Multi-view implicit scene reconstruction methods have become increasingly popular due to their ability to represent complex scene details. Recent efforts have been devoted to improving the representation of input information and to reducing the number of views required to obtain high quality reconstructions. Yet, perhaps surprisingly, the study of which views to select to maximally improve scene understanding remains largely unexplored. We propose an uncertainty-driven active vision approach for implicit scene reconstruction, which leverages occupancy uncertainty accumulated across the scene using volume rendering to select the next view to acquire. To this end, we develop an occupancy-based reconstruction method which accurately represents scenes using either 2D or 3D supervision. We evaluate our proposed approach on the ABC dataset and the in the wild CO3D dataset, and show that: (1) we are able to obtain high quality state-of-the-art occupancy reconstructions; (2) our perspective conditioned uncertainty definition is effective to drive improvements in next best view selection and outperforms strong baseline approaches; and (3) we can further improve shape understanding by performing a gradient-based search on the view selection candidates. Overall, our results highlight the importance of view selection for implicit scene reconstruction, making it a promising avenue to explore further.
Learning predictors that do not rely on spurious correlations involves building causal representations. However, learning such a representation is very challenging. We, therefore, formulate the problem of learning a causal representation from high dimensional data and study causal recovery with synthetic data. This work introduces a latent variable decoder model, Decoder BCD, for Bayesian causal discovery and performs experiments in mildly supervised and unsupervised settings. We present a series of synthetic experiments to characterize important factors for causal discovery and show that using known intervention targets as labels helps in unsupervised Bayesian inference over structure and parameters of linear Gaussian additive noise latent structural causal models.
In this paper, we explore the use of GAN-based few-shot data augmentation as a method to improve few-shot classification performance. We perform an exploration into how a GAN can be fine-tuned for such a task (one of which is in a class-incremental manner), as well as a rigorous empirical investigation into how well these models can perform to improve few-shot classification. We identify issues related to the difficulty of training such generative models under a purely supervised regime with very few examples, as well as issues regarding the evaluation protocols of existing works. We also find that in this regime, classification accuracy is highly sensitive to how the classes of the dataset are randomly split. Therefore, we propose a semi-supervised fine-tuning approach as a more pragmatic way forward to address these problems.
Data is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification.
We are interested in interactive agents that learn to coordinate, namely, a $builder$ -- which performs actions but ignores the goal of the task -- and an $architect$ which guides the builder towards the goal of the task. We define and explore a formal setting where artificial agents are equipped with mechanisms that allow them to simultaneously learn a task while at the same time evolving a shared communication protocol. The field of Experimental Semiotics has shown the extent of human proficiency at learning from a priori unknown instructions meanings. Therefore, we take inspiration from it and present the Architect-Builder Problem (ABP): an asymmetrical setting in which an architect must learn to guide a builder towards constructing a specific structure. The architect knows the target structure but cannot act in the environment and can only send arbitrary messages to the builder. The builder on the other hand can act in the environment but has no knowledge about the task at hand and must learn to solve it relying only on the messages sent by the architect. Crucially, the meaning of messages is initially not defined nor shared between the agents but must be negotiated throughout learning. Under these constraints, we propose Architect-Builder Iterated Guiding (ABIG), a solution to the Architect-Builder Problem where the architect leverages a learned model of the builder to guide it while the builder uses self-imitation learning to reinforce its guided behavior. We analyze the key learning mechanisms of ABIG and test it in a 2-dimensional instantiation of the ABP where tasks involve grasping cubes, placing them at a given location, or building various shapes. In this environment, ABIG results in a low-level, high-frequency, guiding communication protocol that not only enables an architect-builder pair to solve the task at hand, but that can also generalize to unseen tasks.
Recent work has made significant progress in learning object meshes with weak supervision. Soft Rasterization methods have achieved accurate 3D reconstruction from 2D images with viewpoint supervision only. In this work, we further reduce the labeling effort by allowing such 3D reconstruction methods leverage unlabeled images. In order to obtain the viewpoints for these unlabeled images, we propose to use a Siamese network that takes two images as input and outputs whether they correspond to the same viewpoint. During training, we minimize the cross entropy loss to maximize the probability of predicting whether a pair of images belong to the same viewpoint or not. To get the viewpoint of a new image, we compare it against different viewpoints obtained from the training samples and select the viewpoint with the highest matching probability. We finally label the unlabeled images with the most confident predicted viewpoint and train a deep network that has a differentiable rasterization layer. Our experiments show that even labeling only two objects yields significant improvement in IoU for ShapeNet when leveraging unlabeled examples. Code is available at https://github.com/IssamLaradji/SSR.
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.
In this work we present a novel, robust transition generation technique that can serve as a new tool for 3D animators, based on adversarial recurrent neural networks. The system synthesizes high-quality motions that use temporally-sparse keyframes as animation constraints. This is reminiscent of the job of in-betweening in traditional animation pipelines, in which an animator draws motion frames between provided keyframes. We first show that a state-of-the-art motion prediction model cannot be easily converted into a robust transition generator when only adding conditioning information about future keyframes. To solve this problem, we then propose two novel additive embedding modifiers that are applied at each timestep to latent representations encoded inside the network's architecture. One modifier is a time-to-arrival embedding that allows variations of the transition length with a single model. The other is a scheduled target noise vector that allows the system to be robust to target distortions and to sample different transitions given fixed keyframes. To qualitatively evaluate our method, we present a custom MotionBuilder plugin that uses our trained model to perform in-betweening in production scenarios. To quantitatively evaluate performance on transitions and generalizations to longer time horizons, we present well-defined in-betweening benchmarks on a subset of the widely used Human3.6M dataset and on LaFAN1, a novel high quality motion capture dataset that is more appropriate for transition generation. We are releasing this new dataset along with this work, with accompanying code for reproducing our baseline results.
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.
Aquaculture industries rely on the availability of accurate fish body measurements, e.g., length, width and mass. Manual methods that rely on physical tools like rulers are time and labour intensive. Leading automatic approaches rely on fully-supervised segmentation models to acquire these measurements but these require collecting per-pixel labels -- also time consuming and laborious: i.e., it can take up to two minutes per fish to generate accurate segmentation labels, almost always requiring at least some manual intervention. We propose an automatic segmentation model efficiently trained on images labeled with only point-level supervision, where each fish is annotated with a single click. This labeling process requires significantly less manual intervention, averaging roughly one second per fish. Our approach uses a fully convolutional neural network with one branch that outputs per-pixel scores and another that outputs an affinity matrix. We aggregate these two outputs using a random walk to obtain the final, refined per-pixel segmentation output. We train the entire model end-to-end with an LCFCN loss, resulting in our A-LCFCN method. We validate our model on the DeepFish dataset, which contains many fish habitats from the north-eastern Australian region. Our experimental results confirm that A-LCFCN outperforms a fully-supervised segmentation model at fixed annotation budget. Moreover, we show that A-LCFCN achieves better segmentation results than LCFCN and a standard baseline. We have released the code at \url{https://github.com/IssamLaradji/affinity_lcfcn}.