We present NeRFEditor, an efficient learning framework for 3D scene editing, which takes a video captured over 360{\deg} as input and outputs a high-quality, identity-preserving stylized 3D scene. Our method supports diverse types of editing such as guided by reference images, text prompts, and user interactions. We achieve this by encouraging a pre-trained StyleGAN model and a NeRF model to learn from each other mutually. Specifically, we use a NeRF model to generate numerous image-angle pairs to train an adjustor, which can adjust the StyleGAN latent code to generate high-fidelity stylized images for any given angle. To extrapolate editing to GAN out-of-domain views, we devise another module that is trained in a self-supervised learning manner. This module maps novel-view images to the hidden space of StyleGAN that allows StyleGAN to generate stylized images on novel views. These two modules together produce guided images in 360{\deg}views to finetune a NeRF to make stylization effects, where a stable fine-tuning strategy is proposed to achieve this. Experiments show that NeRFEditor outperforms prior work on benchmark and real-world scenes with better editability, fidelity, and identity preservation.
3D-aware GANs offer new capabilities for creative content editing, such as view synthesis, while preserving the editing capability of their 2D counterparts. Using GAN inversion, these methods can reconstruct an image or a video by optimizing/predicting a latent code and achieve semantic editing by manipulating the latent code. However, a model pre-trained on a face dataset (e.g., FFHQ) often has difficulty handling faces with out-of-distribution (OOD) objects, (e.g., heavy make-up or occlusions). We address this issue by explicitly modeling OOD objects in face videos. Our core idea is to represent the face in a video using two neural radiance fields, one for in-distribution and the other for out-of-distribution data, and compose them together for reconstruction. Such explicit decomposition alleviates the inherent trade-off between reconstruction fidelity and editability. We evaluate our method's reconstruction accuracy and editability on challenging real videos and showcase favorable results against other baselines.
Salt and pepper noise removal is a common inverse problem in image processing. Traditional denoising methods have two limitations. First, noise characteristics are often not described accurately. For example, the noise location information is often ignored and the sparsity of the salt and pepper noise is often described by L1 norm, which cannot illustrate the sparse variables clearly. Second, conventional methods separate the contaminated image into a recovered image and a noise part, thus resulting in recovering an image with unsatisfied smooth parts and detail parts. In this study, we introduce a noise detection strategy to determine the position of the noise, and a non-convex sparsity regularization depicted by Lp quasi-norm is employed to describe the sparsity of the noise, thereby addressing the first limitation. The morphological component analysis framework with stationary Framelet transform is adopted to decompose the processed image into cartoon, texture, and noise parts to resolve the second limitation. Then, the alternating direction method of multipliers (ADMM) is employed to solve the proposed model. Finally, experiments are conducted to verify the proposed method and compare it with some current state-of-the-art denoising methods. The experimental results show that the proposed method can remove salt and pepper noise while preserving the details of the processed image.
Novel photo-realistic texture synthesis is an important task for generating novel scenes, including asset generation for 3D simulations. However, to date, these methods predominantly generate textured objects in 2D space. If we rely on 2D object generation, then we need to make a computationally expensive forward pass each time we change the camera viewpoint or lighting. Recent work that can generate textures in 3D requires 3D component segmentation that is expensive to acquire. In this work, we present a novel conditional generative architecture that we call a graph generative adversarial network (GGAN) that can generate textures in 3D by learning object component information in an unsupervised way. In this framework, we do not need an expensive forward pass whenever the camera viewpoint or lighting changes, and we do not need expensive 3D part information for training, yet the model can generalize to unseen 3D meshes and generate appropriate novel 3D textures. We compare this approach against state-of-the-art texture generation methods and demonstrate that the GGAN obtains significantly better texture generation quality (according to Frechet inception distance). We release our model source code as open source.
A central challenge in 3D scene perception via inverse graphics is robustly modeling the gap between 3D graphics and real-world data. We propose a novel 3D Neural Embedding Likelihood (3DNEL) over RGB-D images to address this gap. 3DNEL uses neural embeddings to predict 2D-3D correspondences from RGB and combines this with depth in a principled manner. 3DNEL is trained entirely from synthetic images and generalizes to real-world data. To showcase this capability, we develop a multi-stage inverse graphics pipeline that uses 3DNEL for 6D object pose estimation from real RGB-D images. Our method outperforms the previous state-of-the-art in sim-to-real pose estimation on the YCB-Video dataset, and improves robustness, with significantly fewer large-error predictions. Unlike existing bottom-up, discriminative approaches that are specialized for pose estimation, 3DNEL adopts a probabilistic generative formulation that jointly models multi-object scenes. This generative formulation enables easy extension of 3DNEL to additional tasks like object and camera tracking from video, using principled inference in the same probabilistic model without task specific retraining.
We present a new learning-based framework S-3D-RCNN that can recover accurate object orientation in SO(3) and simultaneously predict implicit shapes for outdoor rigid objects from stereo RGB images. In contrast to previous studies that map local appearance to observation angles, we explore a progressive approach by extracting meaningful Intermediate Geometrical Representations (IGRs) to estimate egocentric object orientation. This approach features a deep model that transforms perceived intensities to object part coordinates, which are mapped to a 3D representation encoding object orientation in the camera coordinate system. To enable implicit shape estimation, the IGRs are further extended to model visible object surface with a point-based representation and explicitly addresses the unseen surface hallucination problem. Extensive experiments validate the effectiveness of the proposed IGRs and S-3D-RCNN achieves superior 3D scene understanding performance using existing and proposed new metrics on the KITTI benchmark. Code and pre-trained models will be available at this https URL.
Deformable image registration (DIR), aiming to find spatial correspondence between images, is one of the most critical problems in the domain of medical image analysis. In this paper, we present a novel, generic, and accurate diffeomorphic image registration framework that utilizes neural ordinary differential equations (NODEs). We model each voxel as a moving particle and consider the set of all voxels in a 3D image as a high-dimensional dynamical system whose trajectory determines the targeted deformation field. Our method leverages deep neural networks for their expressive power in modeling dynamical systems, and simultaneously optimizes for a dynamical system between the image pairs and the corresponding transformation. Our formulation allows various constraints to be imposed along the transformation to maintain desired regularities. Our experiment results show that our method outperforms the benchmarks under various metrics. Additionally, we demonstrate the feasibility to expand our framework to register multiple image sets using a unified form of transformation,which could possibly serve a wider range of applications.
We introduce Autodecompose, a novel self-supervised generative model that decomposes data into two semantically independent properties: the desired property, which captures a specific aspect of the data (e.g. the voice in an audio signal), and the context property, which aggregates all other information (e.g. the content of the audio signal), without any labels given. Autodecompose uses two complementary augmentations, one that manipulates the context while preserving the desired property and the other that manipulates the desired property while preserving the context. The augmented variants of the data are encoded by two encoders and reconstructed by a decoder. We prove that one of the encoders embeds the desired property while the other embeds the context property. We apply Autodecompose to audio signals to encode sound source (human voice) and content. We pre-trained the model on YouTube and LibriSpeech datasets and fine-tuned in a self-supervised manner without exposing the labels. Our results showed that, using the sound source encoder of pre-trained Autodecompose, a linear classifier achieves F1 score of 97.6\% in recognizing the voice of 30 speakers using only 10 seconds of labeled samples, compared to 95.7\% for supervised models. Additionally, our experiments showed that Autodecompose is robust against overfitting even when a large model is pre-trained on a small dataset. A large Autodecompose model was pre-trained from scratch on 60 seconds of audio from 3 speakers achieved over 98.5\% F1 score in recognizing those three speakers in other unseen utterances. We finally show that the context encoder embeds information about the content of the speech and ignores the sound source information. Our sample code for training the model, as well as examples for using the pre-trained models are available here: \url{//github.com/rezabonyadi/autodecompose}
The conjoining of dynamical systems and deep learning has become a topic of great interest. In particular, neural differential equations (NDEs) demonstrate that neural networks and differential equation are two sides of the same coin. Traditional parameterised differential equations are a special case. Many popular neural network architectures, such as residual networks and recurrent networks, are discretisations. NDEs are suitable for tackling generative problems, dynamical systems, and time series (particularly in physics, finance, ...) and are thus of interest to both modern machine learning and traditional mathematical modelling. NDEs offer high-capacity function approximation, strong priors on model space, the ability to handle irregular data, memory efficiency, and a wealth of available theory on both sides. This doctoral thesis provides an in-depth survey of the field. Topics include: neural ordinary differential equations (e.g. for hybrid neural/mechanistic modelling of physical systems); neural controlled differential equations (e.g. for learning functions of irregular time series); and neural stochastic differential equations (e.g. to produce generative models capable of representing complex stochastic dynamics, or sampling from complex high-dimensional distributions). Further topics include: numerical methods for NDEs (e.g. reversible differential equations solvers, backpropagation through differential equations, Brownian reconstruction); symbolic regression for dynamical systems (e.g. via regularised evolution); and deep implicit models (e.g. deep equilibrium models, differentiable optimisation). We anticipate this thesis will be of interest to anyone interested in the marriage of deep learning with dynamical systems, and hope it will provide a useful reference for the current state of the art.
Deep learning techniques have led to remarkable breakthroughs in the field of generic object detection and have spawned a lot of scene-understanding tasks in recent years. Scene graph has been the focus of research because of its powerful semantic representation and applications to scene understanding. Scene Graph Generation (SGG) refers to the task of automatically mapping an image into a semantic structural scene graph, which requires the correct labeling of detected objects and their relationships. Although this is a challenging task, the community has proposed a lot of SGG approaches and achieved good results. In this paper, we provide a comprehensive survey of recent achievements in this field brought about by deep learning techniques. We review 138 representative works that cover different input modalities, and systematically summarize existing methods of image-based SGG from the perspective of feature extraction and fusion. We attempt to connect and systematize the existing visual relationship detection methods, to summarize, and interpret the mechanisms and the strategies of SGG in a comprehensive way. Finally, we finish this survey with deep discussions about current existing problems and future research directions. This survey will help readers to develop a better understanding of the current research status and ideas.
We present self-supervised geometric perception (SGP), the first general framework to learn a feature descriptor for correspondence matching without any ground-truth geometric model labels (e.g., camera poses, rigid transformations). Our first contribution is to formulate geometric perception as an optimization problem that jointly optimizes the feature descriptor and the geometric models given a large corpus of visual measurements (e.g., images, point clouds). Under this optimization formulation, we show that two important streams of research in vision, namely robust model fitting and deep feature learning, correspond to optimizing one block of the unknown variables while fixing the other block. This analysis naturally leads to our second contribution -- the SGP algorithm that performs alternating minimization to solve the joint optimization. SGP iteratively executes two meta-algorithms: a teacher that performs robust model fitting given learned features to generate geometric pseudo-labels, and a student that performs deep feature learning under noisy supervision of the pseudo-labels. As a third contribution, we apply SGP to two perception problems on large-scale real datasets, namely relative camera pose estimation on MegaDepth and point cloud registration on 3DMatch. We demonstrate that SGP achieves state-of-the-art performance that is on-par or superior to the supervised oracles trained using ground-truth labels.