Jonáš Kulhánek

CV
h-index7
7papers
1,019citations
Novelty43%
AI Score50

7 Papers

25.4CVMar 18, 2022Code
ViewFormer: NeRF-free Neural Rendering from Few Images Using Transformers

Jonáš Kulhánek, Erik Derner, Torsten Sattler et al.

Novel view synthesis is a long-standing problem. In this work, we consider a variant of the problem where we are given only a few context views sparsely covering a scene or an object. The goal is to predict novel viewpoints in the scene, which requires learning priors. The current state of the art is based on Neural Radiance Field (NeRF), and while achieving impressive results, the methods suffer from long training times as they require evaluating millions of 3D point samples via a neural network for each image. We propose a 2D-only method that maps multiple context views and a query pose to a new image in a single pass of a neural network. Our model uses a two-stage architecture consisting of a codebook and a transformer model. The codebook is used to embed individual images into a smaller latent space, and the transformer solves the view synthesis task in this more compact space. To train our model efficiently, we introduce a novel branching attention mechanism that allows us to use the same model not only for neural rendering but also for camera pose estimation. Experimental results on real-world scenes show that our approach is competitive compared to NeRF-based methods while not reasoning explicitly in 3D, and it is faster to train.

24.5CVApr 19, 2023Code
Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra

Jonas Kulhanek, Torsten Sattler

Neural Radiance Fields (NeRFs) are a very recent and very popular approach for the problems of novel view synthesis and 3D reconstruction. A popular scene representation used by NeRFs is to combine a uniform, voxel-based subdivision of the scene with an MLP. Based on the observation that a (sparse) point cloud of the scene is often available, this paper proposes to use an adaptive representation based on tetrahedra obtained by Delaunay triangulation instead of uniform subdivision or point-based representations. We show that such a representation enables efficient training and leads to state-of-the-art results. Our approach elegantly combines concepts from 3D geometry processing, triangle-based rendering, and modern neural radiance fields. Compared to voxel-based representations, ours provides more detail around parts of the scene likely to be close to the surface. Compared to point-based representations, our approach achieves better performance. The source code is publicly available at: https://jkulhanek.com/tetra-nerf.

25.5LGMay 31, 2022Code
SymFormer: End-to-end symbolic regression using transformer-based architecture

Martin Vastl, Jonáš Kulhánek, Jiří Kubalík et al.

Many real-world problems can be naturally described by mathematical formulas. The task of finding formulas from a set of observed inputs and outputs is called symbolic regression. Recently, neural networks have been applied to symbolic regression, among which the transformer-based ones seem to be the most promising. After training the transformer on a large number of formulas (in the order of days), the actual inference, i.e., finding a formula for new, unseen data, is very fast (in the order of seconds). This is considerably faster than state-of-the-art evolutionary methods. The main drawback of transformers is that they generate formulas without numerical constants, which have to be optimized separately, so yielding suboptimal results. We propose a transformer-based approach called SymFormer, which predicts the formula by outputting the individual symbols and the corresponding constants simultaneously. This leads to better performance in terms of fitting the available data. In addition, the constants provided by SymFormer serve as a good starting point for subsequent tuning via gradient descent to further improve the performance. We show on a set of benchmarks that SymFormer outperforms two state-of-the-art methods while having faster inference.

9.8CVApr 26Code
Bringing a Personal Point of View: Evaluating Dynamic 3D Gaussian Splatting for Egocentric Scene Reconstruction

Jan Warchocki, Xi Wang, Jonas Kulhanek et al.

Egocentric video provides a unique view into human perception and interaction, with growing relevance for augmented reality, robotics, and assistive technologies. However, rapid camera motion and complex scene dynamics pose major challenges for 3D reconstruction from this perspective. While 3D Gaussian Splatting (3DGS) has become a state-of-the-art method for efficient, high-quality novel view synthesis, variants, that focus on reconstructing dynamic scenes from monocular video are rarely evaluated on egocentric video. It remains unclear whether existing models generalize to this setting or if egocentric-specific solutions are needed. In this work, we evaluate dynamic monocular 3DGS models on egocentric and exocentric video using paired ego-exo recordings from the EgoExo4D dataset. We find that reconstruction quality is consistently lower in egocentric views. Analysis reveals that the difference in reconstruction quality, measured in peak signal-to-noise ratio, stems from the reconstruction of static, not dynamic, content. Our findings underscore current limitations and motivate the development of egocentric-specific approaches, while also highlighting the value of separately evaluating static and dynamic regions of a video.

17.8CVJun 25, 2024
NerfBaselines: Consistent and Reproducible Evaluation of Novel View Synthesis Methods

Jonas Kulhanek, Torsten Sattler

Novel view synthesis is an important problem with many applications, including AR/VR, gaming, and robotic simulations. With the recent rapid development of Neural Radiance Fields (NeRFs) and 3D Gaussian Splatting (3DGS) methods, it is becoming difficult to keep track of the current state of the art (SoTA) due to methods using different evaluation protocols, codebases being difficult to install and use, and methods not generalizing well to novel 3D scenes. In our experiments, we show that even tiny differences in the evaluation protocols of various methods can artificially boost the performance of these methods. This raises questions about the validity of quantitative comparisons performed in the literature. To address these questions, we propose NerfBaselines, an evaluation framework which provides consistent benchmarking tools, ensures reproducibility, and simplifies the installation and use of various methods. We validate our implementation experimentally by reproducing the numbers reported in the original papers. For improved accessibility, we release a web platform that compares commonly used methods on standard benchmarks. We strongly believe NerfBaselines is a valuable contribution to the community as it ensures that quantitative results are comparable and thus truly measure progress in the field of novel view synthesis.

31.2CLFeb 9, 2021Code
AuGPT: Auxiliary Tasks and Data Augmentation for End-To-End Dialogue with Pre-Trained Language Models

Jonáš Kulhánek, Vojtěch Hudeček, Tomáš Nekvinda et al.

Attention-based pre-trained language models such as GPT-2 brought considerable progress to end-to-end dialogue modelling. However, they also present considerable risks for task-oriented dialogue, such as lack of knowledge grounding or diversity. To address these issues, we introduce modified training objectives for language model finetuning, and we employ massive data augmentation via back-translation to increase the diversity of the training data. We further examine the possibilities of combining data from multiples sources to improve performance on the target dataset. We carefully evaluate our contributions with both human and automatic methods. Our model substantially outperforms the baseline on the MultiWOZ data and shows competitive performance with state of the art in both automatic and human evaluation.

18.3ROOct 21, 2020Code
Visual Navigation in Real-World Indoor Environments Using End-to-End Deep Reinforcement Learning

Jonáš Kulhánek, Erik Derner, Robert Babuška

Visual navigation is essential for many applications in robotics, from manipulation, through mobile robotics to automated driving. Deep reinforcement learning (DRL) provides an elegant map-free approach integrating image processing, localization, and planning in one module, which can be trained and therefore optimized for a given environment. However, to date, DRL-based visual navigation was validated exclusively in simulation, where the simulator provides information that is not available in the real world, e.g., the robot's position or image segmentation masks. This precludes the use of the learned policy on a real robot. Therefore, we propose a novel approach that enables a direct deployment of the trained policy on real robots. We have designed visual auxiliary tasks, a tailored reward scheme, and a new powerful simulator to facilitate domain randomization. The policy is fine-tuned on images collected from real-world environments. We have evaluated the method on a mobile robot in a real office environment. The training took ~30 hours on a single GPU. In 30 navigation experiments, the robot reached a 0.3-meter neighborhood of the goal in more than 86.7% of cases. This result makes the proposed method directly applicable to tasks like mobile manipulation.