We present a method for novel view synthesis from input images that are freely distributed around a scene. Our method does not rely on a regular arrangement of input views, can synthesize images for free camera movement through the scene, and works for general scenes with unconstrained geometric layouts. We calibrate the input images via SfM and erect a coarse geometric scaffold via MVS. This scaffold is used to create a proxy depth map for a novel view of the scene. Based on this depth map, a recurrent encoder-decoder network processes reprojected features from nearby views and synthesizes the new view. Our network does not need to be optimized for a given scene. After training on a dataset, it works in previously unseen environments with no fine-tuning or per-scene optimization. We evaluate the presented approach on challenging real-world datasets, including Tanks and Temples, where we demonstrate successful view synthesis for the first time and substantially outperform prior and concurrent work.
Continual learning systems will interact with humans, with each other, and with the physical world through time -- and continue to learn and adapt as they do. Such systems have typically been evaluated in artificial settings: for example, classifying randomly permuted images. A key limitation of these settings is the unnatural construct of discrete, sharply demarcated tasks that are solved in sequence. In this paper, we study a natural setting for continual learning on a massive scale. We introduce the problem of personalized online language learning (POLL), which involves fitting personalized language models to a population of users that evolves over time. To facilitate research on POLL, we collect massive datasets of Twitter posts. These datasets, Firehose10M and Firehose100M, comprise 100 million tweets, posted by one million users over six years. Enabled by the Firehose datasets, we present a rigorous evaluation of continual learning algorithms on an unprecedented scale. Based on this analysis, we develop a simple algorithm for continual gradient descent (ConGraD) that outperforms prior continual learning methods on the Firehose datasets as well as earlier benchmarks. Collectively, the POLL problem setting, the Firehose datasets, and the ConGraD algorithm enable reproducible research on web-scale continual learning.
Imaging in low light is difficult because the number of photons arriving at the sensor is low. Imaging dynamic scenes in low-light environments is even more difficult because as the scene moves, pixels in adjacent frames need to be aligned before they can be denoised. Conventional CMOS image sensors (CIS) are at a particular disadvantage in dynamic low-light settings because the exposure cannot be too short lest the read noise overwhelms the signal. We propose a solution using Quanta Image Sensors (QIS) and present a new image reconstruction algorithm. QIS are single-photon image sensors with photon counting capabilities. Studies over the past decade have confirmed the effectiveness of QIS for low-light imaging but reconstruction algorithms for dynamic scenes in low light remain an open problem. We fill the gap by proposing a student-teacher training protocol that transfers knowledge from a motion teacher and a denoising teacher to a student network. We show that dynamic scenes can be reconstructed from a burst of frames at a photon level of 1 photon per pixel per frame. Experimental results confirm the advantages of the proposed method compared to existing methods.
Imitation learning is a powerful family of techniques for learning sensorimotor coordination in immersive environments. We apply imitation learning to attain state-of-the-art performance on hard exploration problems in the Minecraft environment. We report experiments that highlight the influence of network architecture, loss function, and data augmentation. An early version of our approach reached second place in the MineRL competition at NeurIPS 2019. Here we report stronger results that can be used as a starting point for future competition entries and related research. Our code is available at https://github.com/amiranas/minerl_imitation_learning.
Differentiable physics is a powerful approach to learning and control problems that involve physical objects and environments. While notable progress has been made, the capabilities of differentiable physics solvers remain limited. We develop a scalable framework for differentiable physics that can support a large number of objects and their interactions. To accommodate objects with arbitrary geometry and topology, we adopt meshes as our representation and leverage the sparsity of contacts for scalable differentiable collision handling. Collisions are resolved in localized regions to minimize the number of optimization variables even when the number of simulated objects is high. We further accelerate implicit differentiation of optimization with nonlinear constraints. Experiments demonstrate that the presented framework requires up to two orders of magnitude less memory and computation in comparison to recent particle-based methods. We further validate the approach on inverse problems and control scenarios, where it outperforms derivative-free and model-free baselines by at least an order of magnitude.
Increasing the scale of reinforcement learning experiments has allowed researchers to achieve unprecedented results in both training sophisticated agents for video games, and in sim-to-real transfer for robotics. Typically such experiments rely on large distributed systems and require expensive hardware setups, limiting wider access to this exciting area of research. In this work we aim to solve this problem by optimizing the efficiency and resource utilization of reinforcement learning algorithms instead of relying on distributed computation. We present the "Sample Factory", a high-throughput training system optimized for a single-machine setting. Our architecture combines a highly efficient, asynchronous, GPU-based sampler with off-policy correction techniques, allowing us to achieve throughput higher than $10^5$ environment frames/second on non-trivial control problems in 3D without sacrificing sample efficiency. We extend Sample Factory to support self-play and population-based training and apply these techniques to train highly capable agents for a multiplayer first-person shooter game. The source code is available at https://github.com/alex-petrenko/sample-factory
We propose a new class of implicit networks, the multiscale deep equilibrium model (MDEQ), suited to large-scale and highly hierarchical pattern recognition domains. An MDEQ directly solves for and backpropagates through the equilibrium points of multiple feature resolutions simultaneously, using implicit differentiation to avoid storing intermediate states (and thus requiring only O(1) memory consumption). These simultaneously-learned multi-resolution features allow us to train a single model on a diverse set of tasks and loss functions, such as using a single MDEQ to perform both image classification and semantic segmentation. We illustrate the effectiveness of this approach on two large-scale vision tasks: ImageNet classification and semantic segmentation on high-resolution images from the Cityscapes dataset. In both settings, MDEQs are able to match or exceed the performance of recent competitive computer vision models: the first time such performance and scale have been achieved by an implicit deep learning approach. The code and pre-trained models are at https://github.com/locuslab/mdeq .
Performing acrobatic maneuvers with quadrotors is extremely challenging. Acrobatic flight requires high thrust and extreme angular accelerations that push the platform to its physical limits. Professional drone pilots often measure their level of mastery by flying such maneuvers in competitions. In this paper, we propose to learn a sensorimotor policy that enables an autonomous quadrotor to fly extreme acrobatic maneuvers with only onboard sensing and computation. We train the policy entirely in simulation by leveraging demonstrations from an optimal controller that has access to privileged information. We use appropriate abstractions of the visual input to enable transfer to a real quadrotor. We show that the resulting policy can be directly deployed in the physical world without any fine-tuning on real data. Our methodology has several favorable properties: it does not require a human expert to provide demonstrations, it cannot harm the physical system during training, and it can be used to learn maneuvers that are challenging even for the best human pilots. Our approach enables a physical quadrotor to fly maneuvers such as the Power Loop, the Barrel Roll, and the Matty Flip, during which it incurs accelerations of up to 3g.
We present an approach to synthesizing new graph structures from empirically specified distributions. The generative model is an auto-decoder that learns to synthesize graphs from latent codes. The graph synthesis model is learned jointly with an empirical distribution over the latent codes. Graphs are synthesized using self-attention modules that are trained to identify likely connectivity patterns. Graph-based normalizing flows are used to sample latent codes from the distribution learned by the auto-decoder. The resulting model combines accuracy and scalability. On benchmark datasets of large graphs, the presented model outperforms the state of the art by a factor of 1.5 in mean accuracy and average rank across at least three different graph statistics, with a 2x speedup during inference.
Many problems in science and engineering can be formulated in terms of geometric patterns in high-dimensional spaces. We present high-dimensional convolutional networks (ConvNets) for pattern recognition problems that arise in the context of geometric registration. We first study the effectiveness of convolutional networks in detecting linear subspaces in high-dimensional spaces with up to 32 dimensions: much higher dimensionality than prior applications of ConvNets. We then apply high-dimensional ConvNets to 3D registration under rigid motions and image correspondence estimation. Experiments indicate that our high-dimensional ConvNets outperform prior approaches that relied on deep networks based on global pooling operators.