We introduce OPEND, a benchmark for learning how to use a hand to open cabinet doors or drawers in a photo-realistic and physics-reliable simulation environment driven by language instruction. To solve the task, we propose a multi-step planner composed of a deep neural network and rule-base controllers. The network is utilized to capture spatial relationships from images and understand semantic meaning from language instructions. Controllers efficiently execute the plan based on the spatial and semantic understanding. We evaluate our system by measuring its zero-shot performance in test data set. Experimental results demonstrate the effectiveness of decision planning by our multi-step planner for different hands, while suggesting that there is significant room for developing better models to address the challenge brought by language understanding, spatial reasoning, and long-term manipulation. We will release OPEND and host challenges to promote future research in this area.
In this paper, we propose joint beamforming and photo-detector (PD) orientation (BO) optimization schemes for mobile visible light communication (VLC) with the orientation adjustable receiver (OAR). Since VLC is sensitive to line-of-sight propagation, we first establish the OAR model and the human body blockage model for mobile VLC user equipment (UE). To guarantee the quality of service (QoS) of mobile VLC, we jointly optimize BO with minimal UE the power consumption for both fixed and random UE orientation cases. For the fixed UE orientation case, since the {transmit} beamforming and the PD orientation are mutually coupled, the joint BO optimization problem is nonconvex and intractable. To address this challenge, we propose an alternating optimization algorithm to obtain the transmit beamforming and the PD orientation. For the random UE orientation case, we further propose a robust alternating BO optimization algorithm to ensure the worst-case QoS requirement of the mobile UE. Finally, the performance of joint BO optimization design schemes are evaluated for mobile VLC through numerical experiments.
While 3D GANs have recently demonstrated the high-quality synthesis of multi-view consistent images and 3D shapes, they are mainly restricted to photo-realistic human portraits. This paper aims to extend 3D GANs to a different, but meaningful visual form: artistic portrait drawings. However, extending existing 3D GANs to drawings is challenging due to the inevitable geometric ambiguity present in drawings. To tackle this, we present Dr.3D, a novel adaptation approach that adapts an existing 3D GAN to artistic drawings. Dr.3D is equipped with three novel components to handle the geometric ambiguity: a deformation-aware 3D synthesis network, an alternating adaptation of pose estimation and image synthesis, and geometric priors. Experiments show that our approach can successfully adapt 3D GANs to drawings and enable multi-view consistent semantic editing of drawings.
Visual content creation has spurred a soaring interest given its applications in mobile photography and AR / VR. Style transfer and single-image 3D photography as two representative tasks have so far evolved independently. In this paper, we make a connection between the two, and address the challenging task of 3D photo stylization - generating stylized novel views from a single image given an arbitrary style. Our key intuition is that style transfer and view synthesis have to be jointly modeled for this task. To this end, we propose a deep model that learns geometry-aware content features for stylization from a point cloud representation of the scene, resulting in high-quality stylized images that are consistent across views. Further, we introduce a novel training protocol to enable the learning using only 2D images. We demonstrate the superiority of our method via extensive qualitative and quantitative studies, and showcase key applications of our method in light of the growing demand for 3D content creation from 2D image assets.
Super-resolution is an ill-posed problem, where a ground-truth high-resolution image represents only one possibility in the space of plausible solutions. Yet, the dominant paradigm is to employ pixel-wise losses, such as L_1, which drive the prediction towards a blurry average. This leads to fundamentally conflicting objectives when combined with adversarial losses, which degrades the final quality. We address this issue by revisiting the L_1 loss and show that it corresponds to a one-layer conditional flow. Inspired by this relation, we explore general flows as a fidelity-based alternative to the L_1 objective. We demonstrate that the flexibility of deeper flows leads to better visual quality and consistency when combined with adversarial losses. We conduct extensive user studies for three datasets and scale factors, where our approach is shown to outperform state-of-the-art methods for photo-realistic super-resolution. Code and trained models will be available at: git.io/AdFlow
Traditional pixel-wise image attack algorithms suffer from poor robustness to defense algorithms, i.e., the attack strength degrades dramatically when defense algorithms are applied. Although Generative Adversarial Networks (GAN) can partially address this problem by synthesizing a more semantically meaningful texture pattern, the main limitation is that existing generators can only generate images of a specific scale. In this paper, we propose a scale-free generation-based attack algorithm that synthesizes semantically meaningful adversarial patterns globally to images with arbitrary scales. Our generative attack approach consistently outperforms the state-of-the-art methods on a wide range of attack settings, i.e. the proposed approach largely degraded the performance of various image classification, object detection, and instance segmentation algorithms under different advanced defense methods.
Virtual reality and augmented reality (XR) bring increasing demand for 3D content. However, creating high-quality 3D content requires tedious work that a human expert must do. In this work, we study the challenging task of lifting a single image to a 3D object and, for the first time, demonstrate the ability to generate a plausible 3D object with 360{\deg} views that correspond well with the given reference image. By conditioning on the reference image, our model can fulfill the everlasting curiosity for synthesizing novel views of objects from images. Our technique sheds light on a promising direction of easing the workflows for 3D artists and XR designers. We propose a novel framework, dubbed NeuralLift-360, that utilizes a depth-aware neural radiance representation (NeRF) and learns to craft the scene guided by denoising diffusion models. By introducing a ranking loss, our NeuralLift-360 can be guided with rough depth estimation in the wild. We also adopt a CLIP-guided sampling strategy for the diffusion prior to provide coherent guidance. Extensive experiments demonstrate that our NeuralLift-360 significantly outperforms existing state-of-the-art baselines. Project page: https://vita-group.github.io/NeuralLift-360/
What is a rose, visually? A rose comprises its intrinsics, including the distribution of geometry, texture, and material specific to its object category. With knowledge of these intrinsic properties, we may render roses of different sizes and shapes, in different poses, and under different lighting conditions. In this work, we build a generative model that learns to capture such object intrinsics from a single image, such as a photo of a bouquet. Such an image includes multiple instances of an object type. These instances all share the same intrinsics, but appear different due to a combination of variance within these intrinsics and differences in extrinsic factors, such as pose and illumination. Experiments show that our model successfully learns object intrinsics (distribution of geometry, texture, and material) for a wide range of objects, each from a single Internet image. Our method achieves superior results on multiple downstream tasks, including intrinsic image decomposition, shape and image generation, view synthesis, and relighting.
While head-mounted displays (HMDs) for Virtual Reality (VR) have become widely available in the consumer market, they pose a considerable obstacle for a realistic face-to-face conversation in VR since HMDs hide a significant portion of the participants faces. Even with image streams from cameras directly attached to an HMD, stitching together a convincing image of an entire face remains a challenging task because of extreme capture angles and strong lens distortions due to a wide field of view. Compared to the long line of research in VR, reconstruction of faces hidden beneath an HMD is a very recent topic of research. While the current state-of-the-art solutions demonstrate photo-realistic 3D reconstruction results, they require high-cost laboratory equipment and large computational costs. We present an approach that focuses on low-cost hardware and can be used on a commodity gaming computer with a single GPU. We leverage the benefits of an end-to-end pipeline by means of Generative Adversarial Networks (GAN). Our GAN produces a frontal-facing 2.5D point cloud based on a training dataset captured with an RGBD camera. In our approach, the training process is offline, while the reconstruction runs in real-time. Our results show adequate reconstruction quality within the 'learned' expressions. Expressions not learned by the network produce artifacts and can trigger the Uncanny Valley effect.