Neural implicit representations have shown substantial improvements in efficiently storing 3D data, when compared to conventional formats. However, the focus of existing work has mainly been on storage and subsequent reconstruction. In this work, we argue that training neural representations for both reconstruction tasks, alongside conventional tasks, can produce more general encodings that admit equal quality reconstructions to single task training, whilst providing improved results on conventional tasks when compared to single task encodings. Through multi-task experiments on reconstruction, classification, and segmentation our approach learns feature rich encodings that produce high quality results for each task. We also reformulate the segmentation task, creating a more representative challenge for implicit representation contexts.
We introduce a novel self-attention-based normal estimation network that is able to focus softly on relevant points and adjust the softness by learning a temperature parameter, making it able to work naturally and effectively within a large neighbourhood range. As a result, our model outperforms all existing normal estimation algorithms by a large margin, achieving 94.1% accuracy in comparison with the previous state of the art of 91.2%, with a 25x smaller model and 12x faster inference time. We also use point-to-plane Iterative Closest Point (ICP) as an application case to show that our normal estimations lead to faster convergence than normal estimations from other methods, without manually fine-tuning neighbourhood range parameters. Code available at https://code.active.vision.
We propose a novel method for neural network quantization that casts the neural architecture search problem as one of hyperparameter search to find non-uniform bit distributions throughout the layers of a CNN. We perform the search assuming a Multi-Task Gaussian Processes prior, which splits the problem to multiple tasks, each corresponding to different number of training epochs, and explore the space by sampling those configurations that yield maximum information. We then show that with significantly lower precision in the last layers we achieve a minimal loss of accuracy with appreciable memory savings. We test our findings on the CIFAR10 and ImageNet datasets using the VGG, ResNet and GoogLeNet architectures.
We tackle the problem of establishing dense pixel-wise correspondences between a pair of images. In this work, we introduce Dual-Resolution Correspondence Networks (DRC-Net), to obtain pixel-wise correspondences in a coarse-to-fine manner. DRC-Net extracts both coarse- and fine- resolution feature maps. The coarse maps are used to produce a full but coarse 4D correlation tensor, which is then refined by a learnable neighbourhood consensus module. The fine-resolution feature maps are used to obtain the final dense correspondences guided by the refined coarse 4D correlation tensor. The selected coarse-resolution matching scores allow the fine-resolution features to focus only on a limited number of possible matches with high confidence. In this way, DRC-Net dramatically increases matching reliability and localisation accuracy, while avoiding to apply the expensive 4D convolution kernels on fine-resolution feature maps. We comprehensively evaluate our method on large-scale public benchmarks including HPatches, InLoc, and Aachen Day-Night. It achieves the state-of-the-art results on all of them.
We present FlowNet3D++, a deep scene flow estimation network. Inspired by classical methods, FlowNet3D++ incorporates geometric constraints in the form of point-to-plane distance and angular alignment between individual vectors in the flow field, into FlowNet3D. We demonstrate that the addition of these geometric loss terms improves the previous state-of-art FlowNet3D accuracy from 57.85% to 63.43%. To further demonstrate the effectiveness of our geometric constraints, we propose a benchmark for flow estimation on the task of dynamic 3D reconstruction, thus providing a more holistic and practical measure of performance than the breakdown of individual metrics previously used to evaluate scene flow. This is made possible through the contribution of a novel pipeline to integrate point-based scene flow predictions into a global dense volume. FlowNet3D++ achieves up to a 15.0% reduction in reconstruction error over FlowNet3D, and up to a 35.2% improvement over KillingFusion alone. We will release our scene flow estimation code later.
We introduce a variation of the convolutional layer called DSConv (Distribution Shifting Convolution) that can be readily substituted into standard neural network architectures and achieve both lower memory usage and higher computational speed. DSConv breaks down the traditional convolution kernel into two components: Variable Quantized Kernel (VQK), and Distribution Shifts. Lower memory usage and higher speeds are achieved by storing only integer values in the VQK, whilst preserving the same output as the original convolution by applying both kernel and channel based distribution shifts. We test DSConv in ImageNet on ResNet50 and 34, as well as AlexNet and MobileNet. We achieve a reduction in memory usage of up to 14x in the convolutional kernels and speed up operations of up to 10x by substituting floating point operations to integer operations. Furthermore, unlike other quantization approaches, our work allows for a degree of retraining to new tasks and datasets.
Volumetric models have become a popular representation for 3D scenes in recent years. One breakthrough leading to their popularity was KinectFusion, which focuses on 3D reconstruction using RGB-D sensors. However, monocular SLAM has since also been tackled with very similar approaches. Representing the reconstruction volumetrically as a TSDF leads to most of the simplicity and efficiency that can be achieved with GPU implementations of these systems. However, this representation is memory-intensive and limits applicability to small-scale reconstructions. Several avenues have been explored to overcome this. With the aim of summarizing them and providing for a fast, flexible 3D reconstruction pipeline, we propose a new, unifying framework called InfiniTAM. The idea is that steps like camera tracking, scene representation and integration of new data can easily be replaced and adapted to the user's needs. This report describes the technical implementation details of InfiniTAM v3, the third version of our InfiniTAM system. We have added various new features, as well as making numerous enhancements to the low-level code that significantly improve our camera tracking performance. The new features that we expect to be of most interest are (i) a robust camera tracking module; (ii) an implementation of Glocker et al.'s keyframe-based random ferns camera relocaliser; (iii) a novel approach to globally-consistent TSDF-based reconstruction, based on dividing the scene into rigid submaps and optimising the relative poses between them; and (iv) an implementation of Keller et al.'s surfel-based reconstruction approach.
We introduce a parallel GPU implementation of the Simple Linear Iterative Clustering (SLIC) superpixel segmentation. Using a single graphic card, our implementation achieves speedups of up to $83\times$ from the standard sequential implementation. Our implementation is fully compatible with the standard sequential implementation and the software is now available online and is open source.
Volumetric models have become a popular representation for 3D scenes in recent years. One of the breakthroughs leading to their popularity was KinectFusion, where the focus is on 3D reconstruction using RGB-D sensors. However, monocular SLAM has since also been tackled with very similar approaches. Representing the reconstruction volumetrically as a truncated signed distance function leads to most of the simplicity and efficiency that can be achieved with GPU implementations of these systems. However, this representation is also memory-intensive and limits the applicability to small scale reconstructions. Several avenues have been explored for overcoming this limitation. With the aim of summarizing them and providing for a fast and flexible 3D reconstruction pipeline, we propose a new, unifying framework called InfiniTAM. The core idea is that individual steps like camera tracking, scene representation and integration of new data can easily be replaced and adapted to the needs of the user. Along with the framework we also provide a set of components for scalable reconstruction: two implementations of camera trackers, based on RGB data and on depth data, two representations of the 3D volumetric data, a dense volume and one based on hashes of subblocks, and an optional module for swapping subblocks in and out of the typically limited GPU memory.