We propose a novel technique for producing high-quality 3D models that match a given target object image or scan. Our method is based on retrieving an existing shape from a database of 3D models and then deforming its parts to match the target shape. Unlike previous approaches that independently focus on either shape retrieval or deformation, we propose a joint learning procedure that simultaneously trains the neural deformation module along with the embedding space used by the retrieval module. This enables our network to learn a deformation-aware embedding space, so that retrieved models are more amenable to match the target after an appropriate deformation. In fact, we use the embedding space to guide the shape pairs used to train the deformation module, so that it invests its capacity in learning deformations between meaningful shape pairs. Furthermore, our novel part-aware deformation module can work with inconsistent and diverse part-structures on the source shapes. We demonstrate the benefits of our joint training not only on our novel framework, but also on other state-of-the-art neural deformation modules proposed in recent years. Lastly, we also show that our jointly-trained method outperforms a two-step deformation-aware retrieval that uses direct optimization instead of neural deformation or a pre-trained deformation module.
We present QuantumSync, the first quantum algorithm for solving a synchronization problem in the context of computer vision. In particular, we focus on permutation synchronization which involves solving a non-convex optimization problem in discrete variables. We start by formulating synchronization into a quadratic unconstrained binary optimization problem (QUBO). While such formulation respects the binary nature of the problem, ensuring that the result is a set of permutations requires extra care. Hence, we: (i) show how to insert permutation constraints into a QUBO problem and (ii) solve the constrained QUBO problem on the current generation of the adiabatic quantum computers D-Wave. Thanks to the quantum annealing, we guarantee global optimality with high probability while sampling the energy landscape to yield confidence estimates. Our proof-of-concepts realization on the adiabatic D-Wave computer demonstrates that quantum machines offer a promising way to solve the prevalent yet difficult synchronization problems.
We present a novel large-scale dataset and accompanying machine learning models aimed at providing a detailed understanding of the interplay between visual content, its emotional effect, and explanations for the latter in language. In contrast to most existing annotation datasets in computer vision, we focus on the affective experience triggered by visual artworks and ask the annotators to indicate the dominant emotion they feel for a given image and, crucially, to also provide a grounded verbal explanation for their emotion choice. As we demonstrate below, this leads to a rich set of signals for both the objective content and the affective impact of an image, creating associations with abstract concepts (e.g., "freedom" or "love"), or references that go beyond what is directly visible, including visual similes and metaphors, or subjective references to personal experiences. We focus on visual art (e.g., paintings, artistic photographs) as it is a prime example of imagery created to elicit emotional responses from its viewers. Our dataset, termed ArtEmis, contains 439K emotion attributions and explanations from humans, on 81K artworks from WikiArt. Building on this data, we train and demonstrate a series of captioning systems capable of expressing and explaining emotions from visual stimuli. Remarkably, the captions produced by these systems often succeed in reflecting the semantic and abstract content of the image, going well beyond systems trained on existing datasets. The collected dataset and developed methods are available at https://artemisdataset.org.
We present MultiBodySync, a novel, end-to-end trainable multi-body motion segmentation and rigid registration framework for multiple input 3D point clouds. The two non-trivial challenges posed by this multi-scan multibody setting that we investigate are: (i) guaranteeing correspondence and segmentation consistency across multiple input point clouds capturing different spatial arrangements of bodies or body parts; and (ii) obtaining robust motion-based rigid body segmentation applicable to novel object categories. We propose an approach to address these issues that incorporates spectral synchronization into an iterative deep declarative network, so as to simultaneously recover consistent correspondences as well as motion segmentation. At the same time, by explicitly disentangling the correspondence and motion segmentation estimation modules, we achieve strong generalizability across different object categories. Our extensive evaluations demonstrate that our method is effective on various datasets ranging from rigid parts in articulated objects to individually moving objects in a 3D scene, be it single-view or full point clouds.
One of the fundamental goals of visual perception is to allow agents to meaningfully interact with their environment. In this paper, we take a step towards that long-term goal -- we extract highly localized actionable information related to elementary actions such as pushing or pulling for articulated objects with movable parts. For example, given a drawer, our network predicts that applying a pulling force on the handle opens the drawer. We propose, discuss, and evaluate novel network architectures that given image and depth data, predict the set of actions possible at each pixel, and the regions over articulated parts that are likely to move under the force. We propose a learning-from-interaction framework with an online data sampling strategy that allows us to train the network in simulation (SAPIEN) and generalizes across categories. But more importantly, our learned models even transfer to real-world data. Check the project website for the code and data release.
In this work, we introduce Deep Bingham Networks (DBN), a generic framework that can naturally handle pose-related uncertainties and ambiguities arising in almost all real life applications concerning 3D data. While existing works strive to find a single solution to the pose estimation problem, we make peace with the ambiguities causing high uncertainty around which solutions to identify as the best. Instead, we report a family of poses which capture the nature of the solution space. DBN extends the state of the art direct pose regression networks by (i) a multi-hypotheses prediction head which can yield different distribution modes; and (ii) novel loss functions that benefit from Bingham distributions on rotations. This way, DBN can work both in unambiguous cases providing uncertainty information, and in ambiguous scenes where an uncertainty per mode is desired. On a technical front, our network regresses continuous Bingham mixture models and is applicable to both 2D data such as images and to 3D data such as point clouds. We proposed new training strategies so as to avoid mode or posterior collapse during training and to improve numerical stability. Our methods are thoroughly tested on two different applications exploiting two different modalities: (i) 6D camera relocalization from images; and (ii) object pose estimation from 3D point clouds, demonstrating decent advantages over the state of the art. For the former we contributed our own dataset composed of five indoor scenes where it is unavoidable to capture images corresponding to views that are hard to uniquely identify. For the latter we achieve the top results especially for symmetric objects of ModelNet dataset.
Localizing the camera in a known indoor environment is a key building block for scene mapping, robot navigation, AR, etc. Recent advances estimate the camera pose via optimization over the 2D/3D-3D correspondences established between the coordinates in 2D/3D camera space and 3D world space. Such a mapping is estimated with either a convolution neural network or a decision tree using only the static input image sequence, which makes these approaches vulnerable to dynamic indoor environments that are quite common yet challenging in the real world. To address the aforementioned issues, in this paper, we propose a novel outlier-aware neural tree which bridges the two worlds, deep learning and decision tree approaches. It builds on three important blocks; (a) a hierarchical space partition over the indoor scene to construct the decision tree; (b) a neural routing function, implemented as a deep classification network, employed for better 3D scene understanding; and (c) an outlier rejection module used to filter out dynamic points during the hierarchical routing process. Our proposed algorithm is evaluated on the RIO-10 benchmark developed for camera relocalization in dynamic indoor environment. It achieves robust neural routing through space partitions and outperforms the state-of-the-art approaches by around 30\% on camera pose accuracy, while running comparably fast for evaluation.
Humans can robustly localize themselves without a map after they get lost following prominent visual cues or landmarks. In this work, we aim at endowing autonomous agents the same ability. Such ability is important in robotics applications yet very challenging when an agent is exposed to partially calibrated environments, where camera images with accurate 6 Degree-of-Freedom pose labels only cover part of the scene. To address the above challenge, we explore using Reinforcement Learning to search for a policy to generate intelligent motions so as to actively localize the agent given visual information in partially calibrated environments. Our core contribution is to formulate the active visual localization problem as a Partially Observable Markov Decision Process and propose an algorithmic framework based on Deep Reinforcement Learning to solve it. We further propose an indoor scene dataset ACR-6, which consists of both synthetic and real data and simulates challenging scenarios for active visual localization. We benchmark our algorithm against handcrafted baselines for localization and demonstrate that our approach significantly outperforms them on localization success rate.
We propose a new generative model for layout generation. We generate layouts in three steps. First, we generate the layout elements as nodes in a layout graph. Second, we compute constraints between layout elements as edges in the layout graph. Third, we solve for the final layout using constrained optimization. For the first two steps, we build on recent transformer architectures. The layout optimization implements the constraints efficiently. We show three practical contributions compared to the state of the art: our work requires no user input, produces higher quality layouts, and enables many novel capabilities for conditional layout generation.
We present an approach for aggregating a sparse set of views of an object in order to compute a semi-implicit 3D representation in the form of a volumetric feature grid. Key to our approach is an object-centric canonical 3D coordinate system into which views can be lifted, without explicit camera pose estimation, and then combined -- in a manner that can accommodate a variable number of views and is view order independent. We show that computing a symmetry-aware mapping from pixels to the canonical coordinate system allows us to better propagate information to unseen regions, as well as to robustly overcome pose ambiguities during inference. Our aggregate representation enables us to perform 3D inference tasks like volumetric reconstruction and novel view synthesis, and we use these tasks to demonstrate the benefits of our aggregation approach as compared to implicit or camera-centric alternatives.