scaleable way to build simulators is to use machine learning to learn how the environment behaves in response to an action, directly from data. In this work, we aim to learn to simulate a dynamic environment directly in pixel-space, by watching unannotated sequences of frames and their associated action pairs. We introduce a novel high-quality neural simulator referred to as DriveGAN that achieves controllability by disentangling different components without supervision. In addition to steering controls, it also includes controls for sampling features of a scene, such as the weather as well as the location of non-player objects. Since DriveGAN is a fully differentiable simulator, it further allows for re-simulation of a given video sequence, offering an agent to drive through a recorded scene again, possibly taking different actions. We train DriveGAN on multiple datasets, including 160 hours of real-world driving data. We showcase that our approach greatly surpasses the performance of previous data-driven simulators, and allows for new features not explored before.

cs.CV↗

Towards Good Practices for Efficiently Annotating Large-Scale Image Classification Datasets

Data is the engine of modern computer vision, which necessitates collecting large-scale datasets. This is expensive, and guaranteeing the quality of the labels is a major challenge. In this paper, we investigate efficient annotation strategies for collecting multi-class classification labels for a large collection of images. While methods that exploit learnt models for labeling exist, a surprisingly prevalent approach is to query humans for a fixed number of labels per datum and aggregate them, which is expensive. Building on prior work on online joint probabilistic modeling of human annotations and machine-generated beliefs, we propose modifications and best practices aimed at minimizing human labeling effort. Specifically, we make use of advances in self-supervised learning, view annotation as a semi-supervised learning problem, identify and mitigate pitfalls and ablate several key design choices to propose effective guidelines for labeling. Our analysis is done in a more realistic simulation that involves querying human labelers, which uncovers issues with evaluation using existing worker simulation methods. Simulated experiments on a 125k image subset of the ImageNet100 show that it can be annotated to 80% top-1 accuracy with 0.35 annotations per image on average, a 2.7x and 6.7x improvement over prior work and manual annotation, respectively. Project page: https://fidler-lab.github.io/efficient-annotation-cookbook

cs.CV↗

Image GANs meet Differentiable Rendering for Inverse Graphics and Interpretable 3D Neural Rendering

Differentiable rendering has paved the way to training neural networks to perform "inverse graphics" tasks such as predicting 3D geometry from monocular photographs. To train high performing models, most of the current approaches rely on multi-view imagery which are not readily available in practice. Recent Generative Adversarial Networks (GANs) that synthesize images, in contrast, seem to acquire 3D knowledge implicitly during training: object viewpoints can be manipulated by simply manipulating the latent codes. However, these latent codes often lack further physical interpretation and thus GANs cannot easily be inverted to perform explicit 3D reasoning. In this paper, we aim to extract and disentangle 3D knowledge learned by generative models by utilizing differentiable renderers. Key to our approach is to exploit GANs as a multi-view data generator to train an inverse graphics network using an off-the-shelf differentiable renderer, and the trained inverse graphics network as a teacher to disentangle the GAN's latent code into interpretable 3D properties. The entire architecture is trained iteratively using cycle consistency losses. We show that our approach significantly outperforms state-of-the-art inverse graphics networks trained on existing datasets, both quantitatively and via user studies. We further showcase the disentangled GAN as a controllable 3D "neural renderer", complementing traditional graphics renderers.

cs.CV↗

DatasetGAN: Efficient Labeled Data Factory with Minimal Human Effort

We introduce DatasetGAN: an automatic procedure to generate massive datasets of high-quality semantically segmented images requiring minimal human effort. Current deep networks are extremely data-hungry, benefiting from training on large-scale datasets, which are time consuming to annotate. Our method relies on the power of recent GANs to generate realistic images. We show how the GAN latent code can be decoded to produce a semantic segmentation of the image. Training the decoder only needs a few labeled examples to generalize to the rest of the latent space, resulting in an infinite annotated dataset generator! These generated datasets can then be used for training any computer vision architecture just as real datasets are. As only a few images need to be manually segmented, it becomes possible to annotate images in extreme detail and generate datasets with rich object and part segmentations. To showcase the power of our approach, we generated datasets for 7 image segmentation tasks which include pixel-level labels for 34 human face parts, and 32 car parts. Our approach outperforms all semi-supervised baselines significantly and is on par with fully supervised methods, which in some cases require as much as 100x more annotated data as our method.

cs.CV↗

Semantic Segmentation with Generative Models: Semi-Supervised Learning and Strong Out-of-Domain Generalization

Training deep networks with limited labeled data while achieving a strong generalization ability is key in the quest to reduce human annotation efforts. This is the goal of semi-supervised learning, which exploits more widely available unlabeled data to complement small labeled data sets. In this paper, we propose a novel framework for discriminative pixel-level tasks using a generative model of both images and labels. Concretely, we learn a generative adversarial network that captures the joint image-label distribution and is trained efficiently using a large set of unlabeled images supplemented with only few labeled ones. We build our architecture on top of StyleGAN2, augmented with a label synthesis branch. Image labeling at test time is achieved by first embedding the target image into the joint latent space via an encoder network and test-time optimization, and then generating the label from the inferred embedding. We evaluate our approach in two important domains: medical image segmentation and part-based face segmentation. We demonstrate strong in-domain performance compared to several baselines, and are the first to showcase extreme out-of-domain generalization, such as transferring from CT to MRI in medical imaging, and photographs of real faces to paintings, sculptures, and even cartoons and animal faces. Project Page: \url{https://nv-tlabs.github.io/semanticGAN/}

cs.CV↗

gradSim: Differentiable simulation for system identification and visuomotor control

We consider the problem of estimating an object's physical properties such as mass, friction, and elasticity directly from video sequences. Such a system identification problem is fundamentally ill-posed due to the loss of information during image formation. Current solutions require precise 3D labels which are labor-intensive to gather, and infeasible to create for many systems such as deformable solids or cloth. We present gradSim, a framework that overcomes the dependence on 3D supervision by leveraging differentiable multiphysics simulation and differentiable rendering to jointly model the evolution of scene dynamics and image formation. This novel combination enables backpropagation from pixels in a video sequence through to the underlying physical attributes that generated them. Moreover, our unified computation graph -- spanning from the dynamics and through the rendering process -- enables learning in challenging visuomotor control tasks, without relying on state-based (3D) supervision, while obtaining performance competitive to or better than techniques that rely on precise 3D labels.

cs.CV↗

Personalized Federated Learning with First Order Model Optimization

While federated learning traditionally aims to train a single global model across decentralized local datasets, one model may not always be ideal for all participating clients. Here we propose an alternative, where each client only federates with other relevant clients to obtain a stronger model per client-specific objectives. To achieve this personalization, rather than computing a single model average with constant weights for the entire federation as in traditional FL, we efficiently calculate optimal weighted model combinations for each client, based on figuring out how much a client can benefit from another's model. We do not assume knowledge of any underlying data distributions or client similarities, and allow each client to optimize for arbitrary target distributions of interest, enabling greater flexibility for personalization. We evaluate and characterize our method on a variety of federated settings, datasets, and degrees of local data heterogeneity. Our method outperforms existing alternatives, while also enabling new features for personalized FL such as transfer outside of local data distributions.

cs.LG↗

Neural Parts: Learning Expressive 3D Shape Abstractions with Invertible Neural Networks

Impressive progress in 3D shape extraction led to representations that can capture object geometries with high fidelity. In parallel, primitive-based methods seek to represent objects as semantically consistent part arrangements. However, due to the simplicity of existing primitive representations, these methods fail to accurately reconstruct 3D shapes using a small number of primitives/parts. We address the trade-off between reconstruction quality and number of parts with Neural Parts, a novel 3D primitive representation that defines primitives using an Invertible Neural Network (INN) which implements homeomorphic mappings between a sphere and the target object. The INN allows us to compute the inverse mapping of the homeomorphism, which in turn, enables the efficient computation of both the implicit surface function of a primitive and its mesh, without any additional post-processing. Our model learns to parse 3D objects into semantically consistent part arrangements without any part-level supervision. Evaluations on ShapeNet, D-FAUST and FreiHAND demonstrate that our primitives can capture complex geometries and thus simultaneously achieve geometrically accurate as well as interpretable reconstructions using an order of magnitude fewer primitives than state-of-the-art shape abstraction methods.

cs.CV↗

Emergent Road Rules In Multi-Agent Driving Environments

For autonomous vehicles to safely share the road with human drivers, autonomous vehicles must abide by specific "road rules" that human drivers have agreed to follow. "Road rules" include rules that drivers are required to follow by law -- such as the requirement that vehicles stop at red lights -- as well as more subtle social rules -- such as the implicit designation of fast lanes on the highway. In this paper, we provide empirical evidence that suggests that -- instead of hard-coding road rules into self-driving algorithms -- a scalable alternative may be to design multi-agent environments in which road rules emerge as optimal solutions to the problem of maximizing traffic flow. We analyze what ingredients in driving environments cause the emergence of these road rules and find that two crucial factors are noisy perception and agents' spatial density. We provide qualitative and quantitative evidence of the emergence of seven social driving behaviors, ranging from obeying traffic signals to following lanes, all of which emerge from training agents to drive quickly to destinations without colliding. Our results add empirical support for the social road rules that countries worldwide have agreed on for safe, efficient driving.

cs.LG↗

Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes

Neural signed distance functions (SDFs) are emerging as an effective representation for 3D shapes. State-of-the-art methods typically encode the SDF with a large, fixed-size neural network to approximate complex shapes with implicit surfaces. Rendering with these large networks is, however, computationally expensive since it requires many forward passes through the network for every pixel, making these representations impractical for real-time graphics. We introduce an efficient neural representation that, for the first time, enables real-time rendering of high-fidelity neural SDFs, while achieving state-of-the-art geometry reconstruction quality. We represent implicit surfaces using an octree-based feature volume which adaptively fits shapes with multiple discrete levels of detail (LODs), and enables continuous LOD with SDF interpolation. We further develop an efficient algorithm to directly render our novel neural SDF representation in real-time by querying only the necessary LODs with sparse octree traversal. We show that our representation is 2-3 orders of magnitude more efficient in terms of rendering speed compared to previous works. Furthermore, it produces state-of-the-art reconstruction quality for complex shapes under both 3D geometric and 2D image-space metrics.

cs.CV↗

UniCon: Universal Neural Controller For Physics-based Character Motion

The field of physics-based animation is gaining importance due to the increasing demand for realism in video games and films, and has recently seen wide adoption of data-driven techniques, such as deep reinforcement learning (RL), which learn control from (human) demonstrations. While RL has shown impressive results at reproducing individual motions and interactive locomotion, existing methods are limited in their ability to generalize to new motions and their ability to compose a complex motion sequence interactively. In this paper, we propose a physics-based universal neural controller (UniCon) that learns to master thousands of motions with different styles by learning on large-scale motion datasets. UniCon is a two-level framework that consists of a high-level motion scheduler and an RL-powered low-level motion executor, which is our key innovation. By systematically analyzing existing multi-motion RL frameworks, we introduce a novel objective function and training techniques which make a significant leap in performance. Once trained, our motion executor can be combined with different high-level schedulers without the need for retraining, enabling a variety of real-time interactive applications. We show that UniCon can support keyboard-driven control, compose motion sequences drawn from a large pool of locomotion and acrobatics skills and teleport a person captured on video to a physics-based virtual avatar. Numerical and qualitative results demonstrate a significant improvement in efficiency, robustness and generalizability of UniCon over prior state-of-the-art, showcasing transferability to unseen motions, unseen humanoid models and unseen perturbation.

cs.GR↗

Learning Deformable Tetrahedral Meshes for 3D Reconstruction

3D shape representations that accommodate learning-based 3D reconstruction are an open problem in machine learning and computer graphics. Previous work on neural 3D reconstruction demonstrated benefits, but also limitations, of point cloud, voxel, surface mesh, and implicit function representations. We introduce Deformable Tetrahedral Meshes (DefTet) as a particular parameterization that utilizes volumetric tetrahedral meshes for the reconstruction problem. Unlike existing volumetric approaches, DefTet optimizes for both vertex placement and occupancy, and is differentiable with respect to standard 3D reconstruction loss functions. It is thus simultaneously high-precision, volumetric, and amenable to learning-based neural architectures. We show that it can represent arbitrary, complex topology, is both memory and computationally efficient, and can produce high-fidelity reconstructions with a significantly smaller grid size than alternative volumetric approaches. The predicted surfaces are also inherently defined as tetrahedral meshes, thus do not require post-processing. We demonstrate that DefTet matches or exceeds both the quality of the previous best approaches and the performance of the fastest ones. Our approach obtains high-quality tetrahedral meshes computed directly from noisy point clouds, and is the first to showcase high-quality 3D tet-mesh results using only a single image as input. Our project webpage: https://nv-tlabs.github.io/DefTet/

cs.CV↗

Interactive Annotation of 3D Object Geometry using 2D Scribbles

Inferring detailed 3D geometry of the scene is crucial for robotics applications, simulation, and 3D content creation. However, such information is hard to obtain, and thus very few datasets support it. In this paper, we propose an interactive framework for annotating 3D object geometry from both point cloud data and RGB imagery. The key idea behind our approach is to exploit strong priors that humans have about the 3D world in order to interactively annotate complete 3D shapes. Our framework targets naive users without artistic or graphics expertise. We introduce two simple-to-use interaction modules. First, we make an automatic guess of the 3D shape and allow the user to provide feedback about large errors by drawing scribbles in desired 2D views. Next, we aim to correct minor errors, in which users drag and drop mesh vertices, assisted by a neural interactive module implemented as a Graph Convolutional Network. Experimentally, we show that only a few user interactions are needed to produce good quality 3D shapes on popular benchmarks such as ShapeNet, Pix3D and ScanNet. We implement our framework as a web service and conduct a user study, where we show that user annotated data using our method effectively facilitates real-world learning tasks. Web service: http://www.cs.toronto.edu/~shenti11/scribble3d.

cs.CV↗

Fed-Sim: Federated Simulation for Medical Imaging

Labelling data is expensive and time consuming especially for domains such as medical imaging that contain volumetric imaging data and require expert knowledge. Exploiting a larger pool of labeled data available across multiple centers, such as in federated learning, has also seen limited success since current deep learning approaches do not generalize well to images acquired with scanners from different manufacturers. We aim to address these problems in a common, learning-based image simulation framework which we refer to as Federated Simulation. We introduce a physics-driven generative approach that consists of two learnable neural modules: 1) a module that synthesizes 3D cardiac shapes along with their materials, and 2) a CT simulator that renders these into realistic 3D CT Volumes, with annotations. Since the model of geometry and material is disentangled from the imaging sensor, it can effectively be trained across multiple medical centers. We show that our data synthesis framework improves the downstream segmentation performance on several datasets. Project Page: https://nv-tlabs.github.io/fed-sim/ .

cs.CV↗

Expressive Telepresence via Modular Codec Avatars

VR telepresence consists of interacting with another human in a virtual space represented by an avatar. Today most avatars are cartoon-like, but soon the technology will allow video-realistic ones. This paper aims in this direction and presents Modular Codec Avatars (MCA), a method to generate hyper-realistic faces driven by the cameras in the VR headset. MCA extends traditional Codec Avatars (CA) by replacing the holistic models with a learned modular representation. It is important to note that traditional person-specific CAs are learned from few training samples, and typically lack robustness as well as limited expressiveness when transferring facial expressions. MCAs solve these issues by learning a modulated adaptive blending of different facial components as well as an exemplar-based latent alignment. We demonstrate that MCA achieves improved expressiveness and robustness w.r.t to CA in a variety of real-world datasets and practical scenarios. Finally, we showcase new applications in VR telepresence enabled by the proposed model.

cs.CV↗