Fast and light-weight methods for animating 3D characters are desirable in various applications such as computer games. We present a learning-based approach to enhance skinning-based animations of 3D characters with vivid secondary motion effects. We design a neural network that encodes each local patch of a character simulation mesh where the edges implicitly encode the internal forces between the neighboring vertices. The network emulates the ordinary differential equations of the character dynamics, predicting new vertex positions from the current accelerations, velocities and positions. Being a local method, our network is independent of the mesh topology and generalizes to arbitrarily shaped 3D character meshes at test time. We further represent per-vertex constraints and material properties such as stiffness, enabling us to easily adjust the dynamics in different parts of the mesh. We evaluate our method on various character meshes and complex motion sequences. Our method can be over 30 times more efficient than ground-truth physically based simulation, and outperforms alternative solutions that provide fast approximations.
In this paper, we study the estimation of partially linear models for spatial data distributed over complex domains. We use bivariate splines over triangulations to represent the nonparametric component on an irregular two-dimensional domain. The proposed method is formulated as a constrained minimization problem which does not require constructing finite elements or locally supported basis functions. Thus, it allows an easier implementation of piecewise polynomial representations of various degrees and various smoothness over an arbitrary triangulation. Moreover, the constrained minimization problem is converted into an unconstrained minimization via a QR decomposition of the smoothness constraints, which allows for the development of a fast and efficient penalized least squares algorithm to fit the model. The estimators of the parameters are proved to be asymptotically normal under some regularity conditions. The estimator of the bivariate function is consistent, and its rate of convergence is also established. The proposed method enables us to construct confidence intervals and permits inference for the parameters. The performance of the estimators is evaluated by two simulation examples and by a real data analysis.
In this paper we derive a new capability for robots to measure relative direction, or Angle-of-Arrival (AOA), to other robots operating in non-line-of-sight and unmapped environments with occlusions, without requiring external infrastructure. We do so by capturing all of the paths that a WiFi signal traverses as it travels from a transmitting to a receiving robot, which we term an AOA profile. The key intuition is to "emulate antenna arrays in the air" as the robots move in 3D space, a method akin to Synthetic Aperture Radar (SAR). The main contributions include development of i) a framework to accommodate arbitrary 3D trajectories, as well as continuous mobility all robots, while computing AOA profiles and ii) an accompanying analysis that provides a lower bound on variance of AOA estimation as a function of robot trajectory geometry based on the Cramer Rao Bound. This is a critical distinction with previous work on SAR that restricts robot mobility to prescribed motion patterns, does not generalize to 3D space, and/or requires transmitting robots to be static during data acquisition periods. Our method results in more accurate AOA profiles and thus better AOA estimation, and formally characterizes this observation as the informativeness of the trajectory; a computable quantity for which we derive a closed form. All theoretical developments are substantiated by extensive simulation and hardware experiments. We also show that our formulation can be used with an off-the-shelf trajectory estimation sensor. Finally, we demonstrate the performance of our system on a multi-robot dynamic rendezvous task.
We present a hybridization technique for summation-by-parts finite difference methods with weak enforcement of interface and boundary conditions for second order, linear elliptic partial differential equations. The method is based on techniques from the hybridized discontinuous Galerkin literature where local and global problems are defined for the volume and trace grid points, respectively. By using a Schur complement technique the volume points can be eliminated, which drastically reduces the system size. We derive both the local and global problems, and show that the linear systems that must be solved are symmetric positive definite. The theoretical stability results are confirmed with numerical experiments as is the accuracy of the method.
Curvilinear, multiblock summation-by-parts finite difference methods with the simultaneous approximation term method provide a stable and accurate method for solving the wave equation in second order form. That said, the standard method can become arbitrarily stiff when characteristic boundary conditions and nonlinear interface conditions are used. Here we propose a new technique that avoids this stiffness by using characteristic variables to "upwind" the boundary and interface treatment. This is done through the introduction of an additional block boundary displacement variable. Using a unified energy, which expresses both the standard as well as characteristic boundary and interface treatment, we show that the resulting scheme has semidiscrete energy stability for the anistropic wave equation. The theoretical stability results are confirmed with numerical experiments that also demonstrate the accuracy and robustness of the proposed scheme. The numerical results also show that the characteristic scheme has a time step restriction based on standard wave propagation considerations and not the boundary closure.
We present MultiBodySync, a novel, end-to-end trainable multi-body motion segmentation and rigid registration framework for multiple input 3D point clouds. The two non-trivial challenges posed by this multi-scan multibody setting that we investigate are: (i) guaranteeing correspondence and segmentation consistency across multiple input point clouds capturing different spatial arrangements of bodies or body parts; and (ii) obtaining robust motion-based rigid body segmentation applicable to novel object categories. We propose an approach to address these issues that incorporates spectral synchronization into an iterative deep declarative network, so as to simultaneously recover consistent correspondences as well as motion segmentation. At the same time, by explicitly disentangling the correspondence and motion segmentation estimation modules, we achieve strong generalizability across different object categories. Our extensive evaluations demonstrate that our method is effective on various datasets ranging from rigid parts in articulated objects to individually moving objects in a 3D scene, be it single-view or full point clouds.
Graph convolutional network (GCN) has been successfully applied to many graph-based applications; however, training a large-scale GCN remains challenging. Current SGD-based algorithms suffer from either a high computational cost that exponentially grows with number of GCN layers, or a large space requirement for keeping the entire graph and the embedding of each node in memory. In this paper, we propose Cluster-GCN, a novel GCN algorithm that is suitable for SGD-based training by exploiting the graph clustering structure. Cluster-GCN works as the following: at each step, it samples a block of nodes that associate with a dense subgraph identified by a graph clustering algorithm, and restricts the neighborhood search within this subgraph. This simple but effective strategy leads to significantly improved memory and computational efficiency while being able to achieve comparable test accuracy with previous algorithms. To test the scalability of our algorithm, we create a new Amazon2M data with 2 million nodes and 61 million edges which is more than 5 times larger than the previous largest publicly available dataset (Reddit). For training a 3-layer GCN on this data, Cluster-GCN is faster than the previous state-of-the-art VR-GCN (1523 seconds vs 1961 seconds) and using much less memory (2.2GB vs 11.2GB). Furthermore, for training 4 layer GCN on this data, our algorithm can finish in around 36 minutes while all the existing GCN training algorithms fail to train due to the out-of-memory issue. Furthermore, Cluster-GCN allows us to train much deeper GCN without much time and memory overhead, which leads to improved prediction accuracy---using a 5-layer Cluster-GCN, we achieve state-of-the-art test F1 score 99.36 on the PPI dataset, while the previous best result was 98.71 by [16].
We present a new clustering method in the form of a single clustering equation that is able to directly discover groupings in the data. The main proposition is that the first neighbor of each sample is all one needs to discover large chains and finding the groups in the data. In contrast to most existing clustering algorithms our method does not require any hyper-parameters, distance thresholds and/or the need to specify the number of clusters. The proposed algorithm belongs to the family of hierarchical agglomerative methods. The technique has a very low computational overhead, is easily scalable and applicable to large practical problems. Evaluation on well known datasets from different domains ranging between 1077 and 8.1 million samples shows substantial performance gains when compared to the existing clustering techniques.
Graph embedding aims to transfer a graph into vectors to facilitate subsequent graph analytics tasks like link prediction and graph clustering. Most approaches on graph embedding focus on preserving the graph structure or minimizing the reconstruction errors for graph data. They have mostly overlooked the embedding distribution of the latent codes, which unfortunately may lead to inferior representation in many cases. In this paper, we present a novel adversarially regularized framework for graph embedding. By employing the graph convolutional network as an encoder, our framework embeds the topological information and node content into a vector representation, from which a graph decoder is further built to reconstruct the input graph. The adversarial training principle is applied to enforce our latent codes to match a prior Gaussian or Uniform distribution. Based on this framework, we derive two variants of adversarial models, the adversarially regularized graph autoencoder (ARGA) and its variational version, adversarially regularized variational graph autoencoder (ARVGA), to learn the graph embedding effectively. We also exploit other potential variations of ARGA and ARVGA to get a deeper understanding on our designs. Experimental results compared among twelve algorithms for link prediction and twenty algorithms for graph clustering validate our solutions.
We present a unified framework tackling two problems: class-specific 3D reconstruction from a single image, and generation of new 3D shape samples. These tasks have received considerable attention recently; however, existing approaches rely on 3D supervision, annotation of 2D images with keypoints or poses, and/or training with multiple views of each object instance. Our framework is very general: it can be trained in similar settings to these existing approaches, while also supporting weaker supervision scenarios. Importantly, it can be trained purely from 2D images, without ground-truth pose annotations, and with a single view per instance. We employ meshes as an output representation, instead of voxels used in most prior work. This allows us to exploit shading information during training, which previous 2D-supervised methods cannot. Thus, our method can learn to generate and reconstruct concave object classes. We evaluate our approach on synthetic data in various settings, showing that (i) it learns to disentangle shape from pose; (ii) using shading in the loss improves performance; (iii) our model is comparable or superior to state-of-the-art voxel-based approaches on quantitative metrics, while producing results that are visually more pleasing; (iv) it still performs well when given supervision weaker than in prior works.
Lane mark detection is an important element in the road scene analysis for Advanced Driver Assistant System (ADAS). Limited by the onboard computing power, it is still a challenge to reduce system complexity and maintain high accuracy at the same time. In this paper, we propose a Lane Marking Detector (LMD) using a deep convolutional neural network to extract robust lane marking features. To improve its performance with a target of lower complexity, the dilated convolution is adopted. A shallower and thinner structure is designed to decrease the computational cost. Moreover, we also design post-processing algorithms to construct 3rd-order polynomial models to fit into the curved lanes. Our system shows promising results on the captured road scenes.