Recent successes in image synthesis are powered by large-scale diffusion models. However, most methods are currently limited to either text- or image-conditioned generation for synthesizing an entire image, texture transfer or inserting objects into a user-specified region. In contrast, in this work we focus on synthesizing complex interactions (ie, an articulated hand) with a given object. Given an RGB image of an object, we aim to hallucinate plausible images of a human hand interacting with it. We propose a two-step generative approach: a LayoutNet that samples an articulation-agnostic hand-object-interaction layout, and a ContentNet that synthesizes images of a hand grasping the object given the predicted layout. Both are built on top of a large-scale pretrained diffusion model to make use of its latent representation. Compared to baselines, the proposed method is shown to generalize better to novel objects and perform surprisingly well on out-of-distribution in-the-wild scenes of portable-sized objects. The resulting system allows us to predict descriptive affordance information, such as hand articulation and approaching orientation. Project page: https://judyye.github.io/affordiffusion-www
We present a physics-based inverse rendering method that learns the illumination, geometry, and materials of a scene from posed multi-view RGB images. To model the illumination of a scene, existing inverse rendering works either completely ignore the indirect illumination or model it by coarse approximations, leading to sub-optimal illumination, geometry, and material prediction of the scene. In this work, we propose a physics-based illumination model that explicitly traces the incoming indirect lights at each surface point based on interreflection, followed by estimating each identified indirect light through an efficient neural network. Furthermore, we utilize the Leibniz's integral rule to resolve non-differentiability in the proposed illumination model caused by one type of environment light -- the tangent lights. As a result, the proposed interreflection-aware illumination model can be learned end-to-end together with geometry and materials estimation. As a side product, our physics-based inverse rendering model also facilitates flexible and realistic material editing as well as relighting. Extensive experiments on both synthetic and real-world datasets demonstrate that the proposed method performs favorably against existing inverse rendering methods on novel view synthesis and inverse rendering.
With the capacity of modeling long-range dependencies in sequential data, transformers have shown remarkable performances in a variety of generative tasks such as image, audio, and text generation. Yet, taming them in generating less structured and voluminous data formats such as high-resolution point clouds have seldom been explored due to ambiguous sequentialization processes and infeasible computation burden. In this paper, we aim to further exploit the power of transformers and employ them for the task of 3D point cloud generation. The key idea is to decompose point clouds of one category into semantically aligned sequences of shape compositions, via a learned canonical space. These shape compositions can then be quantized and used to learn a context-rich composition codebook for point cloud generation. Experimental results on point cloud reconstruction and unconditional generation show that our model performs favorably against state-of-the-art approaches. Furthermore, our model can be easily extended to multi-modal shape completion as an application for conditional shape generation.
We propose a novel scene representation that encodes reaching distance -- the distance between any position in the scene to a goal along a feasible trajectory. We demonstrate that this environment field representation can directly guide the dynamic behaviors of agents in 2D mazes or 3D indoor scenes. Our environment field is a continuous representation and learned via a neural implicit function using discretely sampled training data. We showcase its application for agent navigation in 2D mazes, and human trajectory prediction in 3D indoor environments. To produce physically plausible and natural trajectories for humans, we additionally learn a generative model that predicts regions where humans commonly appear, and enforce the environment field to be defined within such regions. Extensive experiments demonstrate that the proposed method can generate both feasible and plausible trajectories efficiently and accurately.
We propose a canonical point autoencoder (CPAE) that predicts dense correspondences between 3D shapes of the same category. The autoencoder performs two key functions: (a) encoding an arbitrarily ordered point cloud to a canonical primitive, e.g., a sphere, and (b) decoding the primitive back to the original input instance shape. As being placed in the bottleneck, this primitive plays a key role to map all the unordered point clouds on the canonical surface and to be reconstructed in an ordered fashion. Once trained, points from different shape instances that are mapped to the same locations on the primitive surface are determined to be a pair of correspondence. Our method does not require any form of annotation or self-supervised part segmentation network and can handle unaligned input point clouds. Experimental results on 3D semantic keypoint transfer and part segmentation transfer show that our model performs favorably against state-of-the-art correspondence learning methods.
This paper presents an algorithm to reconstruct temporally consistent 3D meshes of deformable object instances from videos in the wild. Without requiring annotations of 3D mesh, 2D keypoints, or camera pose for each video frame, we pose video-based reconstruction as a self-supervised online adaptation problem applied to any incoming test video. We first learn a category-specific 3D reconstruction model from a collection of single-view images of the same category that jointly predicts the shape, texture, and camera pose of an image. Then, at inference time, we adapt the model to a test video over time using self-supervised regularization terms that exploit temporal consistency of an object instance to enforce that all reconstructed meshes share a common texture map, a base shape, as well as parts. We demonstrate that our algorithm recovers temporally consistent and reliable 3D structures from videos of non-rigid objects including those of animals captured in the wild -- an extremely challenging task rarely addressed before.
We learn a self-supervised, single-view 3D reconstruction model that predicts the 3D mesh shape, texture and camera pose of a target object with a collection of 2D images and silhouettes. The proposed method does not necessitate 3D supervision, manually annotated keypoints, multi-view images of an object or a prior 3D template. The key insight of our work is that objects can be represented as a collection of deformable parts, and each part is semantically coherent across different instances of the same category (e.g., wings on birds and wheels on cars). Therefore, by leveraging self-supervisedly learned part segmentation of a large collection of category-specific images, we can effectively enforce semantic consistency between the reconstructed meshes and the original images. This significantly reduces ambiguities during joint prediction of shape and camera pose of an object, along with texture. To the best of our knowledge, we are the first to try and solve the single-view reconstruction problem without a category-specific template mesh or semantic keypoints. Thus our model can easily generalize to various object categories without such labels, e.g., horses, penguins, etc. Through a variety of experiments on several categories of deformable and rigid objects, we demonstrate that our unsupervised method performs comparably if not better than existing category-specific reconstruction methods learned with supervision.
This paper proposes to learn reliable dense correspondence from videos in a self-supervised manner. Our learning process integrates two highly related tasks: tracking large image regions \emph{and} establishing fine-grained pixel-level associations between consecutive video frames. We exploit the synergy between both tasks through a shared inter-frame affinity matrix, which simultaneously models transitions between video frames at both the region- and pixel-levels. While region-level localization helps reduce ambiguities in fine-grained matching by narrowing down search regions; fine-grained matching provides bottom-up features to facilitate region-level localization. Our method outperforms the state-of-the-art self-supervised methods on a variety of visual correspondence tasks, including video-object and part-segmentation propagation, keypoint tracking, and object tracking. Our self-supervised method even surpasses the fully-supervised affinity feature representation obtained from a ResNet-18 pre-trained on the ImageNet.
Processing an input signal that contains arbitrary structures, e.g., superpixels and point clouds, remains a big challenge in computer vision. Linear diffusion, an effective model for image processing, has been recently integrated with deep learning algorithms. In this paper, we propose to learn pairwise relations among data points in a global fashion to improve semantic segmentation with arbitrarily-structured data, through spatial generalized propagation networks (SGPN). The network propagates information on a group of graphs, which represent the arbitrarily-structured data, through a learned, linear diffusion process. The module is flexible to be embedded and jointly trained with many types of networks, e.g., CNNs. We experiment with semantic segmentation networks, where we use our propagation module to jointly train on different data -- images, superpixels and point clouds. We show that SGPN consistently improves the performance of both pixel and point cloud segmentation, compared to networks that do not contain this module. Our method suggests an effective way to model the global pairwise relations for arbitrarily-structured data.