Current vision systems are trained on huge datasets, and these datasets come with costs: curation is expensive, they inherit human biases, and there are concerns over privacy and usage rights. To counter these costs, interest has surged in learning from cheaper data sources, such as unlabeled images. In this paper we go a step further and ask if we can do away with real image datasets entirely, instead learning from noise processes. We investigate a suite of image generation models that produce images from simple random processes. These are then used as training data for a visual representation learner with a contrastive loss. We study two types of noise processes, statistical image models and deep generative models under different random initializations. Our findings show that it is important for the noise to capture certain structural properties of real data but that good performance can be achieved even with processes that are far from realistic. We also find that diversity is a key property to learn good representations. Datasets, models, and code are available at https://mbaradad.github.io/learning_with_noise.
Understanding the generalization of deep neural networks is one of the most important tasks in deep learning. Although much progress has been made, theoretical error bounds still often behave disparately from empirical observations. In this work, we develop margin-based generalization bounds, where the margins are normalized with optimal transport costs between independent random subsets sampled from the training distribution. In particular, the optimal transport cost can be interpreted as a generalization of variance which captures the structural properties of the learned feature space. Our bounds robustly predict the generalization error, given training data and network parameters, on large scale datasets. Theoretically, we demonstrate that the concentration and separation of features play crucial roles in generalization, supporting empirical results in the literature. The code is available at \url{https://github.com/chingyaoc/kV-Margin}.
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.
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.
The past decade has witnessed a groundbreaking rise of machine learning for human language analysis, with current methods capable of automatically accurately recovering various aspects of syntax and semantics - including sentence structure and grounded word meaning - from large data collections. Recent research showed the promise of such tools for analyzing acoustic communication in nonhuman species. We posit that machine learning will be the cornerstone of future collection, processing, and analysis of multimodal streams of data in animal communication studies, including bioacoustic, behavioral, biological, and environmental data. Cetaceans are unique non-human model species as they possess sophisticated acoustic communications, but utilize a very different encoding system that evolved in an aquatic rather than terrestrial medium. Sperm whales, in particular, with their highly-developed neuroanatomical features, cognitive abilities, social structures, and discrete click-based encoding make for an excellent starting point for advanced machine learning tools that can be applied to other animals in the future. This paper details a roadmap toward this goal based on currently existing technology and multidisciplinary scientific community effort. We outline the key elements required for the collection and processing of massive bioacoustic data of sperm whales, detecting their basic communication units and language-like higher-level structures, and validating these models through interactive playback experiments. The technological capabilities developed by such an undertaking are likely to yield cross-applications and advancements in broader communities investigating non-human communication and animal behavioral research.
Neural Radiance Fields (NeRF) have recently gained a surge of interest within the computer vision community for its power to synthesize photorealistic novel views of real-world scenes. One limitation of NeRF, however, is its requirement of accurate camera poses to learn the scene representations. In this paper, we propose Bundle-Adjusting Neural Radiance Fields (BARF) for training NeRF from imperfect (or even unknown) camera poses -- the joint problem of learning neural 3D representations and registering camera frames. We establish a theoretical connection to classical image alignment and show that coarse-to-fine registration is also applicable to NeRF. Furthermore, we show that na\"ively applying positional encoding in NeRF has a negative impact on registration with a synthesis-based objective. Experiments on synthetic and real-world data show that BARF can effectively optimize the neural scene representations and resolve large camera pose misalignment at the same time. This enables view synthesis and localization of video sequences from unknown camera poses, opening up new avenues for visual localization systems (e.g. SLAM) and potential applications for dense 3D mapping and reconstruction.
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/}
We introduce a visually-guided and physics-driven task-and-motion planning benchmark, which we call the ThreeDWorld Transport Challenge. In this challenge, an embodied agent equipped with two 9-DOF articulated arms is spawned randomly in a simulated physical home environment. The agent is required to find a small set of objects scattered around the house, pick them up, and transport them to a desired final location. We also position containers around the house that can be used as tools to assist with transporting objects efficiently. To complete the task, an embodied agent must plan a sequence of actions to change the state of a large number of objects in the face of realistic physical constraints. We build this benchmark challenge using the ThreeDWorld simulation: a virtual 3D environment where all objects respond to physics, and where can be controlled using fully physics-driven navigation and interaction API. We evaluate several existing agents on this benchmark. Experimental results suggest that: 1) a pure RL model struggles on this challenge; 2) hierarchical planning-based agents can transport some objects but still far from solving this task. We anticipate that this benchmark will empower researchers to develop more intelligent physics-driven robots for the physical world.
We investigate the problem of zero-shot semantic image painting. Instead of painting modifications into an image using only concrete colors or a finite set of semantic concepts, we ask how to create semantic paint based on open full-text descriptions: our goal is to be able to point to a location in a synthesized image and apply an arbitrary new concept such as "rustic" or "opulent" or "happy dog." To do this, our method combines a state-of-the art generative model of realistic images with a state-of-the-art text-image semantic similarity network. We find that, to make large changes, it is important to use non-gradient methods to explore latent space, and it is important to relax the computations of the GAN to target changes to a specific region. We conduct user studies to compare our methods to several baselines.