This paper introduces SceneCraft, a Large Language Model (LLM) Agent converting text descriptions into Blender-executable Python scripts which render complex scenes with up to a hundred 3D assets. This process requires complex spatial planning and arrangement. We tackle these challenges through a combination of advanced abstraction, strategic planning, and library learning. SceneCraft first models a scene graph as a blueprint, detailing the spatial relationships among assets in the scene. SceneCraft then writes Python scripts based on this graph, translating relationships into numerical constraints for asset layout. Next, SceneCraft leverages the perceptual strengths of vision-language foundation models like GPT-V to analyze rendered images and iteratively refine the scene. On top of this process, SceneCraft features a library learning mechanism that compiles common script functions into a reusable library, facilitating continuous self-improvement without expensive LLM parameter tuning. Our evaluation demonstrates that SceneCraft surpasses existing LLM-based agents in rendering complex scenes, as shown by its adherence to constraints and favorable human assessments. We also showcase the broader application potential of SceneCraft by reconstructing detailed 3D scenes from the Sintel movie and guiding a video generative model with generated scenes as intermediary control signal.
Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning.
Visual understanding of the world goes beyond the semantics and flat structure of individual images. In this work, we aim to capture both the 3D structure and dynamics of real-world scenes from monocular real-world videos. Our Dynamic Scene Transformer (DyST) model leverages recent work in neural scene representation to learn a latent decomposition of monocular real-world videos into scene content, per-view scene dynamics, and camera pose. This separation is achieved through a novel co-training scheme on monocular videos and our new synthetic dataset DySO. DyST learns tangible latent representations for dynamic scenes that enable view generation with separate control over the camera and the content of the scene.
We present an architecture and a training recipe that adapts pre-trained open-world image models to localization in videos. Understanding the open visual world (without being constrained by fixed label spaces) is crucial for many real-world vision tasks. Contrastive pre-training on large image-text datasets has recently led to significant improvements for image-level tasks. For more structured tasks involving object localization applying pre-trained models is more challenging. This is particularly true for video tasks, where task-specific data is limited. We show successful transfer of open-world models by building on the OWL-ViT open-vocabulary detection model and adapting it to video by adding a transformer decoder. The decoder propagates object representations recurrently through time by using the output tokens for one frame as the object queries for the next. Our model is end-to-end trainable on video data and enjoys improved temporal consistency compared to tracking-by-detection baselines, while retaining the open-world capabilities of the backbone detector. We evaluate our model on the challenging TAO-OW benchmark and demonstrate that open-world capabilities, learned from large-scale image-text pre-training, can be transferred successfully to open-world localization across diverse videos.
Imitation learning of robot policies from few demonstrations is crucial in open-ended applications. We propose a new method, Interaction Warping, for learning SE(3) robotic manipulation policies from a single demonstration. We infer the 3D mesh of each object in the environment using shape warping, a technique for aligning point clouds across object instances. Then, we represent manipulation actions as keypoints on objects, which can be warped with the shape of the object. We show successful one-shot imitation learning on three simulated and real-world object re-arrangement tasks. We also demonstrate the ability of our method to predict object meshes and robot grasps in the wild.
Recent progress in 3D scene understanding enables scalable learning of representations across large datasets of diverse scenes. As a consequence, generalization to unseen scenes and objects, rendering novel views from just a single or a handful of input images, and controllable scene generation that supports editing, is now possible. However, training jointly on a large number of scenes typically compromises rendering quality when compared to single-scene optimized models such as NeRFs. In this paper, we leverage recent progress in diffusion models to equip 3D scene representation learning models with the ability to render high-fidelity novel views, while retaining benefits such as object-level scene editing to a large degree. In particular, we propose DORSal, which adapts a video diffusion architecture for 3D scene generation conditioned on object-centric slot-based representations of scenes. On both complex synthetic multi-object scenes and on the real-world large-scale Street View dataset, we show that DORSal enables scalable neural rendering of 3D scenes with object-level editing and improves upon existing approaches.
Self-supervised methods for learning object-centric representations have recently been applied successfully to various datasets. This progress is largely fueled by slot-based methods, whose ability to cluster visual scenes into meaningful objects holds great promise for compositional generalization and downstream learning. In these methods, the number of slots (clusters) $K$ is typically chosen to match the number of ground-truth objects in the data, even though this quantity is unknown in real-world settings. Indeed, the sensitivity of slot-based methods to $K$, and how this affects their learned correspondence to objects in the data has largely been ignored in the literature. In this work, we address this issue through a systematic study of slot-based methods. We propose using analogs to precision and recall based on the Adjusted Rand Index to accurately quantify model behavior over a large range of $K$. We find that, especially during training, incorrect choices of $K$ do not yield the desired object decomposition and, in fact, cause substantial oversegmentation or merging of separate objects (undersegmentation). We demonstrate that the choice of the objective function and incorporating instance-level annotations can moderately mitigate this behavior while still falling short of fully resolving this issue. Indeed, we show how this issue persists across multiple methods and datasets and stress its importance for future slot-based models.
In a range of recent works, object-centric architectures have been shown to be suitable for unsupervised scene decomposition in the vision domain. Inspired by these methods we present AudioSlots, a slot-centric generative model for blind source separation in the audio domain. AudioSlots is built using permutation-equivariant encoder and decoder networks. The encoder network based on the Transformer architecture learns to map a mixed audio spectrogram to an unordered set of independent source embeddings. The spatial broadcast decoder network learns to generate the source spectrograms from the source embeddings. We train the model in an end-to-end manner using a permutation invariant loss function. Our results on Libri2Mix speech separation constitute a proof of concept that this approach shows promise. We discuss the results and limitations of our approach in detail, and further outline potential ways to overcome the limitations and directions for future work.
The scaling of Transformers has driven breakthrough capabilities for language models. At present, the largest large language models (LLMs) contain upwards of 100B parameters. Vision Transformers (ViT) have introduced the same architecture to image and video modelling, but these have not yet been successfully scaled to nearly the same degree; the largest dense ViT contains 4B parameters (Chen et al., 2022). We present a recipe for highly efficient and stable training of a 22B-parameter ViT (ViT-22B) and perform a wide variety of experiments on the resulting model. When evaluated on downstream tasks (often with a lightweight linear model on frozen features), ViT-22B demonstrates increasing performance with scale. We further observe other interesting benefits of scale, including an improved tradeoff between fairness and performance, state-of-the-art alignment to human visual perception in terms of shape/texture bias, and improved robustness. ViT-22B demonstrates the potential for "LLM-like" scaling in vision, and provides key steps towards getting there.
Automatically discovering composable abstractions from raw perceptual data is a long-standing challenge in machine learning. Recent slot-based neural networks that learn about objects in a self-supervised manner have made exciting progress in this direction. However, they typically fall short at adequately capturing spatial symmetries present in the visual world, which leads to sample inefficiency, such as when entangling object appearance and pose. In this paper, we present a simple yet highly effective method for incorporating spatial symmetries via slot-centric reference frames. We incorporate equivariance to per-object pose transformations into the attention and generation mechanism of Slot Attention by translating, scaling, and rotating position encodings. These changes result in little computational overhead, are easy to implement, and can result in large gains in terms of data efficiency and overall improvements to object discovery. We evaluate our method on a wide range of synthetic object discovery benchmarks namely CLEVR, Tetrominoes, CLEVRTex, Objects Room and MultiShapeNet, and show promising improvements on the challenging real-world Waymo Open dataset.