Abstract:Public urban spaces like streetscapes and plazas serve residents and accommodate social life in all its vibrant variations. Recent advances in Robotics and Embodied AI make public urban spaces no longer exclusive to humans. Food delivery bots and electric wheelchairs have started sharing sidewalks with pedestrians, while diverse robot dogs and humanoids have recently emerged in the street. Ensuring the generalizability and safety of these forthcoming mobile machines is crucial when navigating through the bustling streets in urban spaces. In this work, we present MetaUrban, a compositional simulation platform for Embodied AI research in urban spaces. MetaUrban can construct an infinite number of interactive urban scenes from compositional elements, covering a vast array of ground plans, object placements, pedestrians, vulnerable road users, and other mobile agents' appearances and dynamics. We design point navigation and social navigation tasks as the pilot study using MetaUrban for embodied AI research and establish various baselines of Reinforcement Learning and Imitation Learning. Experiments demonstrate that the compositional nature of the simulated environments can substantially improve the generalizability and safety of the trained mobile agents. MetaUrban will be made publicly available to provide more research opportunities and foster safe and trustworthy embodied AI in urban spaces.
Abstract:Testing and evaluating the safety performance of autonomous vehicles (AVs) is essential before the large-scale deployment. Practically, the acceptable cost of testing specific AV model can be restricted within an extremely small limit because of testing cost or time. With existing testing methods, the limitations imposed by strictly restricted testing numbers often result in significant uncertainties or challenges in quantifying testing results. In this paper, we formulate this problem for the first time the "few-shot testing" (FST) problem and propose a systematic FST framework to address this challenge. To alleviate the considerable uncertainty inherent in a small testing scenario set and optimize scenario utilization, we frame the FST problem as an optimization problem and search for a small scenario set based on neighborhood coverage and similarity. By leveraging the prior information on surrogate models (SMs), we dynamically adjust the testing scenario set and the contribution of each scenario to the testing result under the guidance of better generalization ability on AVs. With certain hypotheses on SMs, a theoretical upper bound of testing error is established to verify the sufficiency of testing accuracy within given limited number of tests. The experiments of the cut-in scenario using FST method demonstrate a notable reduction in testing error and variance compared to conventional testing methods, especially for situations with a strict limitation on the number of scenarios.
Abstract:We present a new method for generating realistic and view-consistent images with fine geometry from 2D image collections. Our method proposes a hybrid explicit-implicit representation called \textbf{OrthoPlanes}, which encodes fine-grained 3D information in feature maps that can be efficiently generated by modifying 2D StyleGANs. Compared to previous representations, our method has better scalability and expressiveness with clear and explicit information. As a result, our method can handle more challenging view-angles and synthesize articulated objects with high spatial degree of freedom. Experiments demonstrate that our method achieves state-of-the-art results on FFHQ and SHHQ datasets, both quantitatively and qualitatively. Project page: \url{https://orthoplanes.github.io/}.
Abstract:Realistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity, which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several alluring attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Second, we provide rich assets for each subject -- 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 x 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation. Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/