CVJun 16, 2022Code
IRISformer: Dense Vision Transformers for Single-Image Inverse Rendering in Indoor ScenesRui Zhu, Zhengqin Li, Janarbek Matai et al.
Indoor scenes exhibit significant appearance variations due to myriad interactions between arbitrarily diverse object shapes, spatially-changing materials, and complex lighting. Shadows, highlights, and inter-reflections caused by visible and invisible light sources require reasoning about long-range interactions for inverse rendering, which seeks to recover the components of image formation, namely, shape, material, and lighting. In this work, our intuition is that the long-range attention learned by transformer architectures is ideally suited to solve longstanding challenges in single-image inverse rendering. We demonstrate with a specific instantiation of a dense vision transformer, IRISformer, that excels at both single-task and multi-task reasoning required for inverse rendering. Specifically, we propose a transformer architecture to simultaneously estimate depths, normals, spatially-varying albedo, roughness and lighting from a single image of an indoor scene. Our extensive evaluations on benchmark datasets demonstrate state-of-the-art results on each of the above tasks, enabling applications like object insertion and material editing in a single unconstrained real image, with greater photorealism than prior works. Code and data are publicly released at https://github.com/ViLab-UCSD/IRISformer.
CVApr 12, 2023Code
Factorized Inverse Path Tracing for Efficient and Accurate Material-Lighting EstimationLiwen Wu, Rui Zhu, Mustafa B. Yaldiz et al.
Inverse path tracing has recently been applied to joint material and lighting estimation, given geometry and multi-view HDR observations of an indoor scene. However, it has two major limitations: path tracing is expensive to compute, and ambiguities exist between reflection and emission. Our Factorized Inverse Path Tracing (FIPT) addresses these challenges by using a factored light transport formulation and finds emitters driven by rendering errors. Our algorithm enables accurate material and lighting optimization faster than previous work, and is more effective at resolving ambiguities. The exhaustive experiments on synthetic scenes show that our method (1) outperforms state-of-the-art indoor inverse rendering and relighting methods particularly in the presence of complex illumination effects; (2) speeds up inverse path tracing optimization to less than an hour. We further demonstrate robustness to noisy inputs through material and lighting estimates that allow plausible relighting in a real scene. The source code is available at: https://github.com/lwwu2/fipt
14.0CVApr 27
PEPS: Positional Encoding Projected Sampling -- ExtendedGuillaume Perez, Janarbek Matai, Takahiro Harada
Implicit neural representations (INRs) are increasingly being used as tools to map coordinates to signals, encompassing applications from neural fields to texture compression, shape representations, and beyond. Most INR methods are based on using high-dimensional projections of the initial coordinates through encoders such as grid or positional encoding. Nevertheless, positional encoding is often insufficient and grids, as we show in this paper, require high resolution for being able to learn. In this paper, we demonstrate that positional encoding can be used not only as a high-dimensional embedding but also decomposed as a series of meaningful points. We propose the Positional Encoding Projected Sampling, where we treat the projection of the original coordinate at each frequency as a point of interest. We describe the motion of each point with respect to the frequencies and show that it follows a unique pattern. Finally, we use the unique motion of each point as a basis decomposition for doing learned positional encoding using grids. We prove, using three competitive applications; image representation, texture compression, and signed distance function; that the proposed approach outperforms the current state of the art methods, and often requires 25\% less parameters for equivalent reconstruction error or rendering.
CVOct 24, 2021
X-Distill: Improving Self-Supervised Monocular Depth via Cross-Task DistillationHong Cai, Janarbek Matai, Shubhankar Borse et al.
In this paper, we propose a novel method, X-Distill, to improve the self-supervised training of monocular depth via cross-task knowledge distillation from semantic segmentation to depth estimation. More specifically, during training, we utilize a pretrained semantic segmentation teacher network and transfer its semantic knowledge to the depth network. In order to enable such knowledge distillation across two different visual tasks, we introduce a small, trainable network that translates the predicted depth map to a semantic segmentation map, which can then be supervised by the teacher network. In this way, this small network enables the backpropagation from the semantic segmentation teacher's supervision to the depth network during training. In addition, since the commonly used object classes in semantic segmentation are not directly transferable to depth, we study the visual and geometric characteristics of the objects and design a new way of grouping them that can be shared by both tasks. It is noteworthy that our approach only modifies the training process and does not incur additional computation during inference. We extensively evaluate the efficacy of our proposed approach on the standard KITTI benchmark and compare it with the latest state of the art. We further test the generalizability of our approach on Make3D. Overall, the results show that our approach significantly improves the depth estimation accuracy and outperforms the state of the art.
SEAug 20, 2014
Enabling FPGAs for the MassesJanarbek Matai, Dustin Richmond, Dajung Lee et al.
Implementing an application on a FPGA remains a difficult, non-intuitive task that often requires hardware design expertise in a hardware description language (HDL). High-level synthesis (HLS) raises the design abstraction from HDL to languages such as C/C++/Scala/Java. Despite this, in order to get a good quality of result (QoR), a designer must carefully craft the HLS code. In other words, HLS designers must implement the application using an abstract language in a manner that generates an efficient micro-architecture; we call this process writing restructured code. This reduces the benefits of implementing the application at a higher level of abstraction and limits the impact of HLS by requiring explicit knowledge of the underlying hardware architecture. Developers must know how to write code that reflects low level implementation details of the application at hand as it is interpreted by HLS tools. As a result, FPGA design still largely remains job of either hardware engineers or expert HLS designers. In this work, we aim to take a step towards making HLS tools useful for a broader set of programmers. To do this, we study methodologies of restructuring software code for HLS tools; we provide examples of designing different kernels in state-of-the art HLS tools; and we present a list of challenges for developing a hardware programming model for software programmers.