Daniel Ritchie

CV
h-index11
18papers
1,213citations
Novelty54%
AI Score47

18 Papers

22.7CVNov 2, 2022Code
CLIP-Sculptor: Zero-Shot Generation of High-Fidelity and Diverse Shapes from Natural Language

Aditya Sanghi, Rao Fu, Vivian Liu et al. · stanford

Recent works have demonstrated that natural language can be used to generate and edit 3D shapes. However, these methods generate shapes with limited fidelity and diversity. We introduce CLIP-Sculptor, a method to address these constraints by producing high-fidelity and diverse 3D shapes without the need for (text, shape) pairs during training. CLIP-Sculptor achieves this in a multi-resolution approach that first generates in a low-dimensional latent space and then upscales to a higher resolution for improved shape fidelity. For improved shape diversity, we use a discrete latent space which is modeled using a transformer conditioned on CLIP's image-text embedding space. We also present a novel variant of classifier-free guidance, which improves the accuracy-diversity trade-off. Finally, we perform extensive experiments demonstrating that CLIP-Sculptor outperforms state-of-the-art baselines. The code is available at https://ivl.cs.brown.edu/#/projects/clip-sculptor.

33.1CLMar 26, 2022Code
Fantastic Questions and Where to Find Them: FairytaleQA -- An Authentic Dataset for Narrative Comprehension

Ying Xu, Dakuo Wang, Mo Yu et al. · cmu

Question answering (QA) is a fundamental means to facilitate assessment and training of narrative comprehension skills for both machines and young children, yet there is scarcity of high-quality QA datasets carefully designed to serve this purpose. In particular, existing datasets rarely distinguish fine-grained reading skills, such as the understanding of varying narrative elements. Drawing on the reading education research, we introduce FairytaleQA, a dataset focusing on narrative comprehension of kindergarten to eighth-grade students. Generated by educational experts based on an evidence-based theoretical framework, FairytaleQA consists of 10,580 explicit and implicit questions derived from 278 children-friendly stories, covering seven types of narrative elements or relations. Our dataset is valuable in two folds: First, we ran existing QA models on our dataset and confirmed that this annotation helps assess models' fine-grained learning skills. Second, the dataset supports question generation (QG) task in the education domain. Through benchmarking with QG models, we show that the QG model trained on FairytaleQA is capable of asking high-quality and more diverse questions.

24.9CVJul 19, 2022Code
ShapeCrafter: A Recursive Text-Conditioned 3D Shape Generation Model

Rao Fu, Xiao Zhan, Yiwen Chen et al. · stanford

We present ShapeCrafter, a neural network for recursive text-conditioned 3D shape generation. Existing methods to generate text-conditioned 3D shapes consume an entire text prompt to generate a 3D shape in a single step. However, humans tend to describe shapes recursively-we may start with an initial description and progressively add details based on intermediate results. To capture this recursive process, we introduce a method to generate a 3D shape distribution, conditioned on an initial phrase, that gradually evolves as more phrases are added. Since existing datasets are insufficient for training this approach, we present Text2Shape++, a large dataset of 369K shape-text pairs that supports recursive shape generation. To capture local details that are often used to refine shape descriptions, we build on top of vector-quantized deep implicit functions that generate a distribution of high-quality shapes. Results show that our method can generate shapes consistent with text descriptions, and shapes evolve gradually as more phrases are added. Our method supports shape editing, extrapolation, and can enable new applications in human-machine collaboration for creative design.

11.3GRJun 17, 2022Code
Unsupervised Kinematic Motion Detection for Part-segmented 3D Shape Collections

Xianghao Xu, Yifan Ruan, Srinath Sridhar et al. · stanford

3D models of manufactured objects are important for populating virtual worlds and for synthetic data generation for vision and robotics. To be most useful, such objects should be articulated: their parts should move when interacted with. While articulated object datasets exist, creating them is labor-intensive. Learning-based prediction of part motions can help, but all existing methods require annotated training data. In this paper, we present an unsupervised approach for discovering articulated motions in a part-segmented 3D shape collection. Our approach is based on a concept we call category closure: any valid articulation of an object's parts should keep the object in the same semantic category (e.g. a chair stays a chair). We operationalize this concept with an algorithm that optimizes a shape's part motion parameters such that it can transform into other shapes in the collection. We evaluate our approach by using it to re-discover part motions from the PartNet-Mobility dataset. For almost all shape categories, our method's predicted motion parameters have low error with respect to ground truth annotations, outperforming two supervised motion prediction methods.

8.4CVMar 3, 2023
Unsupervised 3D Shape Reconstruction by Part Retrieval and Assembly

Xianghao Xu, Paul Guerrero, Matthew Fisher et al.

Representing a 3D shape with a set of primitives can aid perception of structure, improve robotic object manipulation, and enable editing, stylization, and compression of 3D shapes. Existing methods either use simple parametric primitives or learn a generative shape space of parts. Both have limitations: parametric primitives lead to coarse approximations, while learned parts offer too little control over the decomposition. We instead propose to decompose shapes using a library of 3D parts provided by the user, giving full control over the choice of parts. The library can contain parts with high-quality geometry that are suitable for a given category, resulting in meaningful decompositions with clean geometry. The type of decomposition can also be controlled through the choice of parts in the library. Our method works via a self-supervised approach that iteratively retrieves parts from the library and refines their placements. We show that this approach gives higher reconstruction accuracy and more desirable decompositions than existing approaches. Additionally, we show how the decomposition can be controlled through the part library by using different part libraries to reconstruct the same shapes.

11.6CVSep 26, 2023Code
Improving Unsupervised Visual Program Inference with Code Rewriting Families

Aditya Ganeshan, R. Kenny Jones, Daniel Ritchie

Programs offer compactness and structure that makes them an attractive representation for visual data. We explore how code rewriting can be used to improve systems for inferring programs from visual data. We first propose Sparse Intermittent Rewrite Injection (SIRI), a framework for unsupervised bootstrapped learning. SIRI sparsely applies code rewrite operations over a dataset of training programs, injecting the improved programs back into the training set. We design a family of rewriters for visual programming domains: parameter optimization, code pruning, and code grafting. For three shape programming languages in 2D and 3D, we show that using SIRI with our family of rewriters improves performance: better reconstructions and faster convergence rates, compared with bootstrapped learning methods that do not use rewriters or use them naively. Finally, we demonstrate that our family of rewriters can be effectively used at test time to improve the output of SIRI predictions. For 2D and 3D CSG, we outperform or match the reconstruction performance of recent domain-specific neural architectures, while producing more parsimonious programs that use significantly fewer primitives.

5.7CVJun 7, 2022Code
SHRED: 3D Shape Region Decomposition with Learned Local Operations

R. Kenny Jones, Aalia Habib, Daniel Ritchie

We present SHRED, a method for 3D SHape REgion Decomposition. SHRED takes a 3D point cloud as input and uses learned local operations to produce a segmentation that approximates fine-grained part instances. We endow SHRED with three decomposition operations: splitting regions, fixing the boundaries between regions, and merging regions together. Modules are trained independently and locally, allowing SHRED to generate high-quality segmentations for categories not seen during training. We train and evaluate SHRED with fine-grained segmentations from PartNet; using its merge-threshold hyperparameter, we show that SHRED produces segmentations that better respect ground-truth annotations compared with baseline methods, at any desired decomposition granularity. Finally, we demonstrate that SHRED is useful for downstream applications, out-performing all baselines on zero-shot fine-grained part instance segmentation and few-shot fine-grained semantic segmentation when combined with methods that learn to label shape regions.

3.3GRDec 9, 2025
Residual Primitive Fitting of 3D Shapes with SuperFrusta

Aditya Ganeshan, Matheus Gadelha, Thibault Groueix et al.

We introduce a framework for converting 3D shapes into compact and editable assemblies of analytic primitives, directly addressing the persistent trade-off between reconstruction fidelity and parsimony. Our approach combines two key contributions: a novel primitive, termed SuperFrustum, and an iterative fiting algorithm, Residual Primitive Fitting (ResFit). SuperFrustum is an analytical primitive that is simultaneously (1) expressive, being able to model various common solids such as cylinders, spheres, cones & their tapered and bent forms, (2) editable, being compactly parameterized with 8 parameters, and (3) optimizable, with a sign distance field differentiable w.r.t. its parameters almost everywhere. ResFit is an unsupervised procedure that interleaves global shape analysis with local optimization, iteratively fitting primitives to the unexplained residual of a shape to discover a parsimonious yet accurate decompositions for each input shape. On diverse 3D benchmarks, our method achieves state-of-the-art results, improving IoU by over 9 points while using nearly half as many primitives as prior work. The resulting assemblies bridge the gap between dense 3D data and human-controllable design, producing high-fidelity and editable shape programs.

23.8CVFeb 5, 2024
Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases

Rio Aguina-Kang, Maxim Gumin, Do Heon Han et al.

We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.

20.9CVDec 5, 2024
GigaHands: A Massive Annotated Dataset of Bimanual Hand Activities

Rao Fu, Dingxi Zhang, Alex Jiang et al. · stanford

Understanding bimanual human hand activities is a critical problem in AI and robotics. We cannot build large models of bimanual activities because existing datasets lack the scale, coverage of diverse hand activities, and detailed annotations. We introduce GigaHands, a massive annotated dataset capturing 34 hours of bimanual hand activities from 56 subjects and 417 objects, totaling 14k motion clips derived from 183 million frames paired with 84k text annotations. Our markerless capture setup and data acquisition protocol enable fully automatic 3D hand and object estimation while minimizing the effort required for text annotation. The scale and diversity of GigaHands enable broad applications, including text-driven action synthesis, hand motion captioning, and dynamic radiance field reconstruction. Our website are avaliable at https://ivl.cs.brown.edu/research/gigahands.html .

2.0CVDec 17, 2024
Pattern Analogies: Learning to Perform Programmatic Image Edits by Analogy

Aditya Ganeshan, Thibault Groueix, Paul Guerrero et al.

Pattern images are everywhere in the digital and physical worlds, and tools to edit them are valuable. But editing pattern images is tricky: desired edits are often programmatic: structure-aware edits that alter the underlying program which generates the pattern. One could attempt to infer this underlying program, but current methods for doing so struggle with complex images and produce unorganized programs that make editing tedious. In this work, we introduce a novel approach to perform programmatic edits on pattern images. By using a pattern analogy -- a pair of simple patterns to demonstrate the intended edit -- and a learning-based generative model to execute these edits, our method allows users to intuitively edit patterns. To enable this paradigm, we introduce SplitWeave, a domain-specific language that, combined with a framework for sampling synthetic pattern analogies, enables the creation of a large, high-quality synthetic training dataset. We also present TriFuser, a Latent Diffusion Model (LDM) designed to overcome critical issues that arise when naively deploying LDMs to this task. Extensive experiments on real-world, artist-sourced patterns reveals that our method faithfully performs the demonstrated edit while also generalizing to related pattern styles beyond its training distribution.

2.0CVOct 19, 2024
CLIPtortionist: Zero-shot Text-driven Deformation for Manufactured 3D Shapes

Xianghao Xu, Srinath Sridhar, Daniel Ritchie · stanford

We propose a zero-shot text-driven 3D shape deformation system that deforms an input 3D mesh of a manufactured object to fit an input text description. To do this, our system optimizes the parameters of a deformation model to maximize an objective function based on the widely used pre-trained vision language model CLIP. We find that CLIP-based objective functions exhibit many spurious local optima; to circumvent them, we parameterize deformations using a novel deformation model called BoxDefGraph which our system automatically computes from an input mesh, the BoxDefGraph is designed to capture the object aligned rectangular/circular geometry features of most manufactured objects. We then use the CMA-ES global optimization algorithm to maximize our objective, which we find to work better than popular gradient-based optimizers. We demonstrate that our approach produces appealing results and outperforms several baselines.

10.5CVJun 4, 2024Code
Learning to Edit Visual Programs with Self-Supervision

R. Kenny Jones, Renhao Zhang, Aditya Ganeshan et al.

We design a system that learns how to edit visual programs. Our edit network consumes a complete input program and a visual target. From this input, we task our network with predicting a local edit operation that could be applied to the input program to improve its similarity to the target. In order to apply this scheme for domains that lack program annotations, we develop a self-supervised learning approach that integrates this edit network into a bootstrapped finetuning loop along with a network that predicts entire programs in one-shot. Our joint finetuning scheme, when coupled with an inference procedure that initializes a population from the one-shot model and evolves members of this population with the edit network, helps to infer more accurate visual programs. Over multiple domains, we experimentally compare our method against the alternative of using only the one-shot model, and find that even under equal search-time budgets, our editing-based paradigm provides significant advantages.

25.7HCFeb 13, 2022
StoryBuddy: A Human-AI Collaborative Chatbot for Parent-Child Interactive Storytelling with Flexible Parental Involvement

Zheng Zhang, Ying Xu, Yanhao Wang et al.

Despite its benefits for children's skill development and parent-child bonding, many parents do not often engage in interactive storytelling by having story-related dialogues with their child due to limited availability or challenges in coming up with appropriate questions. While recent advances made AI generation of questions from stories possible, the fully-automated approach excludes parent involvement, disregards educational goals, and underoptimizes for child engagement. Informed by need-finding interviews and participatory design (PD) results, we developed StoryBuddy, an AI-enabled system for parents to create interactive storytelling experiences. StoryBuddy's design highlighted the need for accommodating dynamic user needs between the desire for parent involvement and parent-child bonding and the goal of minimizing parent intervention when busy. The PD revealed varied assessment and educational goals of parents, which StoryBuddy addressed by supporting configuring question types and tracking child progress. A user study validated StoryBuddy's usability and suggested design insights for future parent-AI collaboration systems.

4.3GRDec 13, 2021
Learning Body-Aware 3D Shape Generative Models

Bryce Blinn, Alexander Ding, R. Kenny Jones et al.

The shape of many objects in the built environment is dictated by their relationships to the human body: how will a person interact with this object? Existing data-driven generative models of 3D shapes produce plausible objects but do not reason about the relationship of those objects to the human body. In this paper, we learn body-aware generative models of 3D shapes. Specifically, we train generative models of chairs, an ubiquitous shape category, which can be conditioned on a given body shape or sitting pose. The body-shape-conditioned models produce chairs which will be comfortable for a person with the given body shape; the pose-conditioned models produce chairs which accommodate the given sitting pose. To train these models, we define a "sitting pose matching" metric and a novel "sitting comfort" metric. Calculating these metrics requires an expensive optimization to sit the body into the chair, which is too slow to be used as a loss function for training a generative model. Thus, we train neural networks to efficiently approximate these metrics. We use our approach to train three body-aware generative shape models: a structured part-based generator, a point cloud generator, and an implicit surface generator. In all cases, our approach produces models which adapt their output chair shapes to input human body specifications.

6.6GRDec 1, 2021
The Shape Part Slot Machine: Contact-based Reasoning for Generating 3D Shapes from Parts

Kai Wang, Paul Guerrero, Vladimir Kim et al.

We present the Shape Part Slot Machine, a new method for assembling novel 3D shapes from existing parts by performing contact-based reasoning. Our method represents each shape as a graph of ``slots,'' where each slot is a region of contact between two shape parts. Based on this representation, we design a graph-neural-network-based model for generating new slot graphs and retrieving compatible parts, as well as a gradient-descent-based optimization scheme for assembling the retrieved parts into a complete shape that respects the generated slot graph. This approach does not require any semantic part labels; interestingly, it also does not require complete part geometries -- reasoning about the slots proves sufficient to generate novel, high-quality 3D shapes. We demonstrate that our method generates shapes that outperform existing modeling-by-assembly approaches regarding quality, diversity, and structural complexity.

8.7CVOct 15, 2021
Learning to Infer Kinematic Hierarchies for Novel Object Instances

Hameed Abdul-Rashid, Miles Freeman, Ben Abbatematteo et al.

Manipulating an articulated object requires perceiving itskinematic hierarchy: its parts, how each can move, and howthose motions are coupled. Previous work has explored per-ception for kinematics, but none infers a complete kinematichierarchy on never-before-seen object instances, without relyingon a schema or template. We present a novel perception systemthat achieves this goal. Our system infers the moving parts ofan object and the kinematic couplings that relate them. Toinfer parts, it uses a point cloud instance segmentation neuralnetwork and to infer kinematic hierarchies, it uses a graphneural network to predict the existence, direction, and typeof edges (i.e. joints) that relate the inferred parts. We trainthese networks using simulated scans of synthetic 3D models.We evaluate our system on simulated scans of 3D objects, andwe demonstrate a proof-of-concept use of our system to drivereal-world robotic manipulation.

5.8CVDec 6, 2020Code
Shape From Tracing: Towards Reconstructing 3D Object Geometry and SVBRDF Material from Images via Differentiable Path Tracing

Purvi Goel, Loudon Cohen, James Guesman et al.

Reconstructing object geometry and material from multiple views typically requires optimization. Differentiable path tracing is an appealing framework as it can reproduce complex appearance effects. However, it is difficult to use due to high computational cost. In this paper, we explore how to use differentiable ray tracing to refine an initial coarse mesh and per-mesh-facet material representation. In simulation, we find that it is possible to reconstruct fine geometric and material detail from low resolution input views, allowing high-quality reconstructions in a few hours despite the expense of path tracing. The reconstructions successfully disambiguate shading, shadow, and global illumination effects such as diffuse interreflection from material properties. We demonstrate the impact of different geometry initializations, including space carving, multi-view stereo, and 3D neural networks. Finally, with input captured using smartphone video and a consumer 360? camera for lighting estimation, we also show how to refine initial reconstructions of real-world objects in unconstrained environments.