Abstract:We present Reusable Motion prior (ReMP), an effective motion prior that can accurately track the temporal evolution of motion in various downstream tasks. Inspired by the success of foundation models, we argue that a robust spatio-temporal motion prior can encapsulate underlying 3D dynamics applicable to various sensor modalities. We learn the rich motion prior from a sequence of complete parametric models of posed human body shape. Our prior can easily estimate poses in missing frames or noisy measurements despite significant occlusion by employing a temporal attention mechanism. More interestingly, our prior can guide the system with incomplete and challenging input measurements to quickly extract critical information to estimate the sequence of poses, significantly improving the training efficiency for mesh sequence recovery. ReMP consistently outperforms the baseline method on diverse and practical 3D motion data, including depth point clouds, LiDAR scans, and IMU sensor data. Project page is available in https://hojunjang17.github.io/ReMP.
Abstract:We present an inverse image-formation module that can enhance the robustness of existing visual SLAM pipelines for casually captured scenarios. Casual video captures often suffer from motion blur and varying appearances, which degrade the final quality of coherent 3D visual representation. We propose integrating the physical imaging into the SLAM system, which employs linear HDR radiance maps to collect measurements. Specifically, individual frames aggregate images of multiple poses along the camera trajectory to explain prevalent motion blur in hand-held videos. Additionally, we accommodate per-frame appearance variation by dedicating explicit variables for image formation steps, namely white balance, exposure time, and camera response function. Through joint optimization of additional variables, the SLAM pipeline produces high-quality images with more accurate trajectories. Extensive experiments demonstrate that our approach can be incorporated into recent visual SLAM pipelines using various scene representations, such as neural radiance fields or Gaussian splatting.
Abstract:We aim to generate fine-grained 3D geometry from large-scale sparse LiDAR scans, abundantly captured by autonomous vehicles (AV). Contrary to prior work on AV scene completion, we aim to extrapolate fine geometry from unlabeled and beyond spatial limits of LiDAR scans, taking a step towards generating realistic, high-resolution simulation-ready 3D street environments. We propose hierarchical Generative Cellular Automata (hGCA), a spatially scalable conditional 3D generative model, which grows geometry recursively with local kernels following, in a coarse-to-fine manner, equipped with a light-weight planner to induce global consistency. Experiments on synthetic scenes show that hGCA generates plausible scene geometry with higher fidelity and completeness compared to state-of-the-art baselines. Our model generalizes strongly from sim-to-real, qualitatively outperforming baselines on the Waymo-open dataset. We also show anecdotal evidence of the ability to create novel objects from real-world geometric cues even when trained on limited synthetic content. More results and details can be found on https://research.nvidia.com/labs/toronto-ai/hGCA/.
Abstract:We introduce a lightweight and accurate localization method that only utilizes the geometry of 2D-3D lines. Given a pre-captured 3D map, our approach localizes a panorama image, taking advantage of the holistic 360 view. The system mitigates potential privacy breaches or domain discrepancies by avoiding trained or hand-crafted visual descriptors. However, as lines alone can be ambiguous, we express distinctive yet compact spatial contexts from relationships between lines, namely the dominant directions of parallel lines and the intersection between non-parallel lines. The resulting representations are efficient in processing time and memory compared to conventional visual descriptor-based methods. Given the groups of dominant line directions and their intersections, we accelerate the search process to test thousands of pose candidates in less than a millisecond without sacrificing accuracy. We empirically show that the proposed 2D-3D matching can localize panoramas for challenging scenes with similar structures, dramatic domain shifts or illumination changes. Our fully geometric approach does not involve extensive parameter tuning or neural network training, making it a practical algorithm that can be readily deployed in the real world. Project page including the code is available through this link: https://82magnolia.github.io/fgpl/.
Abstract:While free-hand sketching has long served as an efficient representation to convey characteristics of an object, they are often subjective, deviating significantly from realistic representations. Moreover, sketches are not consistent for arbitrary viewpoints, making it hard to catch 3D shapes. We propose 3Dooole, generating descriptive and view-consistent sketch images given multi-view images of the target object. Our method is based on the idea that a set of 3D strokes can efficiently represent 3D structural information and render view-consistent 2D sketches. We express 2D sketches as a union of view-independent and view-dependent components. 3D cubic B ezier curves indicate view-independent 3D feature lines, while contours of superquadrics express a smooth outline of the volume of varying viewpoints. Our pipeline directly optimizes the parameters of 3D stroke primitives to minimize perceptual losses in a fully differentiable manner. The resulting sparse set of 3D strokes can be rendered as abstract sketches containing essential 3D characteristic shapes of various objects. We demonstrate that 3Doodle can faithfully express concepts of the original images compared with recent sketch generation approaches.
Abstract:We propose Text2Scene, a method to automatically create realistic textures for virtual scenes composed of multiple objects. Guided by a reference image and text descriptions, our pipeline adds detailed texture on labeled 3D geometries in the room such that the generated colors respect the hierarchical structure or semantic parts that are often composed of similar materials. Instead of applying flat stylization on the entire scene at a single step, we obtain weak semantic cues from geometric segmentation, which are further clarified by assigning initial colors to segmented parts. Then we add texture details for individual objects such that their projections on image space exhibit feature embedding aligned with the embedding of the input. The decomposition makes the entire pipeline tractable to a moderate amount of computation resources and memory. As our framework utilizes the existing resources of image and text embedding, it does not require dedicated datasets with high-quality textures designed by skillful artists. To the best of our knowledge, it is the first practical and scalable approach that can create detailed and realistic textures of the desired style that maintain structural context for scenes with multiple objects.
Abstract:The absolute depth values of surrounding environments provide crucial cues for various assistive technologies, such as localization, navigation, and 3D structure estimation. We propose that accurate depth estimated from panoramic images can serve as a powerful and light-weight input for a wide range of downstream tasks requiring 3D information. While panoramic images can easily capture the surrounding context from commodity devices, the estimated depth shares the limitations of conventional image-based depth estimation; the performance deteriorates under large domain shifts and the absolute values are still ambiguous to infer from 2D observations. By taking advantage of the holistic view, we mitigate such effects in a self-supervised way and fine-tune the network with geometric consistency during the test phase. Specifically, we construct a 3D point cloud from the current depth prediction and project the point cloud at various viewpoints or apply stretches on the current input image to generate synthetic panoramas. Then we minimize the discrepancy of the 3D structure estimated from synthetic images without collecting additional data. We empirically evaluate our method in robot navigation and map-free localization where our method shows large performance enhancements. Our calibration method can therefore widen the applicability under various external conditions, serving as a key component for practical panorama-based machine vision systems.
Abstract:We introduce LDL, a fast and robust algorithm that localizes a panorama to a 3D map using line segments. LDL focuses on the sparse structural information of lines in the scene, which is robust to illumination changes and can potentially enable efficient computation. While previous line-based localization approaches tend to sacrifice accuracy or computation time, our method effectively observes the holistic distribution of lines within panoramic images and 3D maps. Specifically, LDL matches the distribution of lines with 2D and 3D line distance functions, which are further decomposed along principal directions of lines to increase the expressiveness. The distance functions provide coarse pose estimates by comparing the distributional information, where the poses are further optimized using conventional local feature matching. As our pipeline solely leverages line geometry and local features, it does not require costly additional training of line-specific features or correspondence matching. Nevertheless, our method demonstrates robust performance on challenging scenarios including object layout changes, illumination shifts, and large-scale scenes, while exhibiting fast pose search terminating within a matter of milliseconds. We thus expect our method to serve as a practical solution for line-based localization, and complement the well-established point-based paradigm. The code for LDL is available through the following link: https://github.com/82magnolia/panoramic-localization.
Abstract:Protoform reconstruction is the task of inferring what morphemes or words appeared like in the ancestral languages of a set of daughter languages. Meloni et al. (2021) achieved the state-of-the-art on Latin protoform reconstruction with an RNN-based encoder-decoder with attention model. We update their model with the state-of-the-art seq2seq model: the Transformer. Our model outperforms their model on a suite of different metrics on two different datasets: their Romance data of 8,000 cognates spanning 5 languages and a Chinese dataset (Hou 2004) of 800+ cognates spanning 39 varieties. We also probe our model for potential phylogenetic signal contained in the model. Our code is publicly available at https://github.com/cmu-llab/acl-2023.
Abstract:We present a method to animate a character incorporating multiple part-wise motion priors (PMP). While previous works allow creating realistic articulated motions from reference data, the range of motion is largely limited by the available samples. Especially for the interaction-rich scenarios, it is impractical to attempt acquiring every possible interacting motion, as the combination of physical parameters increases exponentially. The proposed PMP allows us to assemble multiple part skills to animate a character, creating a diverse set of motions with different combinations of existing data. In our pipeline, we can train an agent with a wide range of part-wise priors. Therefore, each body part can obtain a kinematic insight of the style from the motion captures, or at the same time extract dynamics-related information from the additional part-specific simulation. For example, we can first train a general interaction skill, e.g. grasping, only for the dexterous part, and then combine the expert trajectories from the pre-trained agent with the kinematic priors of other limbs. Eventually, our whole-body agent learns a novel physical interaction skill even with the absence of the object trajectories in the reference motion sequence.