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Single image 3D photography enables viewers to view a still image from novel viewpoints. Recent approaches combine monocular depth networks with inpainting networks to achieve compelling results. A drawback of these techniques is the use of hard dept h layering, making them unable to model intricate appearance details such as thin hair-like structures. We present SLIDE, a modular and unified system for single image 3D photography that uses a simple yet effective soft layering strategy to better preserve appearance details in novel views. In addition, we propose a novel depth-aware training strategy for our inpainting module, better suited for the 3D photography task. The resulting SLIDE approach is modular, enabling the use of other components such as segmentation and matting for improved layering. At the same time, SLIDE uses an efficient layered depth formulation that only requires a single forward pass through the component networks to produce high quality 3D photos. Extensive experimental analysis on three view-synthesis datasets, in combination with user studies on in-the-wild image collections, demonstrate superior performance of our technique in comparison to existing strong baselines while being conceptually much simpler. Project page: https://varunjampani.github.io/slide
Reasoning 3D shapes from 2D images is an essential yet challenging task, especially when only single-view images are at our disposal. While an object can have a complicated shape, individual parts are usually close to geometric primitives and thus ar e easier to model. Furthermore, parts provide a mid-level representation that is robust to appearance variations across objects in a particular category. In this work, we tackle the problem of 3D part discovery from only 2D image collections. Instead of relying on manually annotated parts for supervision, we propose a self-supervised approach, latent part discovery (LPD). Our key insight is to learn a novel part shape prior that allows each part to fit an object shape faithfully while constrained to have simple geometry. Extensive experiments on the synthetic ShapeNet, PartNet, and real-world Pascal 3D+ datasets show that our method discovers consistent object parts and achieves favorable reconstruction accuracy compared to the existing methods with the same level of supervision.
Single image pose estimation is a fundamental problem in many vision and robotics tasks, and existing deep learning approaches suffer by not completely modeling and handling: i) uncertainty about the predictions, and ii) symmetric objects with multip le (sometimes infinite) correct poses. To this end, we introduce a method to estimate arbitrary, non-parametric distributions on SO(3). Our key idea is to represent the distributions implicitly, with a neural network that estimates the probability given the input image and a candidate pose. Grid sampling or gradient ascent can be used to find the most likely pose, but it is also possible to evaluate the probability at any pose, enabling reasoning about symmetries and uncertainty. This is the most general way of representing distributions on manifolds, and to showcase the rich expressive power, we introduce a dataset of challenging symmetric and nearly-symmetric objects. We require no supervision on pose uncertainty -- the model trains only with a single pose per example. Nonetheless, our implicit model is highly expressive to handle complex distributions over 3D poses, while still obtaining accurate pose estimation on standard non-ambiguous environments, achieving state-of-the-art performance on Pascal3D+ and ModelNet10-SO(3) benchmarks.
Remarkable progress has been made in 3D reconstruction of rigid structures from a video or a collection of images. However, it is still challenging to reconstruct nonrigid structures from RGB inputs, due to its under-constrained nature. While templat e-based approaches, such as parametric shape models, have achieved great success in modeling the closed world of known object categories, they cannot well handle the open-world of novel object categories or outlier shapes. In this work, we introduce a template-free approach to learn 3D shapes from a single video. It adopts an analysis-by-synthesis strategy that forward-renders object silhouette, optical flow, and pixel values to compare with video observations, which generates gradients to adjust the camera, shape and motion parameters. Without using a category-specific shape template, our method faithfully reconstructs nonrigid 3D structures from videos of human, animals, and objects of unknown classes. Code will be available at lasr-google.github.io .
Convolution is one of the basic building blocks of CNN architectures. Despite its common use, standard convolution has two main shortcomings: Content-agnostic and Computation-heavy. Dynamic filters are content-adaptive, while further increasing the c omputational overhead. Depth-wise convolution is a lightweight variant, but it usually leads to a drop in CNN performance or requires a larger number of channels. In this work, we propose the Decoupled Dynamic Filter (DDF) that can simultaneously tackle both of these shortcomings. Inspired by recent advances in attention, DDF decouples a depth-wise dynamic filter into spatial and channel dynamic filters. This decomposition considerably reduces the number of parameters and limits computational costs to the same level as depth-wise convolution. Meanwhile, we observe a significant boost in performance when replacing standard convolution with DDF in classification networks. ResNet50 / 101 get improved by 1.9% and 1.3% on the top-1 accuracy, while their computational costs are reduced by nearly half. Experiments on the detection and joint upsampling networks also demonstrate the superior performance of the DDF upsampling variant (DDF-Up) in comparison with standard convolution and specialized content-adaptive layers.
Prototype learning is extensively used for few-shot segmentation. Typically, a single prototype is obtained from the support feature by averaging the global object information. However, using one prototype to represent all the information may lead to ambiguities. In this paper, we propose two novel modules, named superpixel-guided clustering (SGC) and guided prototype allocation (GPA), for multiple prototype extraction and allocation. Specifically, SGC is a parameter-free and training-free approach, which extracts more representative prototypes by aggregating similar feature vectors, while GPA is able to select matched prototypes to provide more accurate guidance. By integrating the SGC and GPA together, we propose the Adaptive Superpixel-guided Network (ASGNet), which is a lightweight model and adapts to object scale and shape variation. In addition, our network can easily generalize to k-shot segmentation with substantial improvement and no additional computational cost. In particular, our evaluations on COCO demonstrate that ASGNet surpasses the state-of-the-art method by 5% in 5-shot segmentation.
Representational learning forms the backbone of most deep learning applications, and the value of a learned representation is intimately tied to its information content regarding different factors of variation. Finding good representations depends on the nature of supervision and the learning algorithm. We propose a novel algorithm that relies on a weak form of supervision where the data is partitioned into sets according to certain inactive factors of variation. Our key insight is that by seeking approximate correspondence between elements of different sets, we learn strong representations that exclude the inactive factors of variation and isolate the active factors which vary within all sets. We demonstrate that the method can work in a semi-supervised scenario, and that a portion of the unsupervised data can belong to a different domain entirely. Further control over the content of the learned representations is possible by folding in data augmentation to suppress nuisance factors. We outperform competing baselines on the challenging problem of synthetic-to-real object pose transfer.
We introduce the problem of perpetual view generation - long-range generation of novel views corresponding to an arbitrarily long camera trajectory given a single image. This is a challenging problem that goes far beyond the capabilities of current v iew synthesis methods, which quickly degenerate when presented with large camera motions. Methods for video generation also have limited ability to produce long sequences and are often agnostic to scene geometry. We take a hybrid approach that integrates both geometry and image synthesis in an iterative `emph{render}, emph{refine} and emph{repeat} framework, allowing for long-range generation that cover large distances after hundreds of frames. Our approach can be trained from a set of monocular video sequences. We propose a dataset of aerial footage of coastal scenes, and compare our method with recent view synthesis and conditional video generation baselines, showing that it can generate plausible scenes for much longer time horizons over large camera trajectories compared to existing methods. Project page at https://infinite-nature.github.io/.
Decomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination. Though recent work has shown that implicit representations can be used to model the radiance field of an object, most of these techniques only enable view synthesis and not relighting. Additionally, evaluating these radiance fields is resource and time-intensive. We propose a neural reflectance decomposition (NeRD) technique that uses physically-based rendering to decompose the scene into spatially varying BRDF material properties. In contrast to existing techniques, our input images can be captured under different illumination conditions. In addition, we also propose techniques to convert the learned reflectance volume into a relightable textured mesh enabling fast real-time rendering with novel illuminations. We demonstrate the potential of the proposed approach with experiments on both synthetic and real datasets, where we are able to obtain high-quality relightable 3D assets from image collections. The datasets and code is available on the project page: https://markboss.me/publication/2021-nerd/
Content creation, central to applications such as virtual reality, can be a tedious and time-consuming. Recent image synthesis methods simplify this task by offering tools to generate new views from as little as a single input image, or by converting a semantic map into a photorealistic image. We propose to push the envelope further, and introduce Generative View Synthesis (GVS), which can synthesize multiple photorealistic views of a scene given a single semantic map. We show that the sequential application of existing techniques, e.g., semantics-to-image translation followed by monocular view synthesis, fail at capturing the scenes structure. In contrast, we solve the semantics-to-image translation in concert with the estimation of the 3D layout of the scene, thus producing geometrically consistent novel views that preserve semantic structures. We first lift the input 2D semantic map onto a 3D layered representation of the scene in feature space, thereby preserving the semantic labels of 3D geometric structures. We then project the layered features onto the target views to generate the final novel-view images. We verify the strengths of our method and compare it with several advanced baselines on three different datasets. Our approach also allows for style manipulation and image editing operations, such as the addition or removal of objects, with simple manipulations of the input style images and semantic maps respectively. Visit the project page at https://gvsnet.github.io.
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