Share With Thy Neighbors: Single-View Reconstruction by Cross-Instance ConsistencyTom Monnier, Matthew Fisher, Alexei A. Efros et al. · berkeley
Approaches for single-view reconstruction typically rely on viewpoint annotations, silhouettes, the absence of background, multiple views of the same instance, a template shape, or symmetry. We avoid all such supervision and assumptions by explicitly leveraging the consistency between images of different object instances. As a result, our method can learn from large collections of unlabelled images depicting the same object category. Our main contributions are two ways for leveraging cross-instance consistency: (i) progressive conditioning, a training strategy to gradually specialize the model from category to instances in a curriculum learning fashion; and (ii) neighbor reconstruction, a loss enforcing consistency between instances having similar shape or texture. Also critical to the success of our method are: our structured autoencoding architecture decomposing an image into explicit shape, texture, pose, and background; an adapted formulation of differential rendering; and a new optimization scheme alternating between 3D and pose learning. We compare our approach, UNICORN, both on the diverse synthetic ShapeNet dataset - the classical benchmark for methods requiring multiple views as supervision - and on standard real-image benchmarks (Pascal3D+ Car, CUB) for which most methods require known templates and silhouette annotations. We also showcase applicability to more challenging real-world collections (CompCars, LSUN), where silhouettes are not available and images are not cropped around the object.
RenderDiffusion: Image Diffusion for 3D Reconstruction, Inpainting and GenerationTitas Anciukevičius, Zexiang Xu, Matthew Fisher et al.
Diffusion models currently achieve state-of-the-art performance for both conditional and unconditional image generation. However, so far, image diffusion models do not support tasks required for 3D understanding, such as view-consistent 3D generation or single-view object reconstruction. In this paper, we present RenderDiffusion, the first diffusion model for 3D generation and inference, trained using only monocular 2D supervision. Central to our method is a novel image denoising architecture that generates and renders an intermediate three-dimensional representation of a scene in each denoising step. This enforces a strong inductive structure within the diffusion process, providing a 3D consistent representation while only requiring 2D supervision. The resulting 3D representation can be rendered from any view. We evaluate RenderDiffusion on FFHQ, AFHQ, ShapeNet and CLEVR datasets, showing competitive performance for generation of 3D scenes and inference of 3D scenes from 2D images. Additionally, our diffusion-based approach allows us to use 2D inpainting to edit 3D scenes.
8.4CVMar 3, 2023
Unsupervised 3D Shape Reconstruction by Part Retrieval and AssemblyXianghao 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.
ASSET: Autoregressive Semantic Scene Editing with Transformers at High ResolutionsDifan Liu, Sandesh Shetty, Tobias Hinz et al.
We present ASSET, a neural architecture for automatically modifying an input high-resolution image according to a user's edits on its semantic segmentation map. Our architecture is based on a transformer with a novel attention mechanism. Our key idea is to sparsify the transformer's attention matrix at high resolutions, guided by dense attention extracted at lower image resolutions. While previous attention mechanisms are computationally too expensive for handling high-resolution images or are overly constrained within specific image regions hampering long-range interactions, our novel attention mechanism is both computationally efficient and effective. Our sparsified attention mechanism is able to capture long-range interactions and context, leading to synthesizing interesting phenomena in scenes, such as reflections of landscapes onto water or flora consistent with the rest of the landscape, that were not possible to generate reliably with previous convnets and transformer approaches. We present qualitative and quantitative results, along with user studies, demonstrating the effectiveness of our method.
Spotting Temporally Precise, Fine-Grained Events in VideoJames Hong, Haotian Zhang, Michaël Gharbi et al.
We introduce the task of spotting temporally precise, fine-grained events in video (detecting the precise moment in time events occur). Precise spotting requires models to reason globally about the full-time scale of actions and locally to identify subtle frame-to-frame appearance and motion differences that identify events during these actions. Surprisingly, we find that top performing solutions to prior video understanding tasks such as action detection and segmentation do not simultaneously meet both requirements. In response, we propose E2E-Spot, a compact, end-to-end model that performs well on the precise spotting task and can be trained quickly on a single GPU. We demonstrate that E2E-Spot significantly outperforms recent baselines adapted from the video action detection, segmentation, and spotting literature to the precise spotting task. Finally, we contribute new annotations and splits to several fine-grained sports action datasets to make these datasets suitable for future work on precise spotting.
APES: Articulated Part Extraction from Sprite SheetsZhan Xu, Matthew Fisher, Yang Zhou et al.
Rigged puppets are one of the most prevalent representations to create 2D character animations. Creating these puppets requires partitioning characters into independently moving parts. In this work, we present a method to automatically identify such articulated parts from a small set of character poses shown in a sprite sheet, which is an illustration of the character that artists often draw before puppet creation. Our method is trained to infer articulated parts, e.g. head, torso and limbs, that can be re-assembled to best reconstruct the given poses. Our results demonstrate significantly better performance than alternatives qualitatively and quantitatively.Our project page https://zhan-xu.github.io/parts/ includes our code and data.
5.7CVMay 23
VectorArk: Learning Practical Image Vectorization with Rounded Polygon RepresentationTarun Gehlaut, Difan Liu, Charu Bansal et al.
Recent vision-language model (VLM)-based approaches have achieved impressive results on image vectorization tasks. However, they are typically evaluated on synthetic benchmarks, where clean SVGs are rasterized at high resolution and then re-vectorized. As a result, these methods generalize poorly to real-world scenarios, such as images with unknown rasterization methods or those generated by text-to-image models. We introduce VectorArk, a new VLM-based model designed for robust and practical image vectorization. VectorArk employs a novel rounded polygon representation that simplifies the learning process while naturally producing smooth, visually appealing primitives. We also propose a degradation model that enhances robustness across diverse and imperfect inputs. Our experiments show that, in contrast to previous methods, VectorArk achieves superior geometric completeness and artifact suppression across multiple datasets, with comprehensive ablations validating the contribution of each component.
8.7CVDec 21, 2024
DMesh++: An Efficient Differentiable Mesh for Complex ShapesSanghyun Son, Matheus Gadelha, Yang Zhou et al.
Recent probabilistic methods for 3D triangular meshes capture diverse shapes by differentiable mesh connectivity, but face high computational costs with increased shape details. We introduce a new differentiable mesh processing method that addresses this challenge and efficiently handles meshes with intricate structures. Our method reduces time complexity from O(N) to O(log N) and requires significantly less memory than previous approaches. Building on this innovation, we present a reconstruction algorithm capable of generating complex 2D and 3D shapes from point clouds or multi-view images. Visit our project page (https://sonsang.github.io/dmesh2-project) for source code and supplementary material.
2.0CVDec 17, 2024
Pattern Analogies: Learning to Perform Programmatic Image Edits by AnalogyAditya 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.
11.1CVAug 6, 2021
GLASS: Geometric Latent Augmentation for Shape SpacesSanjeev Muralikrishnan, Siddhartha Chaudhuri, Noam Aigerman et al.
We investigate the problem of training generative models on a very sparse collection of 3D models. We use geometrically motivated energies to augment and thus boost a sparse collection of example (training) models. We analyze the Hessian of the as-rigid-as-possible (ARAP) energy to sample from and project to the underlying (local) shape space, and use the augmented dataset to train a variational autoencoder (VAE). We iterate the process of building latent spaces of VAE and augmenting the associated dataset, to progressively reveal a richer and more expressive generative space for creating geometrically and semantically valid samples. Our framework allows us to train generative 3D models even with a small set of good quality 3D models, which are typically hard to curate. We extensively evaluate our method against a set of strong baselines, provide ablation studies and demonstrate application towards establishing shape correspondences. We present multiple examples of interesting and meaningful shape variations even when starting from as few as 3-10 training shapes.
CharacterGAN: Few-Shot Keypoint Character Animation and ReposingTobias Hinz, Matthew Fisher, Oliver Wang et al.
We introduce CharacterGAN, a generative model that can be trained on only a few samples (8 - 15) of a given character. Our model generates novel poses based on keypoint locations, which can be modified in real time while providing interactive feedback, allowing for intuitive reposing and animation. Since we only have very limited training samples, one of the key challenges lies in how to address (dis)occlusions, e.g. when a hand moves behind or in front of a body. To address this, we introduce a novel layering approach which explicitly splits the input keypoints into different layers which are processed independently. These layers represent different parts of the character and provide a strong implicit bias that helps to obtain realistic results even with strong (dis)occlusions. To combine the features of individual layers we use an adaptive scaling approach conditioned on all keypoints. Finally, we introduce a mask connectivity constraint to reduce distortion artifacts that occur with extreme out-of-distribution poses at test time. We show that our approach outperforms recent baselines and creates realistic animations for diverse characters. We also show that our model can handle discrete state changes, for example a profile facing left or right, that the different layers do indeed learn features specific for the respective keypoints in those layers, and that our model scales to larger datasets when more data is available.
16.6CVJul 20, 2020
Coupling Explicit and Implicit Surface Representations for Generative 3D ModelingOmid Poursaeed, Matthew Fisher, Noam Aigerman et al.
We propose a novel neural architecture for representing 3D surfaces, which harnesses two complementary shape representations: (i) an explicit representation via an atlas, i.e., embeddings of 2D domains into 3D; (ii) an implicit-function representation, i.e., a scalar function over the 3D volume, with its levels denoting surfaces. We make these two representations synergistic by introducing novel consistency losses that ensure that the surface created from the atlas aligns with the level-set of the implicit function. Our hybrid architecture outputs results which are superior to the output of the two equivalent single-representation networks, yielding smoother explicit surfaces with more accurate normals, and a more accurate implicit occupancy function. Additionally, our surface reconstruction step can directly leverage the explicit atlas-based representation. This process is computationally efficient, and can be directly used by differentiable rasterizers, enabling training our hybrid representation with image-based losses.