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Victor Lempitsky

Publications and source records attributed to Victor Lempitsky.

At least 37 records · Page 2Linked to original sources

TRANSPR: Transparency Ray-Accumulating Neural 3D Scene Point Renderer

We propose and evaluate a neural point-based graphics method that can model semi-transparent scene parts. Similarly to its predecessor pipeline, ours uses point clouds to model proxy geometry, and augments each point with a neural descriptor. Additionally, a learnable transparency value is introduced in our approach for each point. Our neural rendering procedure consists of two steps. Firstly, the point cloud is rasterized using ray grouping into a multi-channel image. This is followed by the neural rendering step that "translates" the rasterized image into an RGB output using a learnable convolutional network. New scenes can be modeled using gradient-based optimization of neural descriptors and of the rendering network. We show that novel views of semi-transparent point cloud scenes can be generated after training with our approach. Our experiments demonstrate the benefit of introducing semi-transparency into the neural point-based modeling for a range of scenes with semi-transparent parts.

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Fast Bi-layer Neural Synthesis of One-Shot Realistic Head Avatars

We propose a neural rendering-based system that creates head avatars from a single photograph. Our approach models a person's appearance by decomposing it into two layers. The first layer is a pose-dependent coarse image that is synthesized by a small neural network. The second layer is defined by a pose-independent texture image that contains high-frequency details. The texture image is generated offline, warped and added to the coarse image to ensure a high effective resolution of synthesized head views. We compare our system to analogous state-of-the-art systems in terms of visual quality and speed. The experiments show significant inference speedup over previous neural head avatar models for a given visual quality. We also report on a real-time smartphone-based implementation of our system.

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DeepLandscape: Adversarial Modeling of Landscape Video

We build a new model of landscape videos that can be trained on a mixture of static landscape images as well as landscape animations. Our architecture extends StyleGAN model by augmenting it with parts that allow to model dynamic changes in a scene. Once trained, our model can be used to generate realistic time-lapse landscape videos with moving objects and time-of-the-day changes. Furthermore, by fitting the learned models to a static landscape image, the latter can be reenacted in a realistic way. We propose simple but necessary modifications to StyleGAN inversion procedure, which lead to in-domain latent codes and allow to manipulate real images. Quantitative comparisons and user studies suggest that our model produces more compelling animations of given photographs than previously proposed methods. The results of our approach including comparisons with prior art can be seen in supplementary materials and on the project page https://saic-mdal.github.io/deep-landscape

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Deep Image Prior

Deep convolutional networks have become a popular tool for image generation and restoration. Generally, their excellent performance is imputed to their ability to learn realistic image priors from a large number of example images. In this paper, we show that, on the contrary, the structure of a generator network is sufficient to capture a great deal of low-level image statistics prior to any learning. In order to do so, we show that a randomly-initialized neural network can be used as a handcrafted prior with excellent results in standard inverse problems such as denoising, super-resolution, and inpainting. Furthermore, the same prior can be used to invert deep neural representations to diagnose them, and to restore images based on flash-no flash input pairs. Apart from its diverse applications, our approach highlights the inductive bias captured by standard generator network architectures. It also bridges the gap between two very popular families of image restoration methods: learning-based methods using deep convolutional networks and learning-free methods based on handcrafted image priors such as self-similarity. Code and supplementary material are available at https://dmitryulyanov.github.io/deep_image_prior .

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Instance Segmentation of Biological Images Using Harmonic Embeddings

We present a new instance segmentation approach tailored to biological images, where instances may correspond to individual cells, organisms or plant parts. Unlike instance segmentation for user photographs or road scenes, in biological data object instances may be particularly densely packed, the appearance variation may be particularly low, the processing power may be restricted, while, on the other hand, the variability of sizes of individual instances may be limited. The proposed approach successfully addresses these peculiarities. Our approach describes each object instance using an expectation of a limited number of sine waves with frequencies and phases adjusted to particular object sizes and densities. At train time, a fully-convolutional network is learned to predict the object embeddings at each pixel using a simple pixelwise regression loss, while at test time the instances are recovered using clustering in the embedding space. In the experiments, we show that our approach outperforms previous embedding-based instance segmentation approaches on a number of biological datasets, achieving state-of-the-art on a popular CVPPP benchmark. This excellent performance is combined with computational efficiency that is needed for deployment to domain specialists. The source code of the approach is available at https://github.com/kulikovv/harmonic

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Neural Point-Based Graphics

We present a new point-based approach for modeling the appearance of real scenes. The approach uses a raw point cloud as the geometric representation of a scene, and augments each point with a learnable neural descriptor that encodes local geometry and appearance. A deep rendering network is learned in parallel with the descriptors, so that new views of the scene can be obtained by passing the rasterizations of a point cloud from new viewpoints through this network. The input rasterizations use the learned descriptors as point pseudo-colors. We show that the proposed approach can be used for modeling complex scenes and obtaining their photorealistic views, while avoiding explicit surface estimation and meshing. In particular, compelling results are obtained for scene scanned using hand-held commodity RGB-D sensors as well as standard RGB cameras even in the presence of objects that are challenging for standard mesh-based modeling.

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Hyperbolic Image Embeddings

Computer vision tasks such as image classification, image retrieval and few-shot learning are currently dominated by Euclidean and spherical embeddings, so that the final decisions about class belongings or the degree of similarity are made using linear hyperplanes, Euclidean distances, or spherical geodesic distances (cosine similarity). In this work, we demonstrate that in many practical scenarios hyperbolic embeddings provide a better alternative.

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High-Resolution Daytime Translation Without Domain Labels

Modeling daytime changes in high resolution photographs, e.g., re-rendering the same scene under different illuminations typical for day, night, or dawn, is a challenging image manipulation task. We present the high-resolution daytime translation (HiDT) model for this task. HiDT combines a generative image-to-image model and a new upsampling scheme that allows to apply image translation at high resolution. The model demonstrates competitive results in terms of both commonly used GAN metrics and human evaluation. Importantly, this good performance comes as a result of training on a dataset of still landscape images with no daytime labels available. Our results are available at https://saic-mdal.github.io/HiDT/.

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Few-Shot Adversarial Learning of Realistic Neural Talking Head Models

Several recent works have shown how highly realistic human head images can be obtained by training convolutional neural networks to generate them. In order to create a personalized talking head model, these works require training on a large dataset of images of a single person. However, in many practical scenarios, such personalized talking head models need to be learned from a few image views of a person, potentially even a single image. Here, we present a system with such few-shot capability. It performs lengthy meta-learning on a large dataset of videos, and after that is able to frame few- and one-shot learning of neural talking head models of previously unseen people as adversarial training problems with high capacity generators and discriminators. Crucially, the system is able to initialize the parameters of both the generator and the discriminator in a person-specific way, so that training can be based on just a few images and done quickly, despite the need to tune tens of millions of parameters. We show that such an approach is able to learn highly realistic and personalized talking head models of new people and even portrait paintings.

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Coordinate-based Texture Inpainting for Pose-Guided Image Generation

We present a new deep learning approach to pose-guided resynthesis of human photographs. At the heart of the new approach is the estimation of the complete body surface texture based on a single photograph. Since the input photograph always observes only a part of the surface, we suggest a new inpainting method that completes the texture of the human body. Rather than working directly with colors of texture elements, the inpainting network estimates an appropriate source location in the input image for each element of the body surface. This correspondence field between the input image and the texture is then further warped into the target image coordinate frame based on the desired pose, effectively establishing the correspondence between the source and the target view even when the pose change is drastic. The final convolutional network then uses the established correspondence and all other available information to synthesize the output image. A fully-convolutional architecture with deformable skip connections guided by the estimated correspondence field is used. We show state-of-the-art result for pose-guided image synthesis. Additionally, we demonstrate the performance of our system for garment transfer and pose-guided face resynthesis.

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Stereo relative pose from line and point feature triplets

Stereo relative pose problem lies at the core of stereo visual odometry systems that are used in many applications. In this work, we present two minimal solvers for the stereo relative pose. We specifically consider the case when a minimal set consists of three point or line features and each of them has three known projections on two stereo cameras. We validate the importance of this formulation for practical purposes in our experiments with motion estimation. We then present a complete classification of minimal cases with three point or line correspondences each having three projections, and present two new solvers that can handle all such cases. We demonstrate a considerable effect from the integration of the new solvers into a visual SLAM system.

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Textured Neural Avatars

We present a system for learning full-body neural avatars, i.e. deep networks that produce full-body renderings of a person for varying body pose and camera position. Our system takes the middle path between the classical graphics pipeline and the recent deep learning approaches that generate images of humans using image-to-image translation. In particular, our system estimates an explicit two-dimensional texture map of the model surface. At the same time, it abstains from explicit shape modeling in 3D. Instead, at test time, the system uses a fully-convolutional network to directly map the configuration of body feature points w.r.t. the camera to the 2D texture coordinates of individual pixels in the image frame. We show that such a system is capable of learning to generate realistic renderings while being trained on videos annotated with 3D poses and foreground masks. We also demonstrate that maintaining an explicit texture representation helps our system to achieve better generalization compared to systems that use direct image-to-image translation.

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Learnable Triangulation of Human Pose

We present two novel solutions for multi-view 3D human pose estimation based on new learnable triangulation methods that combine 3D information from multiple 2D views. The first (baseline) solution is a basic differentiable algebraic triangulation with an addition of confidence weights estimated from the input images. The second solution is based on a novel method of volumetric aggregation from intermediate 2D backbone feature maps. The aggregated volume is then refined via 3D convolutions that produce final 3D joint heatmaps and allow modelling a human pose prior. Crucially, both approaches are end-to-end differentiable, which allows us to directly optimize the target metric. We demonstrate transferability of the solutions across datasets and considerably improve the multi-view state of the art on the Human3.6M dataset. Video demonstration, annotations and additional materials will be posted on our project page (https://saic-violet.github.io/learnable-triangulation).

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Latent Convolutional Models

We present a new latent model of natural images that can be learned on large-scale datasets. The learning process provides a latent embedding for every image in the training dataset, as well as a deep convolutional network that maps the latent space to the image space. After training, the new model provides a strong and universal image prior for a variety of image restoration tasks such as large-hole inpainting, superresolution, and colorization. To model high-resolution natural images, our approach uses latent spaces of very high dimensionality (one to two orders of magnitude higher than previous latent image models). To tackle this high dimensionality, we use latent spaces with a special manifold structure (convolutional manifolds) parameterized by a ConvNet of a certain architecture. In the experiments, we compare the learned latent models with latent models learned by autoencoders, advanced variants of generative adversarial networks, and a strong baseline system using simpler parameterization of the latent space. Our model outperforms the competing approaches over a range of restoration tasks.

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Image Manipulation with Perceptual Discriminators

Systems that perform image manipulation using deep convolutional networks have achieved remarkable realism. Perceptual losses and losses based on adversarial discriminators are the two main classes of learning objectives behind these advances. In this work, we show how these two ideas can be combined in a principled and non-additive manner for unaligned image translation tasks. This is accomplished through a special architecture of the discriminator network inside generative adversarial learning framework. The new architecture, that we call a perceptual discriminator, embeds the convolutional parts of a pre-trained deep classification network inside the discriminator network. The resulting architecture can be trained on unaligned image datasets while benefiting from the robustness and efficiency of perceptual losses. We demonstrate the merits of the new architecture in a series of qualitative and quantitative comparisons with baseline approaches and state-of-the-art frameworks for unaligned image translation.

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Instance Segmentation by Deep Coloring

We propose a new and, arguably, a very simple reduction of instance segmentation to semantic segmentation. This reduction allows to train feed-forward non-recurrent deep instance segmentation systems in an end-to-end fashion using architectures that have been proposed for semantic segmentation. Our approach proceeds by introducing a fixed number of labels (colors) and then dynamically assigning object instances to those labels during training (coloring). A standard semantic segmentation objective is then used to train a network that can color previously unseen images. At test time, individual object instances can be recovered from the output of the trained convolutional network using simple connected component analysis. In the experimental validation, the coloring approach is shown to be capable of solving diverse instance segmentation tasks arising in autonomous driving (the Cityscapes benchmark), plant phenotyping (the CVPPP leaf segmentation challenge), and high-throughput microscopy image analysis. The source code is publicly available: https://github.com/kulikovv/DeepColoring.

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Impostor Networks for Fast Fine-Grained Recognition

In this work we introduce impostor networks, an architecture that allows to perform fine-grained recognition with high accuracy and using a light-weight convolutional network, making it particularly suitable for fine-grained applications on low-power and non-GPU enabled platforms. Impostor networks compensate for the lightness of its `backend' network by combining it with a lightweight non-parametric classifier. The combination of a convolutional network and such non-parametric classifier is trained in an end-to-end fashion. Similarly to convolutional neural networks, impostor networks can fit large-scale training datasets very well, while also being able to generalize to new data points. At the same time, the bulk of computations within impostor networks happen through nearest neighbor search in high-dimensions. Such search can be performed efficiently on a variety of architectures including standard CPUs, where deep convolutional networks are inefficient. In a series of experiments with three fine-grained datasets, we show that impostor networks are able to boost the classification accuracy of a moderate-sized convolutional network considerably at a very small computational cost.

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Instance Normalization: The Missing Ingredient for Fast Stylization

It this paper we revisit the fast stylization method introduced in Ulyanov et. al. (2016). We show how a small change in the stylization architecture results in a significant qualitative improvement in the generated images. The change is limited to swapping batch normalization with instance normalization, and to apply the latter both at training and testing times. The resulting method can be used to train high-performance architectures for real-time image generation. The code will is made available on github at https://github.com/DmitryUlyanov/texture_nets. Full paper can be found at arXiv:1701.02096.

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