我们提出了一种从人类设计的家具布局数据中生成室内家具的布置的方法。我们的方法创建了针对指定多样性的安排,例如房间中所有家具的总价格以及放置的碎片数量。为了产生逼真的家具布置,我们在人类设计的布局上训练生成的对抗网络(GAN)。为了针对安排中的特定多样性,我们通过质量多样性算法优化GAN的潜在空间,以生成多样化的安排集合。实验表明,我们的方法发现了一系列与人类设计的布局相似的布置,但价格和家具的数量也有所不同。
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Generating realistic 3D worlds occupied by moving humans has many applications in games, architecture, and synthetic data creation. But generating such scenes is expensive and labor intensive. Recent work generates human poses and motions given a 3D scene. Here, we take the opposite approach and generate 3D indoor scenes given 3D human motion. Such motions can come from archival motion capture or from IMU sensors worn on the body, effectively turning human movement in a "scanner" of the 3D world. Intuitively, human movement indicates the free-space in a room and human contact indicates surfaces or objects that support activities such as sitting, lying or touching. We propose MIME (Mining Interaction and Movement to infer 3D Environments), which is a generative model of indoor scenes that produces furniture layouts that are consistent with the human movement. MIME uses an auto-regressive transformer architecture that takes the already generated objects in the scene as well as the human motion as input, and outputs the next plausible object. To train MIME, we build a dataset by populating the 3D FRONT scene dataset with 3D humans. Our experiments show that MIME produces more diverse and plausible 3D scenes than a recent generative scene method that does not know about human movement. Code and data will be available for research at https://mime.is.tue.mpg.de.
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加强学习的最新进展(RL)已开始生产能够解决复杂环境分布的通常能力的代理。这些试剂通常在固定的,人为实现的环境上进行测试。另一方面,质量多样性(QD)优化已被证明是环境生成算法的有效组成部分,该算法可以产生多种多样的最终代理行为的高质量环境集合。但是,这些算法需要在新生成的环境上对代理的潜在昂贵模拟。我们提出了深层替代辅助生成环境(DSAGE),这是一种样本效率的QD环境生成算法,该算法保持了一个深层的替代模型,用于预测新环境中的试剂行为。结果有两个基准域,表明DSAGE明显优于现有的QD环境生成算法,这些算法在发现了引起最先进的RL代理商和计划代理的各种行为的环境集合中。
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Training parts from ShapeNet. (b) t-SNE plot of part embeddings. (c) Reconstructing entire scenes with Local Implicit Grids Figure 1:We learn an embedding of parts from objects in ShapeNet [3] using a part autoencoder with an implicit decoder. We show that this representation of parts is generalizable across object categories, and easily scalable to large scenes. By localizing implicit functions in a grid, we are able to reconstruct entire scenes from points via optimization of the latent grid.
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在生成模型的背景下,近年来,文本到图像生成取得了令人印象深刻的结果。提出了使用不同方法的模型,并在大量的文本和图像对数据集中进行了培训。但是,某些方法依赖于预训练的模型,例如生成对抗网络,通过使用基于梯度的方法来更新潜在矢量的生成模型的潜在空间,并依赖于余弦功能(例如余弦功能)。在这项工作中,我们通过提出使用协方差矩阵适应演化策略来探索生成对手网络的潜在空间,从而遵循不同的方向。我们将这种方法与使用亚当和混合策略的方法进行了比较。我们设计了一项实验研究,以使用不同的文本输入来比较三种方法,通过根据所得样品的投影调整评估方法来比较图像生成,以检查分布的多样性。结果证明,进化方法在样品的产生中获得了更多的多样性,从而探索了所得网格的不同区域。此外,我们表明混合方法结合了基于梯度和进化方法的探索区域,利用结果的质量。
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Generative models, as an important family of statistical modeling, target learning the observed data distribution via generating new instances. Along with the rise of neural networks, deep generative models, such as variational autoencoders (VAEs) and generative adversarial network (GANs), have made tremendous progress in 2D image synthesis. Recently, researchers switch their attentions from the 2D space to the 3D space considering that 3D data better aligns with our physical world and hence enjoys great potential in practice. However, unlike a 2D image, which owns an efficient representation (i.e., pixel grid) by nature, representing 3D data could face far more challenges. Concretely, we would expect an ideal 3D representation to be capable enough to model shapes and appearances in details, and to be highly efficient so as to model high-resolution data with fast speed and low memory cost. However, existing 3D representations, such as point clouds, meshes, and recent neural fields, usually fail to meet the above requirements simultaneously. In this survey, we make a thorough review of the development of 3D generation, including 3D shape generation and 3D-aware image synthesis, from the perspectives of both algorithms and more importantly representations. We hope that our discussion could help the community track the evolution of this field and further spark some innovative ideas to advance this challenging task.
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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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Autonomous driving requires efficient reasoning about the location and appearance of the different agents in the scene, which aids in downstream tasks such as object detection, object tracking, and path planning. The past few years have witnessed a surge in approaches that combine the different taskbased modules of the classic self-driving stack into an End-toEnd(E2E) trainable learning system. These approaches replace perception, prediction, and sensor fusion modules with a single contiguous module with shared latent space embedding, from which one extracts a human-interpretable representation of the scene. One of the most popular representations is the Birds-eye View (BEV), which expresses the location of different traffic participants in the ego vehicle frame from a top-down view. However, a BEV does not capture the chromatic appearance information of the participants. To overcome this limitation, we propose a novel representation that captures various traffic participants appearance and occupancy information from an array of monocular cameras covering 360 deg field of view (FOV). We use a learned image embedding of all camera images to generate a BEV of the scene at any instant that captures both appearance and occupancy of the scene, which can aid in downstream tasks such as object tracking and executing language-based commands. We test the efficacy of our approach on synthetic dataset generated from CARLA. The code, data set, and results can be found at https://rebrand.ly/APP OCC-results.
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Language is one of the primary means by which we describe the 3D world around us. While rapid progress has been made in text-to-2D-image synthesis, similar progress in text-to-3D-shape synthesis has been hindered by the lack of paired (text, shape) data. Moreover, extant methods for text-to-shape generation have limited shape diversity and fidelity. We introduce TextCraft, a method to address these limitations by producing high-fidelity and diverse 3D shapes without the need for (text, shape) pairs for training. TextCraft achieves this by using CLIP and using a multi-resolution approach by first generating in a low-dimensional latent space and then upscaling to a higher resolution, improving the fidelity of the generated shape. To improve shape diversity, we use a discrete latent space which is modelled using a bidirectional transformer conditioned on the interchangeable image-text embedding space induced by CLIP. Moreover, we present a novel variant of classifier-free guidance, which further improves the accuracy-diversity trade-off. Finally, we perform extensive experiments that demonstrate that TextCraft outperforms state-of-the-art baselines.
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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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Compact and accurate representations of 3D shapes are central to many perception and robotics tasks. State-of-the-art learning-based methods can reconstruct single objects but scale poorly to large datasets. We present a novel recursive implicit representation to efficiently and accurately encode large datasets of complex 3D shapes by recursively traversing an implicit octree in latent space. Our implicit Recursive Octree Auto-Decoder (ROAD) learns a hierarchically structured latent space enabling state-of-the-art reconstruction results at a compression ratio above 99%. We also propose an efficient curriculum learning scheme that naturally exploits the coarse-to-fine properties of the underlying octree spatial representation. We explore the scaling law relating latent space dimension, dataset size, and reconstruction accuracy, showing that increasing the latent space dimension is enough to scale to large shape datasets. Finally, we show that our learned latent space encodes a coarse-to-fine hierarchical structure yielding reusable latents across different levels of details, and we provide qualitative evidence of generalization to novel shapes outside the training set.
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自动室内映射的问题解决了。目的是最大程度地减少达到预定百分比的暴露百分比,并以一定的确定性水平。在路径计划和地图构造中,都使用预训练的生成深神经网络,充当地图预测指标,以加快映射过程。该方法与两个不同的平面图数据集的几个基于边界的路径计划结合使用。对集成地图预测变量的多种配置进行了仿真,其结果表明,通过利用预测,可以大大减少映射时间。当预测均集成到路径规划和地图施工过程中时,表明在某些情况下,映射时间可能会减少50%以上。
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机器学习的最近进步已经创造了利用一类基于坐标的神经网络来解决视觉计算问题的兴趣,该基于坐标的神经网络在空间和时间跨空间和时间的场景或对象的物理属性。我们称之为神经领域的这些方法已经看到在3D形状和图像的合成中成功应用,人体的动画,3D重建和姿势估计。然而,由于在短时间内的快速进展,许多论文存在,但尚未出现全面的审查和制定问题。在本报告中,我们通过提供上下文,数学接地和对神经领域的文学进行广泛综述来解决这一限制。本报告涉及两种维度的研究。在第一部分中,我们通过识别神经字段方法的公共组件,包括不同的表示,架构,前向映射和泛化方法来专注于神经字段的技术。在第二部分中,我们专注于神经领域的应用在视觉计算中的不同问题,超越(例如,机器人,音频)。我们的评论显示了历史上和当前化身的视觉计算中已覆盖的主题的广度,展示了神经字段方法所带来的提高的质量,灵活性和能力。最后,我们展示了一个伴随着贡献本综述的生活版本,可以由社区不断更新。
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3D重建是计算机视觉中的一个基本问题,当重建对象被部分或完全遮住时,任务尤其具有挑战性。我们介绍了一种使用未观察到的对象施放的阴影的方法,以推断遮挡背后的3D卷。我们创建一个可区分的图像形成模型,使我们能够共同推断物体的3D形状,其姿势和光源的位置。由于该方法是端到端可区分的,因此我们能够集成对象几何学的学习先验,以生成不同对象类别的现实3D形状。实验和可视化表明该方法能够生成与阴影观察一致的多个可能的解决方案。即使光源和物体姿势的位置都未知,我们的方法也起作用。我们的方法对现实世界的图像也很强,而地面真实的阴影面罩未知。
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最近的方法(例如材料gan)已使用无条件的gan来生成每像素材料图,或作为从输入照片重建材料之前的材料。这些模型可以生成各种随机材料外观,但没有任何将生成材料限制为特定类别或控制生成材料的粗体结构的机制,例如砖墙上的精确砖布局。此外,从单个输入照片中重建的材料通常具有伪像,并且通常不可易换,这限制了它们在实际内容创建管道中的使用。我们提出了Tilegen,这是一种针对SVBRDFS的生成模型,该模型特定于材料类别,始终可易换,并且在提供的输入结构模式上有条件。 Tilegen是Stylegan的变体,其架构经过修改以始终生成可易于的(周期性)材料图。除了标准的“样式”潜在代码外,Tilegen还可以选择拍摄条件图像,从而使用户直接控制材料的主要空间(和可选的颜色)功能。例如,在砖块中,用户可以指定砖布局和砖块,或者在皮革材料中,皱纹和褶皱的位置。我们的反渲染方法可以通过优化找到一种材料,从而感知到单个目标照片。这种重建也可以以用户提供的模式为条件。所得的材料是可拆卸的,可以大于目标图像,并且可以通过改变条件来编辑。
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In recent years, substantial progress has been achieved in learning-based reconstruction of 3D objects. At the same time, generative models were proposed that can generate highly realistic images. However, despite this success in these closely related tasks, texture reconstruction of 3D objects has received little attention from the research community and state-of-the-art methods are either limited to comparably low resolution or constrained experimental setups. A major reason for these limitations is that common representations of texture are inefficient or hard to interface for modern deep learning techniques. In this paper, we propose Texture Fields, a novel texture representation which is based on regressing a continuous 3D function parameterized with a neural network. Our approach circumvents limiting factors like shape discretization and parameterization, as the proposed texture representation is independent of the shape representation of the 3D object. We show that Texture Fields are able to represent high frequency texture and naturally blend with modern deep learning techniques. Experimentally, we find that Texture Fields compare favorably to state-of-the-art methods for conditional texture reconstruction of 3D objects and enable learning of probabilistic generative models for texturing unseen 3D models. We believe that Texture Fields will become an important building block for the next generation of generative 3D models.
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神经辐射场(NERF)最近在新型视图合成中取得了令人印象深刻的结果。但是,以前的NERF作品主要关注以对象为中心的方案。在这项工作中,我们提出了360ROAM,这是一种新颖的场景级NERF系统,可以实时合成大型室内场景的图像并支持VR漫游。我们的系统首先从多个输入$ 360^\ circ $图像构建全向神经辐射场360NERF。然后,我们逐步估算一个3D概率的占用图,该概率占用图代表了空间密度形式的场景几何形状。跳过空的空间和上采样占据的体素本质上可以使我们通过以几何学意识的方式使用360NERF加速量渲染。此外,我们使用自适应划分和扭曲策略来减少和调整辐射场,以进一步改进。从占用地图中提取的场景的平面图可以为射线采样提供指导,并促进现实的漫游体验。为了显示我们系统的功效,我们在各种场景中收集了$ 360^\ Circ $图像数据集并进行广泛的实验。基线之间的定量和定性比较说明了我们在复杂室内场景的新型视图合成中的主要表现。
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Our method completes a partial 3D scan using a 3D Encoder-Predictor network that leverages semantic features from a 3D classification network. The predictions are correlated with a shape database, which we use in a multi-resolution 3D shape synthesis step. We obtain completed high-resolution meshes that are inferred from partial, low-resolution input scans.
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现实的3D室内场景数据集在计算机视觉,场景理解,自主导航和3D重建中启用了最近的最近进展。但是,现有数据集的规模,多样性和可定制性有限,并且扫描和注释更多的耗时和昂贵。幸运的是,组合者在我们方面:现有3D场景数据集有足够的个别房间,如果有一种方法可以将它们重新组合成新的布局。在本文中,我们提出了从现有3D房间生成新型3D平面图的任务。我们确定了这个问题的三个子任务:生成2D布局,检索兼容3D房间,以及3D房间的变形,以适应布局。然后,我们讨论解决问题的不同策略,设计两个代表性管道:一个使用可用的2D楼层计划,以指导3D房间的选择和变形;另一个学习检索一组兼容的3D房间,并将它们与新颖的布局相结合。我们设计一组指标,可评估所生成的结果与三个子任务中的每一个,并显示不同的方法在这些子任务上交易性能。最后,我们调查从生成的3D场景中受益的下游任务,并讨论选择最适合这些任务的需求的方法。
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我们为场景的生成模型提出了一个无监督的中级表示。该表示是中等水平的,因为它既不是人均也不是每图像。相反,场景被建模为一系列空间,深度订购的特征“斑点”。斑点分化在特征网格上,该特征网格被生成对抗网络解码为图像。由于斑点的空间均匀性和卷积固有的局部性,我们的网络学会了将不同的斑点与场景中的不同实体相关联,并安排这些斑点以捕获场景布局。我们通过证明,尽管没有任何监督训练,但我们的方法启用了诸如场景中的物体(例如,移动,卸下和修复家具),创建可行场景(例如,可靠的,Plaausible(例如,可靠),我们的方法可以轻松地操纵对象(例如,可行的情况)来证明这种紧急行为。带抽屉在特定位置的房间),将现实世界图像解析为组成部分。在充满挑战的室内场景的多类数据集上,Blobgan在FID测量的图像质量中优于图像质量。有关视频结果和交互式演示,请参见我们的项目页面:https://www.dave.ml/blobgan
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