Current graph neural networks (GNNs) lack generalizability with respect to scales (graph sizes, graph diameters, edge weights, etc..) when solving many graph analysis problems. Taking the perspective of synthesizing graph theory programs, we propose several extensions to address the issue. First, inspired by the dependency of the iteration number of common graph theory algorithms on graph size, we learn to terminate the message passing process in GNNs adaptively according to the computation progress. Second, inspired by the fact that many graph theory algorithms are homogeneous with respect to graph weights, we introduce homogeneous transformation layers that are universal homogeneous function approximators, to convert ordinary GNNs to be homogeneous. Experimentally, we show that our GNN can be trained from small-scale graphs but generalize well to large-scale graphs for a number of basic graph theory problems. It also shows generalizability for applications of multi-body physical simulation and image-based navigation problems.
To alleviate the resource constraint for real-time point clouds applications that run on edge devices, we present BiPointNet, the first model binarization approach for efficient deep learning on point clouds. In this work, we discover that the immense performance drop of binarized models for point clouds is caused by two main challenges: aggregation-induced feature homogenization that leads to a degradation of information entropy, and scale distortion that hinders optimization and invalidates scale-sensitive structures. With theoretical justifications and in-depth analysis, we propose Entropy-Maximizing Aggregation(EMA) to modulate the distribution before aggregation for the maximum information entropy, andLayer-wise Scale Recovery(LSR) to efficiently restore feature scales. Extensive experiments show that our BiPointNet outperforms existing binarization methods by convincing margins, at the level even comparable with the full precision counterpart. We highlight that our techniques are generic which show significant improvements on various fundamental tasks and mainstream backbones. BiPoint-Net gives an impressive 14.7 times speedup and 18.9 times storage saving on real-world resource-constrained devices.
Although Monte Carlo path tracing is a simple and effective algorithm to synthesize photo-realistic images, it is often very slow to converge to noise-free results when involving complex global illumination. One of the most successful variance-reduction techniques is path guiding, which can learn better distributions for importance sampling to reduce pixel noise. However, previous methods require a large number of path samples to achieve reliable path guiding. We present a novel neural path guiding approach that can reconstruct high-quality sampling distributions for path guiding from a sparse set of samples, using an offline trained neural network. We leverage photons traced from light sources as the input for sampling density reconstruction, which is highly effective for challenging scenes with strong global illumination. To fully make use of our deep neural network, we partition the scene space into an adaptive hierarchical grid, in which we apply our network to reconstruct high-quality sampling distributions for any local region in the scene. This allows for highly efficient path guiding for any path bounce at any location in path tracing. We demonstrate that our photon-driven neural path guiding method can generalize well on diverse challenging testing scenes that are not seen in training. Our approach achieves significantly better rendering results of testing scenes than previous state-of-the-art path guiding methods.
3D shape completion for real data is important but challenging, since partial point clouds acquired by real-world sensors are usually sparse, noisy and unaligned. Different from previous methods, we address the problem of learning 3D complete shape from unaligned and real-world partial point clouds. To this end, we propose a weakly-supervised method to estimate both 3D canonical shape and 6-DoF pose for alignment, given multiple partial observations associated with the same instance. The network jointly optimizes canonical shapes and poses with multi-view geometry constraints during training, and can infer the complete shape given a single partial point cloud. Moreover, learned pose estimation can facilitate partial point cloud registration. Experiments on both synthetic and real data show that it is feasible and promising to learn 3D shape completion through large-scale data without shape and pose supervision.
Estimating relative camera poses from consecutive frames is a fundamental problem in visual odometry (VO) and simultaneous localization and mapping (SLAM), where classic methods consisting of hand-crafted features and sampling-based outlier rejection have been a dominant choice for over a decade. Although multiple works propose to replace these modules with learning-based counterparts, most have not yet been as accurate, robust and generalizable as conventional methods. In this paper, we design an end-to-end trainable framework consisting of learnable modules for detection, feature extraction, matching and outlier rejection, while directly optimizing for the geometric pose objective. We show both quantitatively and qualitatively that pose estimation performance may be achieved on par with the classic pipeline. Moreover, we are able to show by end-to-end training, the key components of the pipeline could be significantly improved, which leads to better generalizability to unseen datasets compared to existing learning-based methods.
This letter proposes a novel Balance Scene Learning Mechanism (BSLM) for both offshore and inshore ship detection in SAR images.
We are interested in reconstructing the mesh representation of object surfaces from point clouds. Surface reconstruction is a prerequisite for downstream applications such as rendering, collision avoidance for planning, animation, etc. However, the task is challenging if the input point cloud has a low resolution, which is common in real-world scenarios (e.g., from LiDAR or Kinect sensors). Existing learning-based mesh generative methods mostly predict the surface by first building a shape embedding that is at the whole object level, a design that causes issues in generating fine-grained details and generalizing to unseen categories. Instead, we propose to leverage the input point cloud as much as possible, by only adding connectivity information to existing points. Particularly, we predict which triplets of points should form faces. Our key innovation is a surrogate of local connectivity, calculated by comparing the intrinsic/extrinsic metrics. We learn to predict this surrogate using a deep point cloud network and then feed it to an efficient post-processing module for high-quality mesh generation. We demonstrate that our method can not only preserve details, handle ambiguous structures, but also possess strong generalizability to unseen categories by experiments on synthetic and real data. \keywords{mesh reconstruction, point cloud
In this paper, we examine the long-neglected yet important effects of point sampling patterns in point cloud GANs. Through extensive experiments, we show that sampling-insensitive discriminators (e.g.PointNet-Max) produce shape point clouds with point clustering artifacts while sampling-oversensitive discriminators (e.g.PointNet++, DGCNN) fail to guide valid shape generation. We propose the concept of sampling spectrum to depict the different sampling sensitivities of discriminators. We further study how different evaluation metrics weigh the sampling pattern against the geometry and propose several perceptual metrics forming a sampling spectrum of metrics. Guided by the proposed sampling spectrum, we discover a middle-point sampling-aware baseline discriminator, PointNet-Mix, which improves all existing point cloud generators by a large margin on sampling-related metrics. We point out that, though recent research has been focused on the generator design, the main bottleneck of point cloud GAN actually lies in the discriminator design. Our work provides both suggestions and tools for building future discriminators. We will release the code to facilitate future research.
Recently, deep learning-based denoising approaches have led to dramatic improvements in low sample-count Monte Carlo rendering. These approaches are aimed at path tracing, which is not ideal for simulating challenging light transport effects like caustics, where photon mapping is the method of choice. However, photon mapping requires very large numbers of traced photons to achieve high-quality reconstructions. In this paper, we develop the first deep learning-based method for particle-based rendering, and specifically focus on photon density estimation, the core of all particle-based methods. We train a novel deep neural network to predict a kernel function to aggregate photon contributions at shading points. Our network encodes individual photons into per-photon features, aggregates them in the neighborhood of a shading point to construct a photon local context vector, and infers a kernel function from the per-photon and photon local context features. This network is easy to incorporate in many previous photon mapping methods (by simply swapping the kernel density estimator) and can produce high-quality reconstructions of complex global illumination effects like caustics with an order of magnitude fewer photons compared to previous photon mapping methods.
Manga is a world popular comic form originated in Japan, which typically employs black-and-white stroke lines and geometric exaggeration to describe humans' appearances, poses, and actions. In this paper, we propose MangaGAN, the first method based on Generative Adversarial Network (GAN) for unpaired photo-to-manga translation. Inspired by how experienced manga artists draw manga, MangaGAN generates the geometric features of manga face by a designed GAN model and delicately translates each facial region into the manga domain by a tailored multi-GANs architecture. For training MangaGAN, we construct a new dataset collected from a popular manga work, containing manga facial features, landmarks, bodies, and so on. Moreover, to produce high-quality manga faces, we further propose a structural smoothing loss to smooth stroke-lines and avoid noisy pixels, and a similarity preserving module to improve the similarity between domains of photo and manga. Extensive experiments show that MangaGAN can produce high-quality manga faces which preserve both the facial similarity and a popular manga style, and outperforms other related state-of-the-art methods.