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William T. Freeman

Publications and source records attributed to William T. Freeman.

At least 73 records · Page 4Linked to original sources

Axiomatic Explanations for Visual Search, Retrieval, and Similarity Learning

Visual search, recommendation, and contrastive similarity learning power technologies that impact billions of users worldwide. Modern model architectures can be complex and difficult to interpret, and there are several competing techniques one can use to explain a search engine's behavior. We show that the theory of fair credit assignment provides a $\textit{unique}$ axiomatic solution that generalizes several existing recommendation- and metric-explainability techniques in the literature. Using this formalism, we show when existing approaches violate "fairness" and derive methods that sidestep these shortcomings and naturally handle counterfactual information. More specifically, we show existing approaches implicitly approximate second-order Shapley-Taylor indices and extend CAM, GradCAM, LIME, SHAP, SBSM, and other methods to search engines. These extensions can extract pairwise correspondences between images from trained $\textit{opaque-box}$ models. We also introduce a fast kernel-based method for estimating Shapley-Taylor indices that require orders of magnitude fewer function evaluations to converge. Finally, we show that these game-theoretic measures yield more consistent explanations for image similarity architectures.

cs.LG↗

Unsupervised Semantic Segmentation by Distilling Feature Correspondences

Unsupervised semantic segmentation aims to discover and localize semantically meaningful categories within image corpora without any form of annotation. To solve this task, algorithms must produce features for every pixel that are both semantically meaningful and compact enough to form distinct clusters. Unlike previous works which achieve this with a single end-to-end framework, we propose to separate feature learning from cluster compactification. Empirically, we show that current unsupervised feature learning frameworks already generate dense features whose correlations are semantically consistent. This observation motivates us to design STEGO ($\textbf{S}$elf-supervised $\textbf{T}$ransformer with $\textbf{E}$nergy-based $\textbf{G}$raph $\textbf{O}$ptimization), a novel framework that distills unsupervised features into high-quality discrete semantic labels. At the core of STEGO is a novel contrastive loss function that encourages features to form compact clusters while preserving their relationships across the corpora. STEGO yields a significant improvement over the prior state of the art, on both the CocoStuff ($\textbf{+14 mIoU}$) and Cityscapes ($\textbf{+9 mIoU}$) semantic segmentation challenges.

cs.CV↗

MaskGIT: Masked Generative Image Transformer

Generative transformers have experienced rapid popularity growth in the computer vision community in synthesizing high-fidelity and high-resolution images. The best generative transformer models so far, however, still treat an image naively as a sequence of tokens, and decode an image sequentially following the raster scan ordering (i.e. line-by-line). We find this strategy neither optimal nor efficient. This paper proposes a novel image synthesis paradigm using a bidirectional transformer decoder, which we term MaskGIT. During training, MaskGIT learns to predict randomly masked tokens by attending to tokens in all directions. At inference time, the model begins with generating all tokens of an image simultaneously, and then refines the image iteratively conditioned on the previous generation. Our experiments demonstrate that MaskGIT significantly outperforms the state-of-the-art transformer model on the ImageNet dataset, and accelerates autoregressive decoding by up to 64x. Besides, we illustrate that MaskGIT can be easily extended to various image editing tasks, such as inpainting, extrapolation, and image manipulation.

cs.CV↗

Light Field Networks: Neural Scene Representations with Single-Evaluation Rendering

Inferring representations of 3D scenes from 2D observations is a fundamental problem of computer graphics, computer vision, and artificial intelligence. Emerging 3D-structured neural scene representations are a promising approach to 3D scene understanding. In this work, we propose a novel neural scene representation, Light Field Networks or LFNs, which represent both geometry and appearance of the underlying 3D scene in a 360-degree, four-dimensional light field parameterized via a neural implicit representation. Rendering a ray from an LFN requires only a single network evaluation, as opposed to hundreds of evaluations per ray for ray-marching or volumetric based renderers in 3D-structured neural scene representations. In the setting of simple scenes, we leverage meta-learning to learn a prior over LFNs that enables multi-view consistent light field reconstruction from as little as a single image observation. This results in dramatic reductions in time and memory complexity, and enables real-time rendering. The cost of storing a 360-degree light field via an LFN is two orders of magnitude lower than conventional methods such as the Lumigraph. Utilizing the analytical differentiability of neural implicit representations and a novel parameterization of light space, we further demonstrate the extraction of sparse depth maps from LFNs.

cs.CV↗

HSPACE: Synthetic Parametric Humans Animated in Complex Environments

Advances in the state of the art for 3d human sensing are currently limited by the lack of visual datasets with 3d ground truth, including multiple people, in motion, operating in real-world environments, with complex illumination or occlusion, and potentially observed by a moving camera. Sophisticated scene understanding would require estimating human pose and shape as well as gestures, towards representations that ultimately combine useful metric and behavioral signals with free-viewpoint photo-realistic visualisation capabilities. To sustain progress, we build a large-scale photo-realistic dataset, Human-SPACE (HSPACE), of animated humans placed in complex synthetic indoor and outdoor environments. We combine a hundred diverse individuals of varying ages, gender, proportions, and ethnicity, with hundreds of motions and scenes, as well as parametric variations in body shape (for a total of 1,600 different humans), in order to generate an initial dataset of over 1 million frames. Human animations are obtained by fitting an expressive human body model, GHUM, to single scans of people, followed by novel re-targeting and positioning procedures that support the realistic animation of dressed humans, statistical variation of body proportions, and jointly consistent scene placement of multiple moving people. Assets are generated automatically, at scale, and are compatible with existing real time rendering and game engines. The dataset with evaluation server will be made available for research. Our large-scale analysis of the impact of synthetic data, in connection with real data and weak supervision, underlines the considerable potential for continuing quality improvements and limiting the sim-to-real gap, in this practical setting, in connection with increased model capacity.

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NeRFactor: Neural Factorization of Shape and Reflectance Under an Unknown Illumination

We address the problem of recovering the shape and spatially-varying reflectance of an object from multi-view images (and their camera poses) of an object illuminated by one unknown lighting condition. This enables the rendering of novel views of the object under arbitrary environment lighting and editing of the object's material properties. The key to our approach, which we call Neural Radiance Factorization (NeRFactor), is to distill the volumetric geometry of a Neural Radiance Field (NeRF) [Mildenhall et al. 2020] representation of the object into a surface representation and then jointly refine the geometry while solving for the spatially-varying reflectance and environment lighting. Specifically, NeRFactor recovers 3D neural fields of surface normals, light visibility, albedo, and Bidirectional Reflectance Distribution Functions (BRDFs) without any supervision, using only a re-rendering loss, simple smoothness priors, and a data-driven BRDF prior learned from real-world BRDF measurements. By explicitly modeling light visibility, NeRFactor is able to separate shadows from albedo and synthesize realistic soft or hard shadows under arbitrary lighting conditions. NeRFactor is able to recover convincing 3D models for free-viewpoint relighting in this challenging and underconstrained capture setup for both synthetic and real scenes. Qualitative and quantitative experiments show that NeRFactor outperforms classic and deep learning-based state of the art across various tasks. Our videos, code, and data are available at people.csail.mit.edu/xiuming/projects/nerfactor/.

cs.CV↗

Large-Scale Intelligent Microservices

Deploying Machine Learning (ML) algorithms within databases is a challenge due to the varied computational footprints of modern ML algorithms and the myriad of database technologies each with its own restrictive syntax. We introduce an Apache Spark-based micro-service orchestration framework that extends database operations to include web service primitives. Our system can orchestrate web services across hundreds of machines and takes full advantage of cluster, thread, and asynchronous parallelism. Using this framework, we provide large scale clients for intelligent services such as speech, vision, search, anomaly detection, and text analysis. This allows users to integrate ready-to-use intelligence into any datastore with an Apache Spark connector. To eliminate the majority of overhead from network communication, we also introduce a low-latency containerized version of our architecture. Finally, we demonstrate that the services we investigate are competitive on a variety of benchmarks, and present two applications of this framework to create intelligent search engines, and real-time auto race analytics systems.

cs.AI↗

Layered Neural Rendering for Retiming People in Video

We present a method for retiming people in an ordinary, natural video -- manipulating and editing the time in which different motions of individuals in the video occur. We can temporally align different motions, change the speed of certain actions (speeding up/slowing down, or entirely "freezing" people), or "erase" selected people from the video altogether. We achieve these effects computationally via a dedicated learning-based layered video representation, where each frame in the video is decomposed into separate RGBA layers, representing the appearance of different people in the video. A key property of our model is that it not only disentangles the direct motions of each person in the input video, but also correlates each person automatically with the scene changes they generate -- e.g., shadows, reflections, and motion of loose clothing. The layers can be individually retimed and recombined into a new video, allowing us to achieve realistic, high-quality renderings of retiming effects for real-world videos depicting complex actions and involving multiple individuals, including dancing, trampoline jumping, or group running.

cs.CV↗

Omnimatte: Associating Objects and Their Effects in Video

Computer vision is increasingly effective at segmenting objects in images and videos; however, scene effects related to the objects -- shadows, reflections, generated smoke, etc -- are typically overlooked. Identifying such scene effects and associating them with the objects producing them is important for improving our fundamental understanding of visual scenes, and can also assist a variety of applications such as removing, duplicating, or enhancing objects in video. In this work, we take a step towards solving this novel problem of automatically associating objects with their effects in video. Given an ordinary video and a rough segmentation mask over time of one or more subjects of interest, we estimate an omnimatte for each subject -- an alpha matte and color image that includes the subject along with all its related time-varying scene elements. Our model is trained only on the input video in a self-supervised manner, without any manual labels, and is generic -- it produces omnimattes automatically for arbitrary objects and a variety of effects. We show results on real-world videos containing interactions between different types of subjects (cars, animals, people) and complex effects, ranging from semi-transparent elements such as smoke and reflections, to fully opaque effects such as objects attached to the subject.

cs.CV↗

SLIDE: Single Image 3D Photography with Soft Layering and Depth-aware Inpainting

Single image 3D photography enables viewers to view a still image from novel viewpoints. Recent approaches combine monocular depth networks with inpainting networks to achieve compelling results. A drawback of these techniques is the use of hard depth layering, making them unable to model intricate appearance details such as thin hair-like structures. We present SLIDE, a modular and unified system for single image 3D photography that uses a simple yet effective soft layering strategy to better preserve appearance details in novel views. In addition, we propose a novel depth-aware training strategy for our inpainting module, better suited for the 3D photography task. The resulting SLIDE approach is modular, enabling the use of other components such as segmentation and matting for improved layering. At the same time, SLIDE uses an efficient layered depth formulation that only requires a single forward pass through the component networks to produce high quality 3D photos. Extensive experimental analysis on three view-synthesis datasets, in combination with user studies on in-the-wild image collections, demonstrate superior performance of our technique in comparison to existing strong baselines while being conceptually much simpler. Project page: https://varunjampani.github.io/slide

cs.CV↗

Explaining in Style: Training a GAN to explain a classifier in StyleSpace

Image classification models can depend on multiple different semantic attributes of the image. An explanation of the decision of the classifier needs to both discover and visualize these properties. Here we present StylEx, a method for doing this, by training a generative model to specifically explain multiple attributes that underlie classifier decisions. A natural source for such attributes is the StyleSpace of StyleGAN, which is known to generate semantically meaningful dimensions in the image. However, because standard GAN training is not dependent on the classifier, it may not represent these attributes which are important for the classifier decision, and the dimensions of StyleSpace may represent irrelevant attributes. To overcome this, we propose a training procedure for a StyleGAN, which incorporates the classifier model, in order to learn a classifier-specific StyleSpace. Explanatory attributes are then selected from this space. These can be used to visualize the effect of changing multiple attributes per image, thus providing image-specific explanations. We apply StylEx to multiple domains, including animals, leaves, faces and retinal images. For these, we show how an image can be modified in different ways to change its classifier output. Our results show that the method finds attributes that align well with semantic ones, generate meaningful image-specific explanations, and are human-interpretable as measured in user-studies.

cs.CV↗

What You Can Learn by Staring at a Blank Wall

We present a passive non-line-of-sight method that infers the number of people or activity of a person from the observation of a blank wall in an unknown room. Our technique analyzes complex imperceptible changes in indirect illumination in a video of the wall to reveal a signal that is correlated with motion in the hidden part of a scene. We use this signal to classify between zero, one, or two moving people, or the activity of a person in the hidden scene. We train two convolutional neural networks using data collected from 20 different scenes, and achieve an accuracy of $\approx94\%$ for both tasks in unseen test environments and real-time online settings. Unlike other passive non-line-of-sight methods, the technique does not rely on known occluders or controllable light sources, and generalizes to unknown rooms with no re-calibration. We analyze the generalization and robustness of our method with both real and synthetic data, and study the effect of the scene parameters on the signal quality.

cs.CV↗

Consistent Depth of Moving Objects in Video

We present a method to estimate depth of a dynamic scene, containing arbitrary moving objects, from an ordinary video captured with a moving camera. We seek a geometrically and temporally consistent solution to this underconstrained problem: the depth predictions of corresponding points across frames should induce plausible, smooth motion in 3D. We formulate this objective in a new test-time training framework where a depth-prediction CNN is trained in tandem with an auxiliary scene-flow prediction MLP over the entire input video. By recursively unrolling the scene-flow prediction MLP over varying time steps, we compute both short-range scene flow to impose local smooth motion priors directly in 3D, and long-range scene flow to impose multi-view consistency constraints with wide baselines. We demonstrate accurate and temporally coherent results on a variety of challenging videos containing diverse moving objects (pets, people, cars), as well as camera motion. Our depth maps give rise to a number of depth-and-motion aware video editing effects such as object and lighting insertion.

cs.CV↗

THUNDR: Transformer-based 3D HUmaN Reconstruction with Markers

We present THUNDR, a transformer-based deep neural network methodology to reconstruct the 3d pose and shape of people, given monocular RGB images. Key to our methodology is an intermediate 3d marker representation, where we aim to combine the predictive power of model-free-output architectures and the regularizing, anthropometrically-preserving properties of a statistical human surface model like GHUM -- a recently introduced, expressive full body statistical 3d human model, trained end-to-end. Our novel transformer-based prediction pipeline can focus on image regions relevant to the task, supports self-supervised regimes, and ensures that solutions are consistent with human anthropometry. We show state-of-the-art results on Human3.6M and 3DPW, for both the fully-supervised and the self-supervised models, for the task of inferring 3d human shape, joint positions, and global translation. Moreover, we observe very solid 3d reconstruction performance for difficult human poses collected in the wild.

cs.CV↗

Neural Descent for Visual 3D Human Pose and Shape

We present deep neural network methodology to reconstruct the 3d pose and shape of people, given an input RGB image. We rely on a recently introduced, expressivefull body statistical 3d human model, GHUM, trained end-to-end, and learn to reconstruct its pose and shape state in a self-supervised regime. Central to our methodology, is a learning to learn and optimize approach, referred to as HUmanNeural Descent (HUND), which avoids both second-order differentiation when training the model parameters,and expensive state gradient descent in order to accurately minimize a semantic differentiable rendering loss at test time. Instead, we rely on novel recurrent stages to update the pose and shape parameters such that not only losses are minimized effectively, but the process is meta-regularized in order to ensure end-progress. HUND's symmetry between training and testing makes it the first 3d human sensing architecture to natively support different operating regimes including self-supervised ones. In diverse tests, we show that HUND achieves very competitive results in datasets like H3.6M and 3DPW, aswell as good quality 3d reconstructions for complex imagery collected in-the-wild.

cs.CV↗

Toward Automatic Interpretation of 3D Plots

This paper explores the challenge of teaching a machine how to reverse-engineer the grid-marked surfaces used to represent data in 3D surface plots of two-variable functions. These are common in scientific and economic publications; and humans can often interpret them with ease, quickly gleaning general shape and curvature information from the simple collection of curves. While machines have no such visual intuition, they do have the potential to accurately extract the more detailed quantitative data that guided the surface's construction. We approach this problem by synthesizing a new dataset of 3D grid-marked surfaces (SurfaceGrid) and training a deep neural net to estimate their shape. Our algorithm successfully recovers shape information from synthetic 3D surface plots that have had axes and shading information removed, been rendered with a variety of grid types, and viewed from a range of viewpoints.

cs.CV↗

LASR: Learning Articulated Shape Reconstruction from a Monocular Video

Remarkable progress has been made in 3D reconstruction of rigid structures from a video or a collection of images. However, it is still challenging to reconstruct nonrigid structures from RGB inputs, due to its under-constrained nature. While template-based approaches, such as parametric shape models, have achieved great success in modeling the "closed world" of known object categories, they cannot well handle the "open-world" of novel object categories or outlier shapes. In this work, we introduce a template-free approach to learn 3D shapes from a single video. It adopts an analysis-by-synthesis strategy that forward-renders object silhouette, optical flow, and pixel values to compare with video observations, which generates gradients to adjust the camera, shape and motion parameters. Without using a category-specific shape template, our method faithfully reconstructs nonrigid 3D structures from videos of human, animals, and objects of unknown classes. Code will be available at lasr-google.github.io .

cs.CV↗

AutoFlow: Learning a Better Training Set for Optical Flow

Synthetic datasets play a critical role in pre-training CNN models for optical flow, but they are painstaking to generate and hard to adapt to new applications. To automate the process, we present AutoFlow, a simple and effective method to render training data for optical flow that optimizes the performance of a model on a target dataset. AutoFlow takes a layered approach to render synthetic data, where the motion, shape, and appearance of each layer are controlled by learnable hyperparameters. Experimental results show that AutoFlow achieves state-of-the-art accuracy in pre-training both PWC-Net and RAFT. Our code and data are available at https://autoflow-google.github.io .

cs.CV↗