Task transfer learning is a popular technique in image processing applications that uses pre-trained models to reduce the supervision cost of related tasks. An important question is to determine task transferability, i.e. given a common input domain, estimating to what extent representations learned from a source task can help in learning a target task. Typically, transferability is either measured experimentally or inferred through task relatedness, which is often defined without a clear operational meaning. In this paper, we present a novel metric, H-score, an easily-computable evaluation function that estimates the performance of transferred representations from one task to another in classification problems using statistical and information theoretic principles. Experiments on real image data show that our metric is not only consistent with the empirical transferability measurement, but also useful to practitioners in applications such as source model selection and task transfer curriculum learning.
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Creativity is an indispensable part of human cognition and also an inherent part of how we make sense of the world. Metaphorical abstraction is fundamental in communicating creative ideas through nuanced relationships between abstract concepts such as feelings. While computer vision benchmarks and approaches predominantly focus on understanding and generating literal interpretations of images, metaphorical comprehension of images remains relatively unexplored. Towards this goal, we introduce MetaCLUE, a set of vision tasks on visual metaphor. We also collect high-quality and rich metaphor annotations (abstract objects, concepts, relationships along with their corresponding object boxes) as there do not exist any datasets that facilitate the evaluation of these tasks. We perform a comprehensive analysis of state-of-the-art models in vision and language based on our annotations, highlighting strengths and weaknesses of current approaches in visual metaphor Classification, Localization, Understanding (retrieval, question answering, captioning) and gEneration (text-to-image synthesis) tasks. We hope this work provides a concrete step towards developing AI systems with human-like creative capabilities.
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Natural language interaction is a promising direction for democratizing 3D shape design. However, existing methods for text-driven 3D shape editing face challenges in producing decoupled, local edits to 3D shapes. We address this problem by learning disentangled latent representations that ground language in 3D geometry. To this end, we propose a complementary tool set including a novel network architecture, a disentanglement loss, and a new editing procedure. Additionally, to measure edit locality, we define a new metric that we call part-wise edit precision. We show that our method outperforms existing SOTA methods by 20% in terms of edit locality, and up to 6.6% in terms of language reference resolution accuracy. Our work suggests that by solely disentangling language representations, downstream 3D shape editing can become more local to relevant parts, even if the model was never given explicit part-based supervision.
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This work introduces alternating latent topologies (ALTO) for high-fidelity reconstruction of implicit 3D surfaces from noisy point clouds. Previous work identifies that the spatial arrangement of latent encodings is important to recover detail. One school of thought is to encode a latent vector for each point (point latents). Another school of thought is to project point latents into a grid (grid latents) which could be a voxel grid or triplane grid. Each school of thought has tradeoffs. Grid latents are coarse and lose high-frequency detail. In contrast, point latents preserve detail. However, point latents are more difficult to decode into a surface, and quality and runtime suffer. In this paper, we propose ALTO to sequentially alternate between geometric representations, before converging to an easy-to-decode latent. We find that this preserves spatial expressiveness and makes decoding lightweight. We validate ALTO on implicit 3D recovery and observe not only a performance improvement over the state-of-the-art, but a runtime improvement of 3-10$\times$. Project website at https://visual.ee.ucla.edu/alto.htm/.
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2D-to-3D reconstruction is an ill-posed problem, yet humans are good at solving this problem due to their prior knowledge of the 3D world developed over years. Driven by this observation, we propose NeRDi, a single-view NeRF synthesis framework with general image priors from 2D diffusion models. Formulating single-view reconstruction as an image-conditioned 3D generation problem, we optimize the NeRF representations by minimizing a diffusion loss on its arbitrary view renderings with a pretrained image diffusion model under the input-view constraint. We leverage off-the-shelf vision-language models and introduce a two-section language guidance as conditioning inputs to the diffusion model. This is essentially helpful for improving multiview content coherence as it narrows down the general image prior conditioned on the semantic and visual features of the single-view input image. Additionally, we introduce a geometric loss based on estimated depth maps to regularize the underlying 3D geometry of the NeRF. Experimental results on the DTU MVS dataset show that our method can synthesize novel views with higher quality even compared to existing methods trained on this dataset. We also demonstrate our generalizability in zero-shot NeRF synthesis for in-the-wild images.
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Generative models have shown great promise in synthesizing photorealistic 3D objects, but they require large amounts of training data. We introduce SinGRAF, a 3D-aware generative model that is trained with a few input images of a single scene. Once trained, SinGRAF generates different realizations of this 3D scene that preserve the appearance of the input while varying scene layout. For this purpose, we build on recent progress in 3D GAN architectures and introduce a novel progressive-scale patch discrimination approach during training. With several experiments, we demonstrate that the results produced by SinGRAF outperform the closest related works in both quality and diversity by a large margin.
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A wide range of techniques have been proposed in recent years for designing neural networks for 3D data that are equivariant under rotation and translation of the input. Most approaches for equivariance under the Euclidean group $\mathrm{SE}(3)$ of rotations and translations fall within one of the two major categories. The first category consists of methods that use $\mathrm{SE}(3)$-convolution which generalizes classical $\mathbb{R}^3$-convolution on signals over $\mathrm{SE}(3)$. Alternatively, it is possible to use \textit{steerable convolution} which achieves $\mathrm{SE}(3)$-equivariance by imposing constraints on $\mathbb{R}^3$-convolution of tensor fields. It is known by specialists in the field that the two approaches are equivalent, with steerable convolution being the Fourier transform of $\mathrm{SE}(3)$ convolution. Unfortunately, these results are not widely known and moreover the exact relations between deep learning architectures built upon these two approaches have not been precisely described in the literature on equivariant deep learning. In this work we provide an in-depth analysis of both methods and their equivalence and relate the two constructions to multiview convolutional networks. Furthermore, we provide theoretical justifications of separability of $\mathrm{SE}(3)$ group convolution, which explain the applicability and success of some recent approaches. Finally, we express different methods using a single coherent formalism and provide explicit formulas that relate the kernels learned by different methods. In this way, our work helps to unify different previously-proposed techniques for achieving roto-translational equivariance, and helps to shed light on both the utility and precise differences between various alternatives. We also derive new TFN non-linearities from our equivalence principle and test them on practical benchmark datasets.
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神经表示是表示形状的流行,因为它们可以学习形式传感器数据,并用于数据清理,模型完成,形状编辑和形状合成。当前的神经表示形式可以归类为对单个对象实例的过度拟合或表示对象集合。但是,都不允许对神经场景表示的准确编辑:一方面,过度拟合对象实现高度准确的重建的方法,但不能推广到看不见的对象配置,因此无法支持编辑;另一方面,代表具有变化的对象家族的方法确实概括了,但仅产生近似重建。我们建议Neuform使用最适合每个形状区域的一个:可靠数据的过拟合表示,以及可靠的可用数据以及其他任何地方的可推广表示形式,以适应过度拟合和可推广表示的优势。我们通过精心设计的体系结构和一种将两个表示网络权重融合在一起的方法,避免接缝和其他工件。我们展示了成功重新配置人类设计的形状的部分,例如椅子,表和灯,同时保留语义完整性和过度拟合形状表示的准确性。我们与两个最先进的竞争对手进行了比较,并在合理性和结果编辑的忠诚度方面取得了明显的改善。
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我们提出了一种新颖的方法,可以可靠地估计相机的姿势,并在极端环境中获得的一系列图像,例如深海或外星地形。在这些挑战性条件下获得的数据被无纹理表面,图像退化以及重复性和高度模棱两可的结构所破坏。当天真地部署时,最先进的方法可能会在我们的经验分析确认的那些情况下失败。在本文中,我们试图在这些极端情况下使摄像机重新定位起作用。为此,我们提出:(i)一个分层定位系统,我们利用时间信息和(ii)一种新颖的环境感知图像增强方法来提高鲁棒性和准确性。我们广泛的实验结果表明,在两个极端环境下我们的方法有利于我们的方法:将自动的水下车辆定位,并将行星漫游者定位在火星样的沙漠中。此外,我们的方法仅使用20%的培训数据就可以在室内基准(7片数据集)上使用最先进的方法(7片数据集)实现可比性的性能。
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3D多对象跟踪旨在唯一,始终如一地识别所有移动实体。尽管在此设置中提供了丰富的时空信息,但当前的3D跟踪方法主要依赖于抽象的信息和有限的历史记录,例如单帧对象边界框。在这项工作中,我们开发了对交通场景的整体表示,该场景利用了现场演员的空间和时间信息。具体而言,我们通过将跟踪的对象表示为时空点和边界框的序列来重新将跟踪作为时空问题,并在悠久的时间历史上进行重新制定。在每个时间戳上,我们通过对对象历史记录的完整顺序进行的细化来改善跟踪对象的位置和运动估计。通过共同考虑时间和空间,我们的代表自然地编码了基本的物理先验,例如对象持久性和整个时间的一致性。我们的时空跟踪框架在Waymo和Nuscenes基准测试中实现了最先进的性能。
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