Existing 3D-aware image synthesis approaches mainly focus on generating a single canonical object and show limited capacity in composing a complex scene containing a variety of objects. This work presents DisCoScene: a 3Daware generative model for high-quality and controllable scene synthesis. The key ingredient of our method is a very abstract object-level representation (i.e., 3D bounding boxes without semantic annotation) as the scene layout prior, which is simple to obtain, general to describe various scene contents, and yet informative to disentangle objects and background. Moreover, it serves as an intuitive user control for scene editing. Based on such a prior, the proposed model spatially disentangles the whole scene into object-centric generative radiance fields by learning on only 2D images with the global-local discrimination. Our model obtains the generation fidelity and editing flexibility of individual objects while being able to efficiently compose objects and the background into a complete scene. We demonstrate state-of-the-art performance on many scene datasets, including the challenging Waymo outdoor dataset. Project page: https://snap-research.github.io/discoscene/
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The two popular datasets ScanRefer [16] and ReferIt3D [3] connect natural language to real-world 3D data. In this paper, we curate a large-scale and complementary dataset extending both the aforementioned ones by associating all objects mentioned in a referential sentence to their underlying instances inside a 3D scene. Specifically, our Scan Entities in 3D (ScanEnts3D) dataset provides explicit correspondences between 369k objects across 84k natural referential sentences, covering 705 real-world scenes. Crucially, we show that by incorporating intuitive losses that enable learning from this novel dataset, we can significantly improve the performance of several recently introduced neural listening architectures, including improving the SoTA in both the Nr3D and ScanRefer benchmarks by 4.3% and 5.0%, respectively. Moreover, we experiment with competitive baselines and recent methods for the task of language generation and show that, as with neural listeners, 3D neural speakers can also noticeably benefit by training with ScanEnts3D, including improving the SoTA by 13.2 CIDEr points on the Nr3D benchmark. Overall, our carefully conducted experimental studies strongly support the conclusion that, by learning on ScanEnts3D, commonly used visio-linguistic 3D architectures can become more efficient and interpretable in their generalization without needing to provide these newly collected annotations at test time. The project's webpage is https://scanents3d.github.io/ .
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In this work, we present a novel framework built to simplify 3D asset generation for amateur users. To enable interactive generation, our method supports a variety of input modalities that can be easily provided by a human, including images, text, partially observed shapes and combinations of these, further allowing to adjust the strength of each input. At the core of our approach is an encoder-decoder, compressing 3D shapes into a compact latent representation, upon which a diffusion model is learned. To enable a variety of multi-modal inputs, we employ task-specific encoders with dropout followed by a cross-attention mechanism. Due to its flexibility, our model naturally supports a variety of tasks, outperforming prior works on shape completion, image-based 3D reconstruction, and text-to-3D. Most interestingly, our model can combine all these tasks into one swiss-army-knife tool, enabling the user to perform shape generation using incomplete shapes, images, and textual descriptions at the same time, providing the relative weights for each input and facilitating interactivity. Despite our approach being shape-only, we further show an efficient method to texture the generated shape using large-scale text-to-image models.
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There has been a recent explosion of impressive generative models that can produce high quality images (or videos) conditioned on text descriptions. However, all such approaches rely on conditional sentences that contain unambiguous descriptions of scenes and main actors in them. Therefore employing such models for more complex task of story visualization, where naturally references and co-references exist, and one requires to reason about when to maintain consistency of actors and backgrounds across frames/scenes, and when not to, based on story progression, remains a challenge. In this work, we address the aforementioned challenges and propose a novel autoregressive diffusion-based framework with a visual memory module that implicitly captures the actor and background context across the generated frames. Sentence-conditioned soft attention over the memories enables effective reference resolution and learns to maintain scene and actor consistency when needed. To validate the effectiveness of our approach, we extend the MUGEN dataset and introduce additional characters, backgrounds and referencing in multi-sentence storylines. Our experiments for story generation on the MUGEN, the PororoSV and the FlintstonesSV dataset show that our method not only outperforms prior state-of-the-art in generating frames with high visual quality, which are consistent with the story, but also models appropriate correspondences between the characters and the background.
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为了以低成本的自动驾驶成本实现准确的3D对象检测,已经提出了许多多摄像机方法并解决了单眼方法的闭塞问题。但是,由于缺乏准确的估计深度,现有的多摄像机方法通常会沿着深度方向产生多个边界框,例如行人等困难的小物体,从而产生极低的召回。此外,将深度预测模块直接应用于通常由大型网络体系结构组成的现有多摄像机方法,无法满足自动驾驶应用程序的实时要求。为了解决这些问题,我们提出了3D对象检测的跨视图和深度引导的变压器,CrossDTR。首先,我们的轻质深度预测器旨在生成精确的对象稀疏深度图和低维深度嵌入,而在监督过程中,无需额外的深度数据集。其次,开发了一个跨视图引导的变压器,以融合深度嵌入以及来自不同视图的相机的图像特征并生成3D边界框。广泛的实验表明,我们的方法在行人检测中大大超过了10%,总体图和NDS指标中约为3%。同样,计算分析表明,我们的方法比以前的方法快5倍。我们的代码将在https://github.com/sty61010/crossdtr上公开提供。
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机器人钉孔组件由于其准确性的高度需求而仍然是一项具有挑战性的任务。先前的工作倾向于通过限制最终效果的自由度,或限制目标与初始姿势位置之间的距离来简化问题,从而阻止它们部署在现实世界中。因此,我们提出了一种粗到精细的视觉致毒(CFV)钉孔法,基于3D视觉反馈实现了6DOF最终效应器运动控制。CFV可以通过在细化前进行快速姿势估计来处理任意倾斜角度和较大的初始对齐误差。此外,通过引入置信度图来忽略对象无关的轮廓,CFV可以抵抗噪声,并且可以处理训练数据以外的各种目标。广泛的实验表明,CFV的表现优于最先进的方法,并分别获得100%,91%和82%的平均成功率,分别为3-DOF,4-DOF和6-DOF PEG-IN-IN-HOLE。
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从手绘中生成图像是内容创建的至关重要和基本任务。翻译很困难,因为存在无限的可能性,并且不同的用户通常会期望不同的结果。因此,我们提出了一个统一的框架,该框架支持基于扩散模型的草图和笔触对图像合成的三维控制。用户不仅可以确定输入笔画和草图的忠诚程度,而且还可以确定现实程度,因为用户输入通常与真实图像不一致。定性和定量实验表明,我们的框架实现了最新的性能,同时提供了具有控制形状,颜色和现实主义的自定义图像的灵活性。此外,我们的方法释放了应用程序,例如在真实图像上编辑,部分草图和笔触的生成以及多域多模式合成。
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当前的图像到图像翻译方法通过条件生成模型来制定任务,从而仅学习重塑或区域变化,因为条件上下文提供的丰富结构信息受到了约束。在这项工作中,我们建议将矢量量化技术引入图像到图像翻译框架。矢量量化的内容表示不仅可以促进翻译,还可以促进不同域之间共享的无条件分布。同时,加上散布的样式表示,提出的方法进一步使图像扩展能力具有灵活性,并在内域内和域间具有灵活性。定性和定量实验表明,我们的框架与最先进的图像到图像到图像翻译和图像扩展方法的性能可比。与单个任务的方法相比,所提出的方法是统一的框架,释放了组合图像到图像翻译,无条件生成和图像扩展的应用程序。例如,它为图像生成和扩展提供了样式的可变性,并为图像到图像翻译提供了进一步的扩展功能。
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创建和编辑3D对象的形状和颜色需要巨大的人类努力和专业知识。与3D接口中的直​​接操作相比,诸如草图和涂鸦之类的2D交互对用户通常更自然和直观。在本文中,我们提出了一个通用的多模式生成模型,该模型通过共享的潜在空间耦合2D模式和隐式3D表示。通过提出的模型,通过简单地通过潜在空间从特定的2D控制模式传播编辑,可以实现多功能3D生成和操纵。例如,通过绘制草图来编辑3D形状,通过绘画颜色在2D渲染上重新色彩,或者在一个或几个参考图像中生成特定类别的3D形状。与先前的作品不同,我们的模型不需要每个编辑任务进行重新训练或微调,并且在概念上也很简单,易于实现,对输入域移动的强大,并且可以在部分2D输入中进行多样化的重建。我们在灰度线草图和渲染颜色图像的两种代表性2D模态上评估了我们的框架,并证明我们的方法可以通过以下2D模态实现各种形状的操纵和生成任务。
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在域适应领域,模型性能与目标域注释的数量之间存在权衡。积极的学习,最大程度地提高了模型性能,几乎没有信息的标签数据,以方便这种情况。在这项工作中,我们提出了D2ADA,这是用于语义分割的一般活动域的适应框架。为了使模型使用最小查询标签调整到目标域,我们提出了在目标域中具有高概率密度的样品的获取标签,但源域中的概率密度较低,与现有源域标记的数据互补。为了进一步提高标签效率,我们设计了动态的调度策略,以调整域探索和模型不确定性之间的标签预算。广泛的实验表明,我们的方法的表现优于现有的活跃学习和域适应基线,这两个基准测试基准,GTA5-> CityScapes和Synthia-> CityScapes。对于目标域注释不到5%,我们的方法与完全监督的结果可比结果。我们的代码可在https://github.com/tsunghan-wu/d2ada上公开获取。
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