Graph Neural Networks (GNNs) have achieved great success in various graph mining tasks.However, drastic performance degradation is always observed when a GNN is stacked with many layers. As a result, most GNNs only have shallow architectures, which limits their expressive power and exploitation of deep neighborhoods.Most recent studies attribute the performance degradation of deep GNNs to the \textit{over-smoothing} issue. In this paper, we disentangle the conventional graph convolution operation into two independent operations: \textit{Propagation} (\textbf{P}) and \textit{Transformation} (\textbf{T}).Following this, the depth of a GNN can be split into the propagation depth ($D_p$) and the transformation depth ($D_t$). Through extensive experiments, we find that the major cause for the performance degradation of deep GNNs is the \textit{model degradation} issue caused by large $D_t$ rather than the \textit{over-smoothing} issue mainly caused by large $D_p$. Further, we present \textit{Adaptive Initial Residual} (AIR), a plug-and-play module compatible with all kinds of GNN architectures, to alleviate the \textit{model degradation} issue and the \textit{over-smoothing} issue simultaneously. Experimental results on six real-world datasets demonstrate that GNNs equipped with AIR outperform most GNNs with shallow architectures owing to the benefits of both large $D_p$ and $D_t$, while the time costs associated with AIR can be ignored.
We present IBR, an Iterative Backward Reasoning model to solve the proof generation tasks on rule-based Question Answering (QA), where models are required to reason over a series of textual rules and facts to find out the related proof path and derive the final answer. We handle the limitations of existed works in two folds: 1) enhance the interpretability of reasoning procedures with detailed tracking, by predicting nodes and edges in the proof path iteratively backward from the question; 2) promote the efficiency and accuracy via reasoning on the elaborate representations of nodes and history paths, without any intermediate texts that may introduce external noise during proof generation. There are three main modules in IBR, QA and proof strategy prediction to obtain the answer and offer guidance for the following procedure; parent node prediction to determine a node in the existing proof that a new child node will link to; child node prediction to find out which new node will be added to the proof. Experiments on both synthetic and paraphrased datasets demonstrate that IBR has better in-domain performance as well as cross-domain transferability than several strong baselines. Our code and models are available at https://github.com/find-knowledge/IBR .
The goal of empathetic response generation is to enhance the ability of dialogue systems to perceive and express emotions in conversations. Current approaches to this task mainly focus on improving the response generation model by recognizing the emotion of the user or predicting a target emotion to guide the generation of responses. Such models only exploit partial information (the user's emotion or the target emotion used as a guiding signal) and do not consider multiple information together. In addition to the emotional style of the response, the intent of the response is also very important for empathetic responding. Thus, we propose a novel empathetic response generation model that can consider multiple state information including emotions and intents simultaneously. Specifically, we introduce a state management method to dynamically update the dialogue states, in which the user's emotion is first recognized, then the target emotion and intent are obtained via predefined shift patterns with the user's emotion as input. The obtained information is used to control the response generation. Experimental results show that dynamically managing different information can help the model generate more empathetic responses compared with several baselines under both automatic and human evaluations.
Exploiting light field data makes it possible to obtain dense and accurate depth map. However, synthetic scenes with limited disparity range cannot contain the diversity of real scenes. By training in synthetic data, current learning-based methods do not perform well in real scenes. In this paper, we propose a self-supervised learning framework for light field depth estimation. Different from the existing end-to-end training methods using disparity label per pixel, our approach implements network training by estimating EPI disparity shift after refocusing, which extends the disparity range of epipolar lines. To reduce the sensitivity of EPI to noise, we propose a new input mode called EPI-Stack, which stacks EPIs in the view dimension. This method is less sensitive to noise scenes than traditional input mode and improves the efficiency of estimation. Compared with other state-of-the-art methods, the proposed method can also obtain higher quality results in real-world scenarios, especially in the complex occlusion and depth discontinuity.
This paper presents a method to reconstruct high-quality textured 3D models from both multi-view and single-view images. The reconstruction is posed as an adaptation problem and is done progressively where in the first stage, we focus on learning accurate geometry, whereas in the second stage, we focus on learning the texture with a generative adversarial network. In the generative learning pipeline, we propose two improvements. First, since the learned textures should be spatially aligned, we propose an attention mechanism that relies on the learnable positions of pixels. Secondly, since discriminator receives aligned texture maps, we augment its input with a learnable embedding which improves the feedback to the generator. We achieve significant improvements on multi-view sequences from Tripod dataset as well as on single-view image datasets, Pascal 3D+ and CUB. We demonstrate that our method achieves superior 3D textured models compared to the previous works. Please visit our web-page for 3D visuals.
Representations of events described in text are important for various tasks. In this work, we present SWCC: a Simultaneous Weakly supervised Contrastive learning and Clustering framework for event representation learning. SWCC learns event representations by making better use of co-occurrence information of events. Specifically, we introduce a weakly supervised contrastive learning method that allows us to consider multiple positives and multiple negatives, and a prototype-based clustering method that avoids semantically related events being pulled apart. For model training, SWCC learns representations by simultaneously performing weakly supervised contrastive learning and prototype-based clustering. Experimental results show that SWCC outperforms other baselines on Hard Similarity and Transitive Sentence Similarity tasks. In addition, a thorough analysis of the prototype-based clustering method demonstrates that the learned prototype vectors are able to implicitly capture various relations between events.
We present an efficient method for joint optimization of topology, materials and lighting from multi-view image observations. Unlike recent multi-view reconstruction approaches, which typically produce entangled 3D representations encoded in neural networks, we output triangle meshes with spatially-varying materials and environment lighting that can be deployed in any traditional graphics engine unmodified. We leverage recent work in differentiable rendering, coordinate-based networks to compactly represent volumetric texturing, alongside differentiable marching tetrahedrons to enable gradient-based optimization directly on the surface mesh. Finally, we introduce a differentiable formulation of the split sum approximation of environment lighting to efficiently recover all-frequency lighting. Experiments show our extracted models used in advanced scene editing, material decomposition, and high quality view interpolation, all running at interactive rates in triangle-based renderers (rasterizers and path tracers).
We introduce DMTet, a deep 3D conditional generative model that can synthesize high-resolution 3D shapes using simple user guides such as coarse voxels. It marries the merits of implicit and explicit 3D representations by leveraging a novel hybrid 3D representation. Compared to the current implicit approaches, which are trained to regress the signed distance values, DMTet directly optimizes for the reconstructed surface, which enables us to synthesize finer geometric details with fewer artifacts. Unlike deep 3D generative models that directly generate explicit representations such as meshes, our model can synthesize shapes with arbitrary topology. The core of DMTet includes a deformable tetrahedral grid that encodes a discretized signed distance function and a differentiable marching tetrahedra layer that converts the implicit signed distance representation to the explicit surface mesh representation. This combination allows joint optimization of the surface geometry and topology as well as generation of the hierarchy of subdivisions using reconstruction and adversarial losses defined explicitly on the surface mesh. Our approach significantly outperforms existing work on conditional shape synthesis from coarse voxel inputs, trained on a dataset of complex 3D animal shapes. Project page: https://nv-tlabs.github.io/DMTet/.
We consider the challenging problem of predicting intrinsic object properties from a single image by exploiting differentiable renderers. Many previous learning-based approaches for inverse graphics adopt rasterization-based renderers and assume naive lighting and material models, which often fail to account for non-Lambertian, specular reflections commonly observed in the wild. In this work, we propose DIBR++, a hybrid differentiable renderer which supports these photorealistic effects by combining rasterization and ray-tracing, taking the advantage of their respective strengths -- speed and realism. Our renderer incorporates environmental lighting and spatially-varying material models to efficiently approximate light transport, either through direct estimation or via spherical basis functions. Compared to more advanced physics-based differentiable renderers leveraging path tracing, DIBR++ is highly performant due to its compact and expressive shading model, which enables easy integration with learning frameworks for geometry, reflectance and lighting prediction from a single image without requiring any ground-truth. We experimentally demonstrate that our approach achieves superior material and lighting disentanglement on synthetic and real data compared to existing rasterization-based approaches and showcase several artistic applications including material editing and relighting.
We propose a method to create plausible geometric and texture style variations of 3D objects in the quest to democratize 3D content creation. Given a pair of textured source and target objects, our method predicts a part-aware affine transformation field that naturally warps the source shape to imitate the overall geometric style of the target. In addition, the texture style of the target is transferred to the warped source object with the help of a multi-view differentiable renderer. Our model, 3DStyleNet, is composed of two sub-networks trained in two stages. First, the geometric style network is trained on a large set of untextured 3D shapes. Second, we jointly optimize our geometric style network and a pre-trained image style transfer network with losses defined over both the geometry and the rendering of the result. Given a small set of high-quality textured objects, our method can create many novel stylized shapes, resulting in effortless 3D content creation and style-ware data augmentation. We showcase our approach qualitatively on 3D content stylization, and provide user studies to validate the quality of our results. In addition, our method can serve as a valuable tool to create 3D data augmentations for computer vision tasks. Extensive quantitative analysis shows that 3DStyleNet outperforms alternative data augmentation techniques for the downstream task of single-image 3D reconstruction.