CVMar 24, 2022Code
Global Tracking TransformersXingyi Zhou, Tianwei Yin, Vladlen Koltun et al.
We present a novel transformer-based architecture for global multi-object tracking. Our network takes a short sequence of frames as input and produces global trajectories for all objects. The core component is a global tracking transformer that operates on objects from all frames in the sequence. The transformer encodes object features from all frames, and uses trajectory queries to group them into trajectories. The trajectory queries are object features from a single frame and naturally produce unique trajectories. Our global tracking transformer does not require intermediate pairwise grouping or combinatorial association, and can be jointly trained with an object detector. It achieves competitive performance on the popular MOT17 benchmark, with 75.3 MOTA and 59.1 HOTA. More importantly, our framework seamlessly integrates into state-of-the-art large-vocabulary detectors to track any objects. Experiments on the challenging TAO dataset show that our framework consistently improves upon baselines that are based on pairwise association, outperforming published works by a significant 7.7 tracking mAP. Code is available at https://github.com/xingyizhou/GTR.
LGOct 12, 2022Code
Guaranteed Conservation of Momentum for Learning Particle-based Fluid DynamicsLukas Prantl, Benjamin Ummenhofer, Vladlen Koltun et al.
We present a novel method for guaranteeing linear momentum in learned physics simulations. Unlike existing methods, we enforce conservation of momentum with a hard constraint, which we realize via antisymmetrical continuous convolutional layers. We combine these strict constraints with a hierarchical network architecture, a carefully constructed resampling scheme, and a training approach for temporal coherence. In combination, the proposed method allows us to increase the physical accuracy of the learned simulator substantially. In addition, the induced physical bias leads to significantly better generalization performance and makes our method more reliable in unseen test cases. We evaluate our method on a range of different, challenging fluid scenarios. Among others, we demonstrate that our approach generalizes to new scenarios with up to one million particles. Our results show that the proposed algorithm can learn complex dynamics while outperforming existing approaches in generalization and training performance. An implementation of our approach is available at https://github.com/tum-pbs/DMCF.
CVMar 21, 2023Code
Monocular Visual-Inertial Depth EstimationDiana Wofk, René Ranftl, Matthias Müller et al.
We present a visual-inertial depth estimation pipeline that integrates monocular depth estimation and visual-inertial odometry to produce dense depth estimates with metric scale. Our approach performs global scale and shift alignment against sparse metric depth, followed by learning-based dense alignment. We evaluate on the TartanAir and VOID datasets, observing up to 30% reduction in inverse RMSE with dense scale alignment relative to performing just global alignment alone. Our approach is especially competitive at low density; with just 150 sparse metric depth points, our dense-to-dense depth alignment method achieves over 50% lower iRMSE over sparse-to-dense depth completion by KBNet, currently the state of the art on VOID. We demonstrate successful zero-shot transfer from synthetic TartanAir to real-world VOID data and perform generalization tests on NYUv2 and VCU-RVI. Our approach is modular and is compatible with a variety of monocular depth estimation models. Video: https://youtu.be/IMwiKwSpshQ Code: https://github.com/isl-org/VI-Depth
ROOct 17, 2023
Reaching the Limit in Autonomous Racing: Optimal Control versus Reinforcement LearningYunlong Song, Angel Romero, Matthias Mueller et al.
A central question in robotics is how to design a control system for an agile mobile robot. This paper studies this question systematically, focusing on a challenging setting: autonomous drone racing. We show that a neural network controller trained with reinforcement learning (RL) outperformed optimal control (OC) methods in this setting. We then investigated which fundamental factors have contributed to the success of RL or have limited OC. Our study indicates that the fundamental advantage of RL over OC is not that it optimizes its objective better but that it optimizes a better objective. OC decomposes the problem into planning and control with an explicit intermediate representation, such as a trajectory, that serves as an interface. This decomposition limits the range of behaviors that can be expressed by the controller, leading to inferior control performance when facing unmodeled effects. In contrast, RL can directly optimize a task-level objective and can leverage domain randomization to cope with model uncertainty, allowing the discovery of more robust control responses. Our findings allowed us to push an agile drone to its maximum performance, achieving a peak acceleration greater than 12 times the gravitational acceleration and a peak velocity of 108 kilometers per hour. Our policy achieved superhuman control within minutes of training on a standard workstation. This work presents a milestone in agile robotics and sheds light on the role of RL and OC in robot control.
CVApr 8, 2022
Dancing under the stars: video denoising in starlightKristina Monakhova, Stephan R. Richter, Laura Waller et al.
Imaging in low light is extremely challenging due to low photon counts. Using sensitive CMOS cameras, it is currently possible to take videos at night under moonlight (0.05-0.3 lux illumination). In this paper, we demonstrate photorealistic video under starlight (no moon present, $<$0.001 lux) for the first time. To enable this, we develop a GAN-tuned physics-based noise model to more accurately represent camera noise at the lowest light levels. Using this noise model, we train a video denoiser using a combination of simulated noisy video clips and real noisy still images. We capture a 5-10 fps video dataset with significant motion at approximately 0.6-0.7 millilux with no active illumination. Comparing against alternative methods, we achieve improved video quality at the lowest light levels, demonstrating photorealistic video denoising in starlight for the first time.
LGMay 3, 2022
Differentiable Simulation of Soft Multi-body SystemsYi-Ling Qiao, Junbang Liang, Vladlen Koltun et al.
We present a method for differentiable simulation of soft articulated bodies. Our work enables the integration of differentiable physical dynamics into gradient-based pipelines. We develop a top-down matrix assembly algorithm within Projective Dynamics and derive a generalized dry friction model for soft continuum using a new matrix splitting strategy. We derive a differentiable control framework for soft articulated bodies driven by muscles, joint torques, or pneumatic tubes. The experiments demonstrate that our designs make soft body simulation more stable and realistic compared to other frameworks. Our method accelerates the solution of system identification problems by more than an order of magnitude, and enables efficient gradient-based learning of motion control with soft robots.
LGAug 30, 2023
Domain Generalization without Excess Empirical RiskOzan Sener, Vladlen Koltun
Given data from diverse sets of distinct distributions, domain generalization aims to learn models that generalize to unseen distributions. A common approach is designing a data-driven surrogate penalty to capture generalization and minimize the empirical risk jointly with the penalty. We argue that a significant failure mode of this recipe is an excess risk due to an erroneous penalty or hardness in joint optimization. We present an approach that eliminates this problem. Instead of jointly minimizing empirical risk with the penalty, we minimize the penalty under the constraint of optimality of the empirical risk. This change guarantees that the domain generalization penalty cannot impair optimization of the empirical risk, i.e., in-distribution performance. To solve the proposed optimization problem, we demonstrate an exciting connection to rate-distortion theory and utilize its tools to design an efficient method. Our approach can be applied to any penalty-based domain generalization method, and we demonstrate its effectiveness by applying it to three examplar methods from the literature, showing significant improvements.
CVApr 18, 2022
Unsupervised Contrastive Domain Adaptation for Semantic SegmentationFeihu Zhang, Vladlen Koltun, Philip Torr et al.
Semantic segmentation models struggle to generalize in the presence of domain shift. In this paper, we introduce contrastive learning for feature alignment in cross-domain adaptation. We assemble both in-domain contrastive pairs and cross-domain contrastive pairs to learn discriminative features that align across domains. Based on the resulting well-aligned feature representations we introduce a label expansion approach that is able to discover samples from hard classes during the adaptation process to further boost performance. The proposed approach consistently outperforms state-of-the-art methods for domain adaptation. It achieves 60.2% mIoU on the Cityscapes dataset when training on the synthetic GTA5 dataset together with unlabeled Cityscapes images.
CVOct 12, 2022
Improving information retention in large scale online continual learningZhipeng Cai, Vladlen Koltun, Ozan Sener
Given a stream of data sampled from non-stationary distributions, online continual learning (OCL) aims to adapt efficiently to new data while retaining existing knowledge. The typical approach to address information retention (the ability to retain previous knowledge) is keeping a replay buffer of a fixed size and computing gradients using a mixture of new data and the replay buffer. Surprisingly, the recent work (Cai et al., 2021) suggests that information retention remains a problem in large scale OCL even when the replay buffer is unlimited, i.e., the gradients are computed using all past data. This paper focuses on this peculiarity to understand and address information retention. To pinpoint the source of this problem, we theoretically show that, given limited computation budgets at each time step, even without strict storage limit, naively applying SGD with constant or constantly decreasing learning rates fails to optimize information retention in the long term. We propose using a moving average family of methods to improve optimization for non-stationary objectives. Specifically, we design an adaptive moving average (AMA) optimizer and a moving-average-based learning rate schedule (MALR). We demonstrate the effectiveness of AMA+MALR on large-scale benchmarks, including Continual Localization (CLOC), Google Landmarks, and ImageNet. Code will be released upon publication.
CVDec 11, 2025Code
Sharp Monocular View Synthesis in Less Than a SecondLars Mescheder, Wei Dong, Shiwei Li et al.
We present SHARP, an approach to photorealistic view synthesis from a single image. Given a single photograph, SHARP regresses the parameters of a 3D Gaussian representation of the depicted scene. This is done in less than a second on a standard GPU via a single feedforward pass through a neural network. The 3D Gaussian representation produced by SHARP can then be rendered in real time, yielding high-resolution photorealistic images for nearby views. The representation is metric, with absolute scale, supporting metric camera movements. Experimental results demonstrate that SHARP delivers robust zero-shot generalization across datasets. It sets a new state of the art on multiple datasets, reducing LPIPS by 25-34% and DISTS by 21-43% versus the best prior model, while lowering the synthesis time by three orders of magnitude. Code and weights are provided at https://github.com/apple/ml-sharp
CVApr 16, 2025Code
CoMotion: Concurrent Multi-person 3D MotionAlejandro Newell, Peiyun Hu, Lahav Lipson et al.
We introduce an approach for detecting and tracking detailed 3D poses of multiple people from a single monocular camera stream. Our system maintains temporally coherent predictions in crowded scenes filled with difficult poses and occlusions. Our model performs both strong per-frame detection and a learned pose update to track people from frame to frame. Rather than match detections across time, poses are updated directly from a new input image, which enables online tracking through occlusion. We train on numerous image and video datasets leveraging pseudo-labeled annotations to produce a model that matches state-of-the-art systems in 3D pose estimation accuracy while being faster and more accurate in tracking multiple people through time. Code and weights are provided at https://github.com/apple/ml-comotion
96.2CVMay 10
Do multimodal models imagine electric sheep?Santhosh Kumar Ramakrishnan, Carl Vondrick, Raja Giryes et al.
Yes. We find that large multimodal models develop mental imagery when solving spatial puzzles, and they do imagine sheep when solving sheep puzzles. We fine-tune a Qwen3.5 VLM to solve twelve diverse visual reasoning tasks -- including tangram, jigsaw, sokoban, 3D mental rotation, and rush hour -- that require understanding geometry, spatial relationships, and the consequences of actions. By supervising the model to predict the open-loop sequence of actions to solve a puzzle from an initial state, we show that the model's activations after each action encode meaningful visual information about the intermediate state. This finding suggests that an imperfect visual world model begins to form as a byproduct of learning to select correct actions, in the absence of any explicit visual supervision. Building on this observation, we propose two ways to sharpen and use the mental images formed by the model. We find that integrating as few as sixteen visual tokens per step into the chain of thought improves the average solve rate from 83% to 89%, with particularly strong gains on reasoning-heavy tasks such as jigsaw and 3D mental rotation.
LGNov 16, 2024Code
Conformation Generation using Transformer FlowsSohil Atul Shah, Vladlen Koltun
Estimating three-dimensional conformations of a molecular graph allows insight into the molecule's biological and chemical functions. Fast generation of valid conformations is thus central to molecular modeling. Recent advances in graph-based deep networks have accelerated conformation generation from hours to seconds. However, current network architectures do not scale well to large molecules. Here we present ConfFlow, a flow-based model for conformation generation based on transformer networks. In contrast with existing approaches, ConfFlow directly samples in the coordinate space without enforcing any explicit physical constraints. The generative procedure is highly interpretable and is akin to force field updates in molecular dynamics simulation. When applied to the generation of large molecule conformations, ConfFlow improve accuracy by up to $40\%$ relative to state-of-the-art learning-based methods. The source code is made available at https://github.com/IntelLabs/ConfFlow.
ROMay 13, 2024Code
OpenBot-Fleet: A System for Collective Learning with Real RobotsMatthias Müller, Samarth Brahmbhatt, Ankur Deka et al.
We introduce OpenBot-Fleet, a comprehensive open-source cloud robotics system for navigation. OpenBot-Fleet uses smartphones for sensing, local compute and communication, Google Firebase for secure cloud storage and off-board compute, and a robust yet low-cost wheeled robot toact in real-world environments. The robots collect task data and upload it to the cloud where navigation policies can be learned either offline or online and can then be sent back to the robot fleet. In our experiments we distribute 72 robots to a crowd of workers who operate them in homes, and show that OpenBot-Fleet can learn robust navigation policies that generalize to unseen homes with >80% success rate. OpenBot-Fleet represents a significant step forward in cloud robotics, making it possible to deploy large continually learning robot fleets in a cost-effective and scalable manner. All materials can be found at https://www.openbot.org. A video is available at https://youtu.be/wiv2oaDgDi8
CVMay 16, 2023Code
Online Continual Learning Without the Storage ConstraintAmeya Prabhu, Zhipeng Cai, Puneet Dokania et al.
Traditional online continual learning (OCL) research has primarily focused on mitigating catastrophic forgetting with fixed and limited storage allocation throughout an agent's lifetime. However, a broad range of real-world applications are primarily constrained by computational costs rather than storage limitations. In this paper, we target such applications, investigating the online continual learning problem under relaxed storage constraints and limited computational budgets. We contribute a simple algorithm, which updates a kNN classifier continually along with a fixed, pretrained feature extractor. We selected this algorithm due to its exceptional suitability for online continual learning. It can adapt to rapidly changing streams, has zero stability gap, operates within tiny computational budgets, has low storage requirements by only storing features, and has a consistency property: It never forgets previously seen data. These attributes yield significant improvements, allowing our proposed algorithm to outperform existing methods by over 20% in accuracy on two large-scale OCL datasets: Continual LOCalization (CLOC) with 39M images and 712 classes and Continual Google Landmarks V2 (CGLM) with 580K images and 10,788 classes, even when existing methods retain all previously seen images. Furthermore, we achieve this superior performance with considerably reduced computational and storage expenses. We provide code to reproduce our results at github.com/drimpossible/ACM.
CVJan 10, 2022Code
Language-driven Semantic SegmentationBoyi Li, Kilian Q. Weinberger, Serge Belongie et al.
We present LSeg, a novel model for language-driven semantic image segmentation. LSeg uses a text encoder to compute embeddings of descriptive input labels (e.g., "grass" or "building") together with a transformer-based image encoder that computes dense per-pixel embeddings of the input image. The image encoder is trained with a contrastive objective to align pixel embeddings to the text embedding of the corresponding semantic class. The text embeddings provide a flexible label representation in which semantically similar labels map to similar regions in the embedding space (e.g., "cat" and "furry"). This allows LSeg to generalize to previously unseen categories at test time, without retraining or even requiring a single additional training sample. We demonstrate that our approach achieves highly competitive zero-shot performance compared to existing zero- and few-shot semantic segmentation methods, and even matches the accuracy of traditional segmentation algorithms when a fixed label set is provided. Code and demo are available at https://github.com/isl-org/lang-seg.
CVDec 21, 2021Code
Shape from Polarization for Complex Scenes in the WildChenyang Lei, Chenyang Qi, Jiaxin Xie et al.
We present a new data-driven approach with physics-based priors to scene-level normal estimation from a single polarization image. Existing shape from polarization (SfP) works mainly focus on estimating the normal of a single object rather than complex scenes in the wild. A key barrier to high-quality scene-level SfP is the lack of real-world SfP data in complex scenes. Hence, we contribute the first real-world scene-level SfP dataset with paired input polarization images and ground-truth normal maps. Then we propose a learning-based framework with a multi-head self-attention module and viewing encoding, which is designed to handle increasing polarization ambiguities caused by complex materials and non-orthographic projection in scene-level SfP. Our trained model can be generalized to far-field outdoor scenes as the relationship between polarized light and surface normals is not affected by distance. Experimental results demonstrate that our approach significantly outperforms existing SfP models on two datasets. Our dataset and source code will be publicly available at https://github.com/ChenyangLEI/sfp-wild
CVOct 14, 2021Code
Non-deep NetworksAnkit Goyal, Alexey Bochkovskiy, Jia Deng et al.
Depth is the hallmark of deep neural networks. But more depth means more sequential computation and higher latency. This begs the question -- is it possible to build high-performing "non-deep" neural networks? We show that it is. To do so, we use parallel subnetworks instead of stacking one layer after another. This helps effectively reduce depth while maintaining high performance. By utilizing parallel substructures, we show, for the first time, that a network with a depth of just 12 can achieve top-1 accuracy over 80% on ImageNet, 96% on CIFAR10, and 81% on CIFAR100. We also show that a network with a low-depth (12) backbone can achieve an AP of 48% on MS-COCO. We analyze the scaling rules for our design and show how to increase performance without changing the network's depth. Finally, we provide a proof of concept for how non-deep networks could be used to build low-latency recognition systems. Code is available at https://github.com/imankgoyal/NonDeepNetworks.
CVOct 1, 2021Code
ASH: A Modern Framework for Parallel Spatial Hashing in 3D PerceptionWei Dong, Yixing Lao, Michael Kaess et al.
We present ASH, a modern and high-performance framework for parallel spatial hashing on GPU. Compared to existing GPU hash map implementations, ASH achieves higher performance, supports richer functionality, and requires fewer lines of code (LoC) when used for implementing spatially varying operations from volumetric geometry reconstruction to differentiable appearance reconstruction. Unlike existing GPU hash maps, the ASH framework provides a versatile tensor interface, hiding low-level details from the users. In addition, by decoupling the internal hashing data structures and key-value data in buffers, we offer direct access to spatially varying data via indices, enabling seamless integration to modern libraries such as PyTorch. To achieve this, we 1) detach stored key-value data from the low-level hash map implementation; 2) bridge the pointer-first low level data structures to index-first high-level tensor interfaces via an index heap; 3) adapt both generic and non-generic integer-only hash map implementations as backends to operate on multi-dimensional keys. We first profile our hash map against state-of-the-art hash maps on synthetic data to show the performance gain from this architecture. We then show that ASH can consistently achieve higher performance on various large-scale 3D perception tasks with fewer LoC by showcasing several applications, including 1) point cloud voxelization, 2) retargetable volumetric scene reconstruction, 3) non-rigid point cloud registration and volumetric deformation, and 4) spatially varying geometry and appearance refinement. ASH and its example applications are open sourced in Open3D (http://www.open3d.org).
LGAug 20, 2021Code
Online Continual Learning with Natural Distribution Shifts: An Empirical Study with Visual DataZhipeng Cai, Ozan Sener, Vladlen Koltun
Continual learning is the problem of learning and retaining knowledge through time over multiple tasks and environments. Research has primarily focused on the incremental classification setting, where new tasks/classes are added at discrete time intervals. Such an "offline" setting does not evaluate the ability of agents to learn effectively and efficiently, since an agent can perform multiple learning epochs without any time limitation when a task is added. We argue that "online" continual learning, where data is a single continuous stream without task boundaries, enables evaluating both information retention and online learning efficacy. In online continual learning, each incoming small batch of data is first used for testing and then added to the training set, making the problem truly online. Trained models are later evaluated on historical data to assess information retention. We introduce a new benchmark for online continual visual learning that exhibits large scale and natural distribution shifts. Through a large-scale analysis, we identify critical and previously unobserved phenomena of gradient-based optimization in continual learning, and propose effective strategies for improving gradient-based online continual learning with real data. The source code and dataset are available in: https://github.com/IntelLabs/continuallearning.
LGJul 17, 2021Code
Megaverse: Simulating Embodied Agents at One Million Experiences per SecondAleksei Petrenko, Erik Wijmans, Brennan Shacklett et al.
We present Megaverse, a new 3D simulation platform for reinforcement learning and embodied AI research. The efficient design of our engine enables physics-based simulation with high-dimensional egocentric observations at more than 1,000,000 actions per second on a single 8-GPU node. Megaverse is up to 70x faster than DeepMind Lab in fully-shaded 3D scenes with interactive objects. We achieve this high simulation performance by leveraging batched simulation, thereby taking full advantage of the massive parallelism of modern GPUs. We use Megaverse to build a new benchmark that consists of several single-agent and multi-agent tasks covering a variety of cognitive challenges. We evaluate model-free RL on this benchmark to provide baselines and facilitate future research. The source code is available at https://www.megaverse.info
LGJun 28, 2021Code
Stabilizing Equilibrium Models by Jacobian RegularizationShaojie Bai, Vladlen Koltun, J. Zico Kolter
Deep equilibrium networks (DEQs) are a new class of models that eschews traditional depth in favor of finding the fixed point of a single nonlinear layer. These models have been shown to achieve performance competitive with the state-of-the-art deep networks while using significantly less memory. Yet they are also slower, brittle to architectural choices, and introduce potential instability to the model. In this paper, we propose a regularization scheme for DEQ models that explicitly regularizes the Jacobian of the fixed-point update equations to stabilize the learning of equilibrium models. We show that this regularization adds only minimal computational cost, significantly stabilizes the fixed-point convergence in both forward and backward passes, and scales well to high-dimensional, realistic domains (e.g., WikiText-103 language modeling and ImageNet classification). Using this method, we demonstrate, for the first time, an implicit-depth model that runs with approximately the same speed and level of performance as popular conventional deep networks such as ResNet-101, while still maintaining the constant memory footprint and architectural simplicity of DEQs. Code is available at https://github.com/locuslab/deq .
CVMar 24, 2021Code
Vision Transformers for Dense PredictionRené Ranftl, Alexey Bochkovskiy, Vladlen Koltun
We introduce dense vision transformers, an architecture that leverages vision transformers in place of convolutional networks as a backbone for dense prediction tasks. We assemble tokens from various stages of the vision transformer into image-like representations at various resolutions and progressively combine them into full-resolution predictions using a convolutional decoder. The transformer backbone processes representations at a constant and relatively high resolution and has a global receptive field at every stage. These properties allow the dense vision transformer to provide finer-grained and more globally coherent predictions when compared to fully-convolutional networks. Our experiments show that this architecture yields substantial improvements on dense prediction tasks, especially when a large amount of training data is available. For monocular depth estimation, we observe an improvement of up to 28% in relative performance when compared to a state-of-the-art fully-convolutional network. When applied to semantic segmentation, dense vision transformers set a new state of the art on ADE20K with 49.02% mIoU. We further show that the architecture can be fine-tuned on smaller datasets such as NYUv2, KITTI, and Pascal Context where it also sets the new state of the art. Our models are available at https://github.com/intel-isl/DPT.
LGMar 12, 2021Code
Large Batch Simulation for Deep Reinforcement LearningBrennan Shacklett, Erik Wijmans, Aleksei Petrenko et al.
We accelerate deep reinforcement learning-based training in visually complex 3D environments by two orders of magnitude over prior work, realizing end-to-end training speeds of over 19,000 frames of experience per second on a single GPU and up to 72,000 frames per second on a single eight-GPU machine. The key idea of our approach is to design a 3D renderer and embodied navigation simulator around the principle of "batch simulation": accepting and executing large batches of requests simultaneously. Beyond exposing large amounts of work at once, batch simulation allows implementations to amortize in-memory storage of scene assets, rendering work, data loading, and synchronization costs across many simulation requests, dramatically improving the number of simulated agents per GPU and overall simulation throughput. To balance DNN inference and training costs with faster simulation, we also build a computationally efficient policy DNN that maintains high task performance, and modify training algorithms to maintain sample efficiency when training with large mini-batches. By combining batch simulation and DNN performance optimizations, we demonstrate that PointGoal navigation agents can be trained in complex 3D environments on a single GPU in 1.5 days to 97% of the accuracy of agents trained on a prior state-of-the-art system using a 64-GPU cluster over three days. We provide open-source reference implementations of our batch 3D renderer and simulator to facilitate incorporation of these ideas into RL systems.
CVFeb 25, 2021Code
Simple multi-dataset detectionXingyi Zhou, Vladlen Koltun, Philipp Krähenbühl
How do we build a general and broad object detection system? We use all labels of all concepts ever annotated. These labels span diverse datasets with potentially inconsistent taxonomies. In this paper, we present a simple method for training a unified detector on multiple large-scale datasets. We use dataset-specific training protocols and losses, but share a common detection architecture with dataset-specific outputs. We show how to automatically integrate these dataset-specific outputs into a common semantic taxonomy. In contrast to prior work, our approach does not require manual taxonomy reconciliation. Experiments show our learned taxonomy outperforms a expert-designed taxonomy in all datasets. Our multi-dataset detector performs as well as dataset-specific models on each training domain, and can generalize to new unseen dataset without fine-tuning on them. Code is available at https://github.com/xingyizhou/UniDet.
CVNov 14, 2020Code
Stable View SynthesisGernot Riegler, Vladlen Koltun
We present Stable View Synthesis (SVS). Given a set of source images depicting a scene from freely distributed viewpoints, SVS synthesizes new views of the scene. The method operates on a geometric scaffold computed via structure-from-motion and multi-view stereo. Each point on this 3D scaffold is associated with view rays and corresponding feature vectors that encode the appearance of this point in the input images. The core of SVS is view-dependent on-surface feature aggregation, in which directional feature vectors at each 3D point are processed to produce a new feature vector for a ray that maps this point into the new target view. The target view is then rendered by a convolutional network from a tensor of features synthesized in this way for all pixels. The method is composed of differentiable modules and is trained end-to-end. It supports spatially-varying view-dependent importance weighting and feature transformation of source images at each point; spatial and temporal stability due to the smooth dependence of on-surface feature aggregation on the target view; and synthesis of view-dependent effects such as specular reflection. Experimental results demonstrate that SVS outperforms state-of-the-art view synthesis methods both quantitatively and qualitatively on three diverse real-world datasets, achieving unprecedented levels of realism in free-viewpoint video of challenging large-scale scenes. Code is available at https://github.com/intel-isl/StableViewSynthesis
CVOct 15, 2020Code
NeRF++: Analyzing and Improving Neural Radiance FieldsKai Zhang, Gernot Riegler, Noah Snavely et al.
Neural Radiance Fields (NeRF) achieve impressive view synthesis results for a variety of capture settings, including 360 capture of bounded scenes and forward-facing capture of bounded and unbounded scenes. NeRF fits multi-layer perceptrons (MLPs) representing view-invariant opacity and view-dependent color volumes to a set of training images, and samples novel views based on volume rendering techniques. In this technical report, we first remark on radiance fields and their potential ambiguities, namely the shape-radiance ambiguity, and analyze NeRF's success in avoiding such ambiguities. Second, we address a parametrization issue involved in applying NeRF to 360 captures of objects within large-scale, unbounded 3D scenes. Our method improves view synthesis fidelity in this challenging scenario. Code is available at https://github.com/Kai-46/nerfplusplus.
LGJul 6, 2020Code
Scaling Imitation Learning in MinecraftArtemij Amiranashvili, Nicolai Dorka, Wolfram Burgard et al.
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.
LGJun 21, 2020Code
Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement LearningAleksei Petrenko, Zhehui Huang, Tushar Kumar et al.
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
LGJun 15, 2020Code
Multiscale Deep Equilibrium ModelsShaojie Bai, Vladlen Koltun, J. Zico Kolter
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 .
LGSep 3, 2019Code
Deep Equilibrium ModelsShaojie Bai, J. Zico Kolter, Vladlen Koltun
We present a new approach to modeling sequential data: the deep equilibrium model (DEQ). Motivated by an observation that the hidden layers of many existing deep sequence models converge towards some fixed point, we propose the DEQ approach that directly finds these equilibrium points via root-finding. Such a method is equivalent to running an infinite depth (weight-tied) feedforward network, but has the notable advantage that we can analytically backpropagate through the equilibrium point using implicit differentiation. Using this approach, training and prediction in these networks require only constant memory, regardless of the effective "depth" of the network. We demonstrate how DEQs can be applied to two state-of-the-art deep sequence models: self-attention transformers and trellis networks. On large-scale language modeling tasks, such as the WikiText-103 benchmark, we show that DEQs 1) often improve performance over these state-of-the-art models (for similar parameter counts); 2) have similar computational requirements to existing models; and 3) vastly reduce memory consumption (often the bottleneck for training large sequence models), demonstrating an up-to 88% memory reduction in our experiments. The code is available at https://github.com/locuslab/deq .
CVApr 2, 2019Code
Habitat: A Platform for Embodied AI ResearchManolis Savva, Abhishek Kadian, Oleksandr Maksymets et al.
We present Habitat, a platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation. Specifically, Habitat consists of: (i) Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, sensors, and generic 3D dataset handling. Habitat-Sim is fast -- when rendering a scene from Matterport3D, it achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU. (ii) Habitat-API: a modular high-level library for end-to-end development of embodied AI algorithms -- defining tasks (e.g., navigation, instruction following, question answering), configuring, training, and benchmarking embodied agents. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or 'merely' impractical. Specifically, in the context of point-goal navigation: (1) we revisit the comparison between learning and SLAM approaches from two recent works and find evidence for the opposite conclusion -- that learning outperforms SLAM if scaled to an order of magnitude more experience than previous investigations, and (2) we conduct the first cross-dataset generalization experiments {train, test} x {Matterport3D, Gibson} for multiple sensors {blind, RGB, RGBD, D} and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI.
LGOct 15, 2018Code
Trellis Networks for Sequence ModelingShaojie Bai, J. Zico Kolter, Vladlen Koltun
We present trellis networks, a new architecture for sequence modeling. On the one hand, a trellis network is a temporal convolutional network with special structure, characterized by weight tying across depth and direct injection of the input into deep layers. On the other hand, we show that truncated recurrent networks are equivalent to trellis networks with special sparsity structure in their weight matrices. Thus trellis networks with general weight matrices generalize truncated recurrent networks. We leverage these connections to design high-performing trellis networks that absorb structural and algorithmic elements from both recurrent and convolutional models. Experiments demonstrate that trellis networks outperform the current state of the art methods on a variety of challenging benchmarks, including word-level language modeling and character-level language modeling tasks, and stress tests designed to evaluate long-term memory retention. The code is available at https://github.com/locuslab/trellisnet .
LGMar 4, 2018Code
An Empirical Evaluation of Generic Convolutional and Recurrent Networks for Sequence ModelingShaojie Bai, J. Zico Kolter, Vladlen Koltun
For most deep learning practitioners, sequence modeling is synonymous with recurrent networks. Yet recent results indicate that convolutional architectures can outperform recurrent networks on tasks such as audio synthesis and machine translation. Given a new sequence modeling task or dataset, which architecture should one use? We conduct a systematic evaluation of generic convolutional and recurrent architectures for sequence modeling. The models are evaluated across a broad range of standard tasks that are commonly used to benchmark recurrent networks. Our results indicate that a simple convolutional architecture outperforms canonical recurrent networks such as LSTMs across a diverse range of tasks and datasets, while demonstrating longer effective memory. We conclude that the common association between sequence modeling and recurrent networks should be reconsidered, and convolutional networks should be regarded as a natural starting point for sequence modeling tasks. To assist related work, we have made code available at http://github.com/locuslab/TCN .
CVJan 30, 2018Code
Open3D: A Modern Library for 3D Data ProcessingQian-Yi Zhou, Jaesik Park, Vladlen Koltun
Open3D is an open-source library that supports rapid development of software that deals with 3D data. The Open3D frontend exposes a set of carefully selected data structures and algorithms in both C++ and Python. The backend is highly optimized and is set up for parallelization. Open3D was developed from a clean slate with a small and carefully considered set of dependencies. It can be set up on different platforms and compiled from source with minimal effort. The code is clean, consistently styled, and maintained via a clear code review mechanism. Open3D has been used in a number of published research projects and is actively deployed in the cloud. We welcome contributions from the open-source community.
LGDec 11, 2017Code
MINOS: Multimodal Indoor Simulator for Navigation in Complex EnvironmentsManolis Savva, Angel X. Chang, Alexey Dosovitskiy et al.
We present MINOS, a simulator designed to support the development of multisensory models for goal-directed navigation in complex indoor environments. The simulator leverages large datasets of complex 3D environments and supports flexible configuration of multimodal sensor suites. We use MINOS to benchmark deep-learning-based navigation methods, to analyze the influence of environmental complexity on navigation performance, and to carry out a controlled study of multimodality in sensorimotor learning. The experiments show that current deep reinforcement learning approaches fail in large realistic environments. The experiments also indicate that multimodality is beneficial in learning to navigate cluttered scenes. MINOS is released open-source to the research community at http://minosworld.org . A video that shows MINOS can be found at https://youtu.be/c0mL9K64q84
LGNov 10, 2017Code
CARLA: An Open Urban Driving SimulatorAlexey Dosovitskiy, German Ros, Felipe Codevilla et al.
We introduce CARLA, an open-source simulator for autonomous driving research. CARLA has been developed from the ground up to support development, training, and validation of autonomous urban driving systems. In addition to open-source code and protocols, CARLA provides open digital assets (urban layouts, buildings, vehicles) that were created for this purpose and can be used freely. The simulation platform supports flexible specification of sensor suites and environmental conditions. We use CARLA to study the performance of three approaches to autonomous driving: a classic modular pipeline, an end-to-end model trained via imitation learning, and an end-to-end model trained via reinforcement learning. The approaches are evaluated in controlled scenarios of increasing difficulty, and their performance is examined via metrics provided by CARLA, illustrating the platform's utility for autonomous driving research. The supplementary video can be viewed at https://youtu.be/Hp8Dz-Zek2E
LGFeb 3, 2025
Reinforcement Learning for Long-Horizon Interactive LLM AgentsKevin Chen, Marco Cusumano-Towner, Brody Huval et al.
Interactive digital agents (IDAs) leverage APIs of stateful digital environments to perform tasks in response to user requests. While IDAs powered by instruction-tuned large language models (LLMs) can react to feedback from interface invocations in multi-step exchanges, they have not been trained in their respective digital environments. Prior methods accomplish less than half of tasks in sophisticated benchmarks such as AppWorld. We present a reinforcement learning (RL) approach that trains IDAs directly in their target environments. We formalize this training as a partially observable Markov decision process and derive LOOP, a data- and memory-efficient variant of proximal policy optimization. LOOP uses no value network and maintains exactly one copy of the underlying LLM in memory, making its implementation straightforward and as memory-efficient as fine-tuning a single LLM. A 32-billion-parameter agent trained with LOOP in the AppWorld environment outperforms the much larger OpenAI o1 agent by 9 percentage points (15% relative). To our knowledge, this is the first reported application of RL to IDAs that interact with a stateful, multi-domain, multi-app environment via direct API calls. Our analysis sheds light on the effectiveness of RL in this area, showing that the agent learns to consult the API documentation, avoid unwarranted assumptions, minimize confabulation, and recover from setbacks.
LGFeb 5, 2025
Robust Autonomy Emerges from Self-PlayMarco Cusumano-Towner, David Hafner, Alex Hertzberg et al.
Self-play has powered breakthroughs in two-player and multi-player games. Here we show that self-play is a surprisingly effective strategy in another domain. We show that robust and naturalistic driving emerges entirely from self-play in simulation at unprecedented scale -- 1.6~billion~km of driving. This is enabled by Gigaflow, a batched simulator that can synthesize and train on 42 years of subjective driving experience per hour on a single 8-GPU node. The resulting policy achieves state-of-the-art performance on three independent autonomous driving benchmarks. The policy outperforms the prior state of the art when tested on recorded real-world scenarios, amidst human drivers, without ever seeing human data during training. The policy is realistic when assessed against human references and achieves unprecedented robustness, averaging 17.5 years of continuous driving between incidents in simulation.
LGNov 13, 2024
Cut Your Losses in Large-Vocabulary Language ModelsErik Wijmans, Brody Huval, Alexander Hertzberg et al.
As language models grow ever larger, so do their vocabularies. This has shifted the memory footprint of LLMs during training disproportionately to one single layer: the cross-entropy in the loss computation. Cross-entropy builds up a logit matrix with entries for each pair of input tokens and vocabulary items and, for small models, consumes an order of magnitude more memory than the rest of the LLM combined. We propose Cut Cross-Entropy (CCE), a method that computes the cross-entropy loss without materializing the logits for all tokens into global memory. Rather, CCE only computes the logit for the correct token and evaluates the log-sum-exp over all logits on the fly. We implement a custom kernel that performs the matrix multiplications and the log-sum-exp reduction over the vocabulary in flash memory, making global memory consumption for the cross-entropy computation negligible. This has a dramatic effect. Taking the Gemma 2 (2B) model as an example, CCE reduces the memory footprint of the loss computation from 24 GB to 1 MB, and the total training-time memory consumption of the classifier head from 28 GB to 1 GB. To improve the throughput of CCE, we leverage the inherent sparsity of softmax and propose to skip elements of the gradient computation that have a negligible (i.e., below numerical precision) contribution to the gradient. Experiments demonstrate that the dramatic reduction in memory consumption is accomplished without sacrificing training speed or convergence.
ROJan 20, 2022
Learning robust perceptive locomotion for quadrupedal robots in the wildTakahiro Miki, Joonho Lee, Jemin Hwangbo et al.
Legged robots that can operate autonomously in remote and hazardous environments will greatly increase opportunities for exploration into under-explored areas. Exteroceptive perception is crucial for fast and energy-efficient locomotion: perceiving the terrain before making contact with it enables planning and adaptation of the gait ahead of time to maintain speed and stability. However, utilizing exteroceptive perception robustly for locomotion has remained a grand challenge in robotics. Snow, vegetation, and water visually appear as obstacles on which the robot cannot step~-- or are missing altogether due to high reflectance. Additionally, depth perception can degrade due to difficult lighting, dust, fog, reflective or transparent surfaces, sensor occlusion, and more. For this reason, the most robust and general solutions to legged locomotion to date rely solely on proprioception. This severely limits locomotion speed, because the robot has to physically feel out the terrain before adapting its gait accordingly. Here we present a robust and general solution to integrating exteroceptive and proprioceptive perception for legged locomotion. We leverage an attention-based recurrent encoder that integrates proprioceptive and exteroceptive input. The encoder is trained end-to-end and learns to seamlessly combine the different perception modalities without resorting to heuristics. The result is a legged locomotion controller with high robustness and speed. The controller was tested in a variety of challenging natural and urban environments over multiple seasons and completed an hour-long hike in the Alps in the time recommended for human hikers.
CVDec 27, 2021
MSeg: A Composite Dataset for Multi-domain Semantic SegmentationJohn Lambert, Zhuang Liu, Ozan Sener et al.
We present MSeg, a composite dataset that unifies semantic segmentation datasets from different domains. A naive merge of the constituent datasets yields poor performance due to inconsistent taxonomies and annotation practices. We reconcile the taxonomies and bring the pixel-level annotations into alignment by relabeling more than 220,000 object masks in more than 80,000 images, requiring more than 1.34 years of collective annotator effort. The resulting composite dataset enables training a single semantic segmentation model that functions effectively across domains and generalizes to datasets that were not seen during training. We adopt zero-shot cross-dataset transfer as a benchmark to systematically evaluate a model's robustness and show that MSeg training yields substantially more robust models in comparison to training on individual datasets or naive mixing of datasets without the presented contributions. A model trained on MSeg ranks first on the WildDash-v1 leaderboard for robust semantic segmentation, with no exposure to WildDash data during training. We evaluate our models in the 2020 Robust Vision Challenge (RVC) as an extreme generalization experiment. MSeg training sets include only three of the seven datasets in the RVC; more importantly, the evaluation taxonomy of RVC is different and more detailed. Surprisingly, our model shows competitive performance and ranks second. To evaluate how close we are to the grand aim of robust, efficient, and complete scene understanding, we go beyond semantic segmentation by training instance segmentation and panoptic segmentation models using our dataset. Moreover, we also evaluate various engineering design decisions and metrics, including resolution and computational efficiency. Although our models are far from this grand aim, our comprehensive evaluation is crucial for progress. We share all the models and code with the community.
ROOct 11, 2021
Learning High-Speed Flight in the WildAntonio Loquercio, Elia Kaufmann, René Ranftl et al.
Quadrotors are agile. Unlike most other machines, they can traverse extremely complex environments at high speeds. To date, only expert human pilots have been able to fully exploit their capabilities. Autonomous operation with on-board sensing and computation has been limited to low speeds. State-of-the-art methods generally separate the navigation problem into subtasks: sensing, mapping, and planning. While this approach has proven successful at low speeds, the separation it builds upon can be problematic for high-speed navigation in cluttered environments. Indeed, the subtasks are executed sequentially, leading to increased processing latency and a compounding of errors through the pipeline. Here we propose an end-to-end approach that can autonomously fly quadrotors through complex natural and man-made environments at high speeds, with purely onboard sensing and computation. The key principle is to directly map noisy sensory observations to collision-free trajectories in a receding-horizon fashion. This direct mapping drastically reduces processing latency and increases robustness to noisy and incomplete perception. The sensorimotor mapping is performed by a convolutional network that is trained exclusively in simulation via privileged learning: imitating an expert with access to privileged information. By simulating realistic sensor noise, our approach achieves zero-shot transfer from simulation to challenging real-world environments that were never experienced during training: dense forests, snow-covered terrain, derailed trains, and collapsed buildings. Our work demonstrates that end-to-end policies trained in simulation enable high-speed autonomous flight through challenging environments, outperforming traditional obstacle avoidance pipelines.
LGSep 30, 2021
Scale-invariant Learning by Physics InversionPhilipp Holl, Vladlen Koltun, Nils Thuerey
Solving inverse problems, such as parameter estimation and optimal control, is a vital part of science. Many experiments repeatedly collect data and rely on machine learning algorithms to quickly infer solutions to the associated inverse problems. We find that state-of-the-art training techniques are not well-suited to many problems that involve physical processes. The highly nonlinear behavior, common in physical processes, results in strongly varying gradients that lead first-order optimizers like SGD or Adam to compute suboptimal optimization directions. We propose a novel hybrid training approach that combines higher-order optimization methods with machine learning techniques. We take updates from a scale-invariant inverse problem solver and embed them into the gradient-descent-based learning pipeline, replacing the regular gradient of the physical process. We demonstrate the capabilities of our method on a variety of canonical physical systems, showing that it yields significant improvements on a wide range of optimization and learning problems.
LGSep 16, 2021
Efficient Differentiable Simulation of Articulated BodiesYi-Ling Qiao, Junbang Liang, Vladlen Koltun et al.
We present a method for efficient differentiable simulation of articulated bodies. This enables integration of articulated body dynamics into deep learning frameworks, and gradient-based optimization of neural networks that operate on articulated bodies. We derive the gradients of the forward dynamics using spatial algebra and the adjoint method. Our approach is an order of magnitude faster than autodiff tools. By only saving the initial states throughout the simulation process, our method reduces memory requirements by two orders of magnitude. We demonstrate the utility of efficient differentiable dynamics for articulated bodies in a variety of applications. We show that reinforcement learning with articulated systems can be accelerated using gradients provided by our method. In applications to control and inverse problems, gradient-based optimization enabled by our work accelerates convergence by more than an order of magnitude.
LGJun 28, 2021
Habitat 2.0: Training Home Assistants to Rearrange their HabitatAndrew Szot, Alex Clegg, Eric Undersander et al.
We introduce Habitat 2.0 (H2.0), a simulation platform for training virtual robots in interactive 3D environments and complex physics-enabled scenarios. We make comprehensive contributions to all levels of the embodied AI stack - data, simulation, and benchmark tasks. Specifically, we present: (i) ReplicaCAD: an artist-authored, annotated, reconfigurable 3D dataset of apartments (matching real spaces) with articulated objects (e.g. cabinets and drawers that can open/close); (ii) H2.0: a high-performance physics-enabled 3D simulator with speeds exceeding 25,000 simulation steps per second (850x real-time) on an 8-GPU node, representing 100x speed-ups over prior work; and, (iii) Home Assistant Benchmark (HAB): a suite of common tasks for assistive robots (tidy the house, prepare groceries, set the table) that test a range of mobile manipulation capabilities. These large-scale engineering contributions allow us to systematically compare deep reinforcement learning (RL) at scale and classical sense-plan-act (SPA) pipelines in long-horizon structured tasks, with an emphasis on generalization to new objects, receptacles, and layouts. We find that (1) flat RL policies struggle on HAB compared to hierarchical ones; (2) a hierarchy with independent skills suffers from 'hand-off problems', and (3) SPA pipelines are more brittle than RL policies.
LGJun 14, 2021
Training Graph Neural Networks with 1000 LayersGuohao Li, Matthias Müller, Bernard Ghanem et al.
Deep graph neural networks (GNNs) have achieved excellent results on various tasks on increasingly large graph datasets with millions of nodes and edges. However, memory complexity has become a major obstacle when training deep GNNs for practical applications due to the immense number of nodes, edges, and intermediate activations. To improve the scalability of GNNs, prior works propose smart graph sampling or partitioning strategies to train GNNs with a smaller set of nodes or sub-graphs. In this work, we study reversible connections, group convolutions, weight tying, and equilibrium models to advance the memory and parameter efficiency of GNNs. We find that reversible connections in combination with deep network architectures enable the training of overparameterized GNNs that significantly outperform existing methods on multiple datasets. Our models RevGNN-Deep (1001 layers with 80 channels each) and RevGNN-Wide (448 layers with 224 channels each) were both trained on a single commodity GPU and achieve an ROC-AUC of $87.74 \pm 0.13$ and $88.24 \pm 0.15$ on the ogbn-proteins dataset. To the best of our knowledge, RevGNN-Deep is the deepest GNN in the literature by one order of magnitude. Please visit our project website https://www.deepgcns.org/arch/gnn1000 for more information.
DLMay 17, 2021
A Measure of Research TasteVladlen Koltun, David Hafner
Researchers are often evaluated by citation-based metrics. Such metrics can inform hiring, promotion, and funding decisions. Concerns have been expressed that popular citation-based metrics incentivize researchers to maximize the production of publications. Such incentives may not be optimal for scientific progress. Here we present a citation-based measure that rewards both productivity and taste: the researcher's ability to focus on impactful contributions. The presented measure, CAP, balances the impact of publications and their quantity, thus incentivizing researchers to consider whether a publication is a useful addition to the literature. CAP is simple, interpretable, and parameter-free. We analyze the characteristics of CAP for highly-cited researchers in biology, computer science, economics, and physics, using a corpus of millions of publications and hundreds of millions of citations with yearly temporal granularity. CAP produces qualitatively plausible outcomes and has a number of advantages over prior metrics. Results can be explored at https://cap-measure.org/
CVMay 10, 2021
Enhancing Photorealism EnhancementStephan R. Richter, Hassan Abu AlHaija, Vladlen Koltun
We present an approach to enhancing the realism of synthetic images. The images are enhanced by a convolutional network that leverages intermediate representations produced by conventional rendering pipelines. The network is trained via a novel adversarial objective, which provides strong supervision at multiple perceptual levels. We analyze scene layout distributions in commonly used datasets and find that they differ in important ways. We hypothesize that this is one of the causes of strong artifacts that can be observed in the results of many prior methods. To address this we propose a new strategy for sampling image patches during training. We also introduce multiple architectural improvements in the deep network modules used for photorealism enhancement. We confirm the benefits of our contributions in controlled experiments and report substantial gains in stability and realism in comparison to recent image-to-image translation methods and a variety of other baselines.
ROMay 3, 2021
Learning to drive from a world on railsDian Chen, Vladlen Koltun, Philipp Krähenbühl
We learn an interactive vision-based driving policy from pre-recorded driving logs via a model-based approach. A forward model of the world supervises a driving policy that predicts the outcome of any potential driving trajectory. To support learning from pre-recorded logs, we assume that the world is on rails, meaning neither the agent nor its actions influence the environment. This assumption greatly simplifies the learning problem, factorizing the dynamics into a nonreactive world model and a low-dimensional and compact forward model of the ego-vehicle. Our approach computes action-values for each training trajectory using a tabular dynamic-programming evaluation of the Bellman equations; these action-values in turn supervise the final vision-based driving policy. Despite the world-on-rails assumption, the final driving policy acts well in a dynamic and reactive world. At the time of writing, our method ranks first on the CARLA leaderboard, attaining a 25% higher driving score while using 40 times less data. Our method is also an order of magnitude more sample-efficient than state-of-the-art model-free reinforcement learning techniques on navigational tasks in the ProcGen benchmark.