Abstract:Exploring variations of 3D shapes is a time-consuming process in traditional 3D modeling tools. Deep generative models of 3D shapes often feature continuous latent spaces that can, in principle, be used to explore potential variations starting from a set of input shapes. In practice, doing so can be problematic: latent spaces are high dimensional and hard to visualize, contain shapes that are not relevant to the input shapes, and linear paths through them often lead to sub-optimal shape transitions. Furthermore, one would ideally be able to explore variations in the original high-quality meshes used to train the generative model, not its lower-quality output geometry. In this paper, we present a method to explore variations among a given set of landmark shapes by constructing a mapping from an easily-navigable 2D exploration space to a subspace of a pre-trained generative model. We first describe how to find a mapping that spans the set of input landmark shapes and exhibits smooth variations between them. We then show how to turn the variations in this subspace into deformation fields, to transfer those variations to high-quality meshes for the landmark shapes. Our results show that our method can produce visually-pleasing and easily-navigable 2D exploration spaces for several different shape categories, especially as compared to prior work on learning deformation spaces for 3D shapes.
Abstract:This paper presents a novel patch-based adversarial attack pipeline that trains adversarial patches on 3D human meshes. We sample triangular faces on a reference human mesh, and create an adversarial texture atlas over those faces. The adversarial texture is transferred to human meshes in various poses, which are rendered onto a collection of real-world background images. Contrary to the traditional patch-based adversarial attacks, where prior work attempts to fool trained object detectors using appended adversarial patches, this new form of attack is mapped into the 3D object world and back-propagated to the texture atlas through differentiable rendering. As such, the adversarial patch is trained under deformation consistent with real-world materials. In addition, and unlike existing adversarial patches, our new 3D adversarial patch is shown to fool state-of-the-art deep object detectors robustly under varying views, potentially leading to an attacking scheme that is persistently strong in the physical world.
Abstract:We have seen numerous machine learning methods tackle the game of chess over the years. However, one common element in these works is the necessity of a finely optimized look ahead algorithm. The particular interest of this research lies with creating a chess engine that is highly capable, but restricted in its look ahead depth. We train a deep neural network to serve as a static evaluation function, which is accompanied by a relatively simple look ahead algorithm. We show that our static evaluation function has encoded some semblance of look ahead knowledge, and is comparable to classical evaluation functions. The strength of our chess engine is assessed by comparing its proposed moves against those proposed by Stockfish. We show that, despite strict restrictions on look ahead depth, our engine recommends moves of equal strength in roughly $83\%$ of our sample positions.