VLDB 2026 Research / reviewers in the wild / expert
Manolis Savva
dblp:21/9924
· DBLP profile ↗
60ranked-venue papers
5as first author
33since 2021 · last 2026
0000-0001-6132-8964ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 44 · 3 first-author · 26 since 2021Artificial intelligence and machine learning · 33 · 1 first-author · 19 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-authorSystems, architecture and hardware · 2 · 1 since 2021Databases, data management, data science and information retrieval · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | iTACO: Interactable Digital Twins of Articulated Objects from Casually Captured RGBD VideosabstractArticulated objects are prevalent in daily life. Interactable digital twins of such objects have numerous applications in embodied AI and robotics. Unfortunately, current methods to digitize articulated real-world objects require carefully captured data, preventing practical, scalable, and generalizable acquisition. We focus on motion analysis and part-level segmentation of an articulated object from a casually captured RGBD video shot with a hand-held camera. A casually captured video of an interaction with an articulated object is easy to obtain at scale using smartphones. However, this setting is challenging due to simultaneous object and camera motion and significant occlusions as the person interacts with the object. To tackle these challenges, we introduce iTACO: a coarse-to-fine framework that infers joint parameters and segments movable parts of the object from a dynamic RGBD video. To evaluate our method under this new setting, we build a dataset of 784 videos containing 284 objects across 11 categories that is$20 \times$larger than available in prior work. We then compare our approach with existing methods that also take video as input. Our experiments show that iTACO outperforms existing articulated object digital twin methods on both synthetic and real casually captured RGBD videos. Weikun Peng, Cewu Lu, Manolis Savva |
3DV | 4 |
| 2026 | HSM: Hierarchical Scene Motifs for Multi-Scale Indoor Scene GenerationabstractDespite advances in indoor 3D scene layout generation, synthesizing scenes with dense object arrangements remains challenging. Existing methods focus on large furniture while neglecting smaller objects, resulting in unrealistically empty scenes. Those that place small objects typically do not honor arrangement specifications, resulting in largely random placement not following the text description. We present Hierarchical Scene Motifs (HSM): a hierarchical framework for indoor scene generation with dense object arrangements across spatial scales. Indoor scenes are inherently hierarchical, with surfaces supporting objects at different scales, from large furniture on floors to smaller objects on tables and shelves. HSM embraces this hierarchy and exploits recurring cross-scale spatial patterns to generate complex and realistic scenes in a unified manner. Our experiments show that HSM outperforms existing methods by generating scenes that better conform to user input across room types and spatial configurations. Hou In Derek Pun, Hou In Ivan Tam, Austin T. Wang, Xiaoliang Huo, Angel X. Chang, Manolis Savva |
3DV | 6 |
| 2026 | S2O: Static to Openable Enhancement for Articulated 3D ObjectsabstractDespite much progress in large 3D datasets there are currently few interactive 3D object datasets, and their scale is limited due to the manual effort required in their construction. We introduce the static to openable (S2O) task which creates interactive articulated 3D objects from static counterparts through openable part detection, motion prediction, and interior geometry completion. We formulate a unified data generation framework to tackle this task, and curate a challenging dataset of openable 3D objects that serves as a test bed for systematic evaluation. Our experiments benchmark methods from prior work, extended and improved methods, and simple yet effective heuristics for the S2O task. We find that turning static 3D objects into interactively openable counterparts is possible but that all methods struggle to generalize to realistic settings of the task on our dataset, and we highlight promising future work directions. Our work enables efficient creation of interactive 3D objects for robotic manipulation and embodied AI tasks. Denys Iliash, Hanxiao Jiang 0001, Yiming Zhang 0019, Manolis Savva, Angel X. Chang |
WACV | 4 |
| 2026 | SceneEval: Evaluating Semantic Coherence in Text-Conditioned 3D Indoor Scene SynthesisabstractDespite recent advances in text-conditioned 3D indoor scene generation, there remain gaps in the evaluation of these methods. Existing metrics often measure realism by comparing generated scenes to a set of ground-truth scenes, but they overlook how well scenes follow the input text and capture implicit expectations of plausibility. We present SceneEval, an evaluation framework designed to address these limitations. SceneEval introduces fine-grained metrics for explicit user requirements—including object counts, attributes, and spatial relationships—and complementary metrics for implicit expectations such as support, collisions, and navigability. Together, these provide interpretable and comprehensive assessments of scene quality. To ground evaluation, we curate SceneEval-500, a benchmark of 500 text descriptions with detailed annotations of expected scene properties. This dataset establishes a common reference for reproducible and systematic comparison across scene generation methods. We evaluate six recent scene generation approaches using SceneEval and demonstrate its ability to provide detailed assessments of the generated scenes, highlighting strengths and areas for improvement across multiple dimensions. Our results identify significant gaps in current methods, underscoring the need for further research toward practical and controllable scene synthesis. Hou In Ivan Tam, Hou In Derek Pun, Austin T. Wang, Angel X. Chang, Manolis Savva |
WACV | 5 |
| 2025 | SceneMotifCoder: Example-Driven Visual Program Learning for Generating 3D Object ArrangementsabstractDespite advances in text-to-3D generation methods, generation of multi-object arrangements remains challenging. Current methods exhibit failures in generating physically plausible arrangements that respect the provided text description. We present SceneMotifCoder (SMC), an example-driven framework for generating 3D object arrangements through visual program learning. SMC leverages large language models (LLMs) and program synthesis to overcome these challenges by learning visual programs from example arrangements. These programs are generalized into compact, editable meta-programs. When combined with 3D object retrieval and geometry-aware optimization, they can be used to create object arrangements varying in arrangement structure and contained objects. Our experiments show that SMC generates high-quality arrangements using meta-programs learned from few examples. Evaluation results demonstrates that object arrangements generated by SMC better conform to user-specified text descriptions and are more physically plausible when compared with state-of-the-art text-to-3D generation and layout methods. Hou In Ivan Tam, Hou In Derek Pun, Austin T. Wang, Angel X. Chang, Manolis Savva |
3DV | 5 |
| 2025 | Diorama: Unleashing Zero-Shot Single-View 3D Indoor Scene Modeling
Qirui Wu, Denys Iliash, Daniel Ritchie 0001, Manolis Savva, Angel X. Chang |
ICCV | 4 |
| 2025 | SINGAPO: Single Image Controlled Generation of Articulated Parts in ObjectsabstractWe address the challenge of creating 3D assets for household articulated objects from a single image.
Prior work on articulated object creation either requires multi-view multi-state input, or only allows coarse control over the generation process.
These limitations hinder the scalability and practicality for articulated object modeling.
In this work, we propose a method to generate articulated objects from a single image.
Observing the object in a resting state from an arbitrary view, our method generates an articulated object that is visually consistent with the input image.
To capture the ambiguity in part shape and motion posed by a single view of the object, we design a diffusion model that learns the plausible variations of objects in terms of geometry and kinematics.
To tackle the complexity of generating structured data with attributes in multiple domains, we design a pipeline that produces articulated objects from high-level structure to geometric details in a coarse-to-fine manner, where we use a part connectivity graph and part abstraction as proxies.
Our experiments show that our method outperforms the state-of-the-art in articulated object creation by a large margin in terms of the generated object realism, resemblance to the input image, and reconstruction quality. Jiayi Liu 0006, Denys Iliash, Angel X. Chang, Manolis Savva, Ali Mahdavi-Amiri |
ICLR | 4 |
| 2025 | Survey on Modeling of Human-made Articulated ObjectsabstractAbstract 3D modeling of articulated objects is a research problem within computer vision, graphics, and robotics. Its objective is to understand the shape and motion of the articulated components, represent the geometry and mobility of object parts, and create realistic models that reflect articulated objects in the real world. This survey provides a comprehensive overview of the current state‐of‐the‐art in 3D modeling of articulated objects, with a specific focus on the task of articulated part perception and articulated object creation (reconstruction and generation). We systematically review and discuss the relevant literature from two perspectives: geometry modeling (i.e., structure and shape of articulated parts) and articulation modeling (i.e., dynamics and motion of parts). Through this survey, we highlight the substantial progress made in these areas, outline the ongoing challenges, and identify gaps for future research. Our survey aims to serve as a foundational reference for researchers and practitioners in computer vision and graphics, offering insights into the complexities of articulated object modeling. Jiayi Liu 0006, Manolis Savva, Ali Mahdavi-Amiri |
Comput. Graph. Forum | 2 |
| 2025 | Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person PerspectivesabstractWe present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions—including a novel “expert commentary” done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. https://ego-exo4d-data.org/ Kristen Grauman, Andrew Westbury, Lorenzo Torresani, Kris Makoto Kitani, Jitendra Malik, Triantafyllos Afouras, Kumar Ashutosh, Vijay Baiyya, Siddhant Bansal, Bikram Boote, Eugene Byrne, Zachary Chavis, Joya Chen, Fu-Jen Chu, Sean Crane, Avijit Dasgupta, Jing Dong 0002, María Escobar, Cristhian Forigua, Abrham Gebreselasie, Sanjay Haresh, Jing Huang 0020, Md Mohaiminul Islam, Suyog Dutt Jain, Rawal Khirodkar, Devansh Kukreja, Kevin J. Liang, Jia-Wei Liu, Sagnik Majumder, Yongsen Mao, Effrosyni Mavroudi, Tushar Nagarajan, Francesco Ragusa, Santhosh K. Ramakrishnan, Luigi Seminara, Arjun Somayazulu, Yale Song, Shan Su, Zihui Xue, Jinxu Zhang, Angela Castillo, Changan Chen, Xinzhu Fu, Ryosuke Furuta, Cristina González, Prince Gupta, Jiabo Hu, Yifei Huang 0002, Yiming Huang 0011, Weslie Khoo, Anush Kumar, Robert Kuo, Sach Lakhavani, Miao Liu 0007, Mi Luo, Zhengyi Luo 0002, Brighid Meredith, Austin Miller, Oluwatumininu Oguntola, Xiaqing Pan, Penny Peng, Shraman Pramanick, Merey Ramazanova, Fiona Ryan, Kiran K. Somasundaram, Chenan Song, Audrey Southerland, Masatoshi Tateno, Takuma Yagi, Mingfei Yan, Xitong Yang, Zecheng Yu, Shengxin Cindy Zha, Chen Zhao 0002, Ziwei Zhao 0003, Zhifan Zhu 0001, Jeff Zhuo, Pablo Andrés Arbeláez, Gedas Bertasius, David Crandall, Dima Damen, Jakob J. Engel, Giovanni Maria Farinella, Antonino Furnari, Bernard Ghanem, Judy Hoffman, C. V. Jawahar, Richard A. Newcombe, Hyun Soo Park, James M. Rehg, Yoichi Sato 0001, Manolis Savva, Jianbo Shi, Mike Zheng Shout, Michael Wray |
Int. J. Comput. Vis. | 98 |
| 2024 | OPDMulti: Openable Part Detection for Multiple ObjectsabstractOpenable part detection is the task of detecting the openable parts of an object in a single-view image and predicting corresponding motion parameters. Prior work investigated the unrealistic setting where all input images only contain a single openable object. We generalize this task to scenes with multiple objects each potentially possessing openable parts, and create a corresponding dataset based on real-world scenes. We then address this more challenging scenario with OPDFormer: a part-aware transformer architecture. Our experiments show that the OPDFormer architecture significantly outperforms prior work. The more realistic multiple-object scenarios we investigated remain challenging for all methods, indicating opportunities for future work. Xiaohao Sun, Hanxiao Jiang 0001, Manolis Savva, Angel X. Chang |
3DV | 3 |
| 2024 | Generalizing Single-View 3D Shape Retrieval to Occlusions and Unseen ObjectsabstractSingle-view 3D shape retrieval is a challenging task that is increasingly important with the growth of available 3D data. Prior work that has studied this task has not focused on evaluating how realistic occlusions impact performance, and how shape retrieval methods generalize to scenarios where either the target 3D shape database contains unseen shapes, or the input image contains unseen objects. In this paper, we systematically evaluate single-view 3D shape retrieval along three different axes: the presence of object occlusions and truncations, generalization to unseen 3D shape data, and generalization to unseen objects in the input images. We standardize two existing datasets of real images and propose a dataset generation pipeline to produce a synthetic dataset of scenes with multiple objects exhibiting realistic occlusions. Our experiments show that training on occlusion-free data as was commonly done in prior work leads to significant performance degradation for inputs with occlusion. We find that that by first pretraining on our synthetic dataset with occlusions and then finetuning on real data, we can significantly outperform models from prior work and demonstrate robustness to both unseen 3D shapes and unseen objects. Qirui Wu, Daniel Ritchie 0001, Manolis Savva, Angel X. Chang |
3DV | 3 |
| 2024 | Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person PerspectivesabstractWe present Ego-Exo4D, a diverse, large-scale multi-modal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured ego-centric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is un-precedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions-including a novel “expert commentary” done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. Kristen Grauman, Andrew Westbury, Lorenzo Torresani, Kris Makoto Kitani, Jitendra Malik, Triantafyllos Afouras, Kumar Ashutosh, Vijay Baiyya, Siddhant Bansal, Bikram Boote, Eugene Byrne, Zachary Chavis, Joya Chen, Fu-Jen Chu, Sean Crane, Avijit Dasgupta, Jing Dong 0002, María Escobar, Cristhian Forigua, Abrham Gebreselasie, Sanjay Haresh, Jing Huang 0020, Md Mohaiminul Islam, Suyog Dutt Jain, Rawal Khirodkar, Devansh Kukreja, Kevin J. Liang, Jia-Wei Liu, Sagnik Majumder, Yongsen Mao, Effrosyni Mavroudi, Tushar Nagarajan, Francesco Ragusa, Santhosh K. Ramakrishnan, Luigi Seminara, Arjun Somayazulu, Yale Song, Shan Su, Zihui Xue, Jinxu Zhang, Angela Castillo, Changan Chen, Xinzhu Fu, Ryosuke Furuta, Cristina González, Prince Gupta, Jiabo Hu, Yifei Huang 0002, Yiming Huang 0011, Weslie Khoo, Anush Kumar, Robert Kuo, Sach Lakhavani, Miao Liu 0007, Mi Luo, Zhengyi Luo 0002, Brighid Meredith, Austin Miller, Oluwatumininu Oguntola, Xiaqing Pan, Penny Peng, Shraman Pramanick, Merey Ramazanova, Fiona Ryan, Kiran K. Somasundaram, Chenan Song, Audrey Southerland, Masatoshi Tateno, Takuma Yagi, Mingfei Yan, Xitong Yang, Zecheng Yu, Shengxin Cindy Zha, Chen Zhao 0002, Ziwei Zhao 0003, Zhifan Zhu 0001, Jeff Zhuo, Pablo Andrés Arbeláez, Gedas Bertasius, Dima Damen, Jakob J. Engel, Giovanni Maria Farinella, Antonino Furnari, Bernard Ghanem, Judy Hoffman, C. V. Jawahar, Richard A. Newcombe, Hyun Soo Park, James M. Rehg, Yoichi Sato 0001, Manolis Savva, Jianbo Shi, Mike Zheng Shout, Michael Wray |
CVPR | 97 |
| 2024 | Habitat Synthetic Scenes Dataset (HSSD-200): An Analysis of 3D Scene Scale and Realism Tradeoffs for ObjectGoal NavigationabstractWe contribute the Habitat Synthetic Scenes Dataset (HSSD-200), a dataset of 211 high-quality 3D scenes, and use it to test navigation agent generalization to realistic 3D environments. Our dataset represents real interiors and contains a diverse set of 18,656 models of real-world objects. We investigate the impact of synthetic 3D scene dataset scale and realism on the task of training embodied agents to find and navigate to objects (ObjectGoal navigation). By comparing to synthetic 3D scene datasets from prior work, we find that scale helps in generalization, but the benefits quickly saturate, making visual fidelity and correlation to real-world scenes more important. Our experiments show that agents trained on our smaller-scale dataset can outperform agents trained on much larger datasets. Surprisingly, we observe that agents trained on just 122 scenes from our dataset outperform agents trained on 10,000 scenes from the ProcTHOR-10K dataset in terms of zero-shot generalization in real-world scanned environments. Mukul Khanna, Yongsen Mao, Hanxiao Jiang 0001, Sanjay Haresh, Brennan Shacklett, Dhruv Batra, Alexander Clegg, Eric Undersander, Angel X. Chang, Manolis Savva |
CVPR | 10 |
| 2024 | CAGE: Controllable Articulation GEnerationabstractWe address the challenge of generating 3D articulated objects in a controllable fashion. Currently, modeling artic-ulated 3D objects is either achieved through laborious manual authoring, or using methods from prior work that are hard to scale and control directly. We leverage the interplay between part shape, connectivity, and motion using a de-noising diffusion-based method with attention modules de-signed to extract correlations between part attributes. Our method takes an object category label and a part connectivity graph as input and generates an object's geometry and motion parameters. The generated objects conform to user-specified constraints on the object category, part shape, and part articulation. Our experiments show that our method outperforms the state-of-the-art in articulated object generation, producing more realistic objects while conforming better to user constraints. Jiayi Liu 0006, Hou In Ivan Tam, Ali Mahdavi-Amiri, Manolis Savva |
CVPR | 4 |
| 2024 | R3DS: Reality-Linked 3D Scenes for Panoramic Scene Understanding
Qirui Wu, Sonia Raychaudhuri, Daniel Ritchie 0001, Manolis Savva, Angel X. Chang |
ECCV (63) | 4 |
| 2024 | DMFuser: Distilled Multi-Task Learning for End-to-end Transformer-Based Sensor Fusion in Autonomous DrivingabstractIn end-to-end autonomous driving, current sensor fusion and navigational control techniques used by imitation learning algorithms are insufficient in challenging scenarios involving multiple dynamic agents and result in poor driving capabilities. To tackle this issue, we introduce DMFuser, a transformer-based algorithm that employs knowledge distillation between multi-task student and single-task teachers and combines attention and convolutions to fuse multiple RGB-D camera representations to produce vehicular navigational commands (throttle, steering and brake). Our model incorporates two modules. The first module, perception, encodes data from RGB-D cameras for tasks like semantic segmentation, semantic depth cloud (SDC) mapping, and traffic light state recognition. To enhance feature extraction and fusion from both RGB and depth sources, we harness local and global capabilities of convolution and transformer modules. We employ an attention-CNN fusion structure to effectively learn and fuse RGB and SDC map features. Subsequently, the control module decodes these features along with supplementary data, containing environment’s static and dynamic information, to predict waypoints and vehicular control actions. We evaluate the model and conduct a comparative analysis, in various scenarios, weather conditions, and traffic situations, spanning from normal to adversarial in the CARLA simulator. We achieve better or comparable results in term of driving score (DS) and other metrics with respect to our baselines. Also, our ablation studies demonstrate the effectiveness of our contributions to improve the driving skills. Our code is available at the following github page: https://github.com/pagand/e2etransfuser Pedram Agand, Mohammad Mahdavian, Manolis Savva, Mo Chen 0001 |
IROS | 3 |
| 2024 | MOPA: Modular Object Navigation with PointGoal AgentsabstractWe propose a simple but effective modular approach MOPA (Modular ObjectNav with PointGoal agents) to systematically investigate the inherent modularity of the object navigation task in Embodied AI. MOPA consists of four modules: (a) an object detection module trained to identify objects from RGB images, (b) a map building module to build a semantic map of the observed objects, (c) an exploration module enabling the agent to explore the environment, and (d) a navigation module to move to identified target objects. We show that we can effectively reuse a pretrained PointGoal agent as the navigation model instead of learning to navigate from scratch, thus saving time and compute. We also compare various exploration strategies for MOPA and find that a simple uniform strategy significantly outperforms more advanced exploration methods. Sonia Raychaudhuri, Tommaso Campari, Unnat Jain, Manolis Savva, Angel X. Chang |
WACV | 4 |
| 2024 | Text-to-3D Shape GenerationabstractAbstract Recent years have seen an explosion of work and interest in text‐to‐3D shape generation. Much of the progress is driven by advances in 3D representations, large‐scale pretraining and representation learning for text and image data enabling generative AI models, and differentiable rendering. Computational systems that can perform text‐to‐3D shape generation have captivated the popular imagination as they enable non‐expert users to easily create 3D content directly from text. However, there are still many limitations and challenges remaining in this problem space. In this state‐of‐the‐art report, we provide a survey of the underlying technology and methods enabling text‐to‐3D shape generation to summarize the background literature. We then derive a systematic categorization of recent work on text‐to‐3D shape generation based on the type of supervision data required. Finally, we discuss limitations of the existing categories of methods, and delineate promising directions for future work. Manolis Savva, Angel X. Chang |
Comput. Graph. Forum | 2 |
| 2024 | Advances in Data-Driven Analysis and Synthesis of 3D Indoor ScenesabstractAbstract This report surveys advances in deep learning‐based modelling techniques that address four different 3D indoor scene analysis tasks, as well as synthesis of 3D indoor scenes. We describe different kinds of representations for indoor scenes, various indoor scene datasets available for research in the aforementioned areas, and discuss notable works employing machine learning models for such scene modelling tasks based on these representations. Specifically, we focus on the analysis and synthesis of 3D indoor scenes. With respect to analysis, we focus on four basic scene understanding tasks – 3D object detection, 3D scene segmentation, 3D scene reconstruction and 3D scene similarity. And for synthesis, we mainly discuss neural scene synthesis works, though also highlighting model‐driven methods that allow for human‐centric, progressive scene synthesis. We identify the challenges involved in modelling scenes for these tasks and the kind of machinery that needs to be developed to adapt to the data representation, and the task setting in general. For each of these tasks, we provide a comprehensive summary of the state‐of‐the‐art works across different axes such as the choice of data representation, backbone, evaluation metric, input, output and so on, providing an organized review of the literature. Towards the end, we discuss some interesting research directions that have the potential to make a direct impact on the way users interact and engage with these virtual scene models, making them an integral part of the metaverse. Akshay Gadi Patil, Supriya Gadi Patil, Manyi Li, Matthew Fisher, Manolis Savva, Hao (Richard) Zhang |
Comput. Graph. Forum | 5 |
| 2023 | Habitat-Matterport 3D Semantics DatasetabstractWe present the Habitat-Matterport 3D Semantics (HM3DSem) dataset. HM3DSem is the largest dataset of 3D real-world spaces with densely annotated semantics that is currently available to the academic community. It consists of 142,646 object instance annotations across 216 3D spaces and 3,100 rooms within those spaces. The scale, quality, and diversity of object annotations far exceed those of prior datasets. A key difference setting apart HM3DSem from other datasets is the use of texture information to annotate pixel-accurate object boundaries. We demonstrate the effectiveness of HM3DSem dataset for the Object Goal Navigation task using different methods. Policies trained using HM3DSem perform outperform those trained on prior datasets. Introduction of HM3DSem in the Habitat ObjectNav Challenge lead to an increase in participation from 400 submissions in 2021 to 1022 submissions in 2022. Project page: https://aihabitat.org/datasets/hm3d-semantics/ Karmesh Yadav, Ram Ramrakhya, Santhosh K. Ramakrishnan, Théophile Gervet, John M. Turner, Aaron Gokaslan, Noah Maestre, Angel X. Chang, Dhruv Batra, Manolis Savva, Alexander Clegg, Devendra Singh Chaplot |
CVPR | 10 |
| 2023 | PARIS: Part-level Reconstruction and Motion Analysis for Articulated ObjectsabstractWe address the task of simultaneous part-level reconstruction and motion parameter estimation for articulated objects. Given two sets of multi-view images of an object in two static articulation states, we decouple the movable part from the static part and reconstruct shape and appearance while predicting the motion parameters. To tackle this problem, we present PARIS: a self-supervised, end-to-end architecture that learns part-level implicit shape and appearance models and optimizes motion parameters jointly without any 3D supervision, motion, or semantic annotation. Our experiments show that our method generalizes better across object categories, and outperforms baselines and prior work that are given 3D point clouds as input. Our approach improves reconstruction relative to state-of-the-art baselines with a Chamfer-L1 distance reduction of 3.94 (45.2%) for objects and 26.79 (84.5%) for parts, and achieves 5% error rate for motion estimation across 10 object categories. Jiayi Liu 0006, Ali Mahdavi-Amiri, Manolis Savva |
ICCV | 3 |
| 2023 | Emergence of Maps in the Memories of Blind Navigation Agents
Erik Wijmans, Manolis Savva, Irfan A. Essa, Stefan Lee, Ari S. Morcos, Dhruv Batra |
ICLR | 2 |
| 2022 | Articulated 3D Human-Object Interactions From RGB Videos: An Empirical Analysis of Approaches and ChallengesabstractHuman-object interactions with articulated objects are common in everyday life. Despite much progress in single-view 3D reconstruction, it is still challenging to infer an articulated 3D object model from an RGB video showing a person manipulating the object. We canonicalize the task of articulated 3D human-object interaction reconstruction from RGB video, and carry out a systematic benchmark of five families of methods for this task: 3D plane estimation, 3D cuboid estimation, CAD model fitting, implicit field fitting, and free-form mesh fitting. Our experiments show that all methods struggle to obtain high accuracy results even when provided ground truth information about the observed objects. We identify key factors which make the task challenging and suggest directions for future work on this challenging 3D computer vision task. Sanjay Haresh, Xiaohao Sun, Hanxiao Jiang 0001, Angel X. Chang, Manolis Savva |
3DV | 5 |
| 2022 | OPD: Single-View 3D Openable Part Detection
Hanxiao Jiang 0001, Yongsen Mao, Manolis Savva, Angel X. Chang |
ECCV (39) | 3 |
| 2022 | MultiScan: Scalable RGBD scanning for 3D environments with articulated objectsabstractWe introduce MultiScan, a scalable RGBD dataset construction pipeline leveraging commodity mobile devices to scan indoor scenes with articulated objects and web-based semantic annotation interfaces to efficiently annotate object and part semantics and part mobility parameters. We use this pipeline to collect 273 scans of 117 indoor scenes containing 10957 objects and 5129 parts. The resulting MultiScan dataset provides RGBD streams with per-frame camera poses, textured 3D surface meshes, richly annotated part-level and object-level semantic labels, and part mobility parameters. We validate our dataset on instance segmentation and part mobility estimation tasks and benchmark methods for these tasks from prior work. Our experiments show that part segmentation and mobility estimation in real 3D scenes remain challenging despite recent progress in 3D object segmentation. Yongsen Mao, Yiming Zhang 0019, Hanxiao Jiang 0001, Angel X. Chang, Manolis Savva |
NeurIPS | 5 |
| 2022 | Foreword to the Virtual Special Section on Graphics Interface 2021
Manolis Savva, Paul G. Kry |
Comput. Graph. | 1 |
| 2021 | LayoutGMN: Neural Graph Matching for Structural Layout SimilarityabstractWe present a deep neural network to predict structural similarity between 2D layouts by leveraging Graph Matching Networks (GMN). Our network, coined LayoutGMN, learns the layout metric via neural graph matching, using an attention-based GMN designed under a triplet network setting. To train our network, we utilize weak labels obtained by pixel-wise Intersection-over-Union (IoUs) to define the triplet loss. Importantly, LayoutGMN is built with a structural bias which can effectively compensate for the lack of structure awareness in IoUs. We demonstrate this on two prominent forms of layouts, viz., floorplans and UI designs, via retrieval experiments on large-scale datasets. In particular, retrieval results by our network better match human judgement of structural layout similarity compared to both IoUs and other baselines including a state-of-the-art method based on graph neural networks and image convolution. In addition, LayoutGMN is the first deep model to offer both metric learning of structural layout similarity and structural matching between layout elements. Akshay Gadi Patil, Manyi Li, Matthew Fisher, Manolis Savva, Hao (Richard) Zhang |
CVPR | 4 |
| 2021 | Mirror3D: Depth Refinement for Mirror SurfacesabstractDespite recent progress in depth sensing and 3D reconstruction, mirror surfaces are a significant source of errors. To address this problem, we create the Mirror3D dataset: a 3D mirror plane dataset based on three RGBD datasets (Matterpot3D, NYUv2 and ScanNet) containing 7,011 mirror instance masks and 3D planes. We then develop Mirror3DNet: a module that refines raw sensor depth or estimated depth to correct errors on mirror surfaces. Our key idea is to estimate the 3D mirror plane based on RGB input and surrounding depth context, and use this estimate to directly regress mirror surface depth. Our experiments show that Mirror3DNet significantly mitigates errors from a variety of input depth data, including raw sensor depth and depth estimation or completion methods. Jiaqi Tan 0005, Weijie Lin, Angel X. Chang, Manolis Savva |
CVPR | 4 |
| 2021 | Plan2Scene: Converting Floorplans to 3D ScenesabstractWe address the task of converting a floorplan and a set of associated photos of a residence into a textured 3D mesh model, a task which we call Plan2Scene. Our system 1) lifts a floorplan image to a 3D mesh model; 2) synthesizes surface textures based on the input photos; and 3) infers textures for unobserved surfaces using a graph neural network architecture. To train and evaluate our system we create indoor surface texture datasets, and augment a dataset of floorplans and photos from prior work with rectified surface crops and additional annotations. Our approach handles the challenge of producing tileable textures for dominant surfaces such as floors, walls, and ceilings from a sparse set of unaligned photos that only partially cover the residence. Qualitative and quantitative evaluations show that our system produces realistic 3D interior models, outperforming baseline approaches on a suite of texture quality metrics and as measured by a holistic user study. Madhawa Vidanapathirana, Qirui Wu, Yasutaka Furukawa, Angel X. Chang, Manolis Savva |
CVPR | 5 |
| 2021 | Interpretation of Emergent Communication in Heterogeneous Collaborative Embodied AgentsabstractCommunication between embodied AI agents has received increasing attention in recent years. Despite its use, it is still unclear whether the learned communication is interpretable and grounded in perception. To study the grounding of emergent forms of communication, we first introduce the collaborative multi-object navigation task ‘CoMON.' In this task, an ‘oracle agent' has detailed environment information in the form of a map. It communicates with a ‘navigator agent' that perceives the environment visually and is tasked to find a sequence of goals. To succeed at the task, effective communication is essential. CoMON hence serves as a basis to study different communication mechanisms between heterogeneous agents, that is, agents with different capabilities and roles. We study two common communication mechanisms and analyze their communication patterns through an egocentric and spatial lens. We show that the emergent communication can be grounded to the agent observations and the spatial structure of the 3D environment. Shivansh Patel, Saim Wani, Unnat Jain, Alexander G. Schwing, Svetlana Lazebnik, Manolis Savva, Angel X. Chang |
ICCV | 6 |
| 2021 | Large Batch Simulation for Deep Reinforcement Learning
Brennan Shacklett, Erik Wijmans, Aleksei Petrenko, Manolis Savva, Dhruv Batra, Vladlen Koltun, Kayvon Fatahalian |
ICLR | 4 |
| 2021 | Habitat 2.0: Training Home Assistants to Rearrange their HabitatabstractWe introduce Habitat 2.0 (H2.0), a simulation platform for training virtual robots in interactive 3D environments and complex physics-enabled scenarios. We make comprehensive contributions to all levels of the embodied AI stack – data, simulation, and benchmark tasks. Specifically, we present: (i) ReplicaCAD: an artist-authored, annotated, reconfigurable 3D dataset of apartments (matching real spaces) with articulated objects (e.g. cabinets and drawers that can open/close); (ii) H2.0: a high-performance physics-enabled 3D simulator with speeds exceeding 25,000 simulation steps per second (850x real-time) on an 8-GPU node, representing 100x speed-ups over prior work; and, (iii) Home Assistant Benchmark (HAB): a suite of common tasks for assistive robots (tidy the house, stock groceries, set the table) that test a range of mobile manipulation capabilities. These large-scale engineering contributions allow us to systematically compare deep reinforcement learning (RL) at scale and classical sense-plan-act (SPA) pipelines in long-horizon structured tasks, with an emphasis on generalization to new objects, receptacles, and layouts. We find that (1) flat RL policies struggle on HAB compared to hierarchical ones; (2) a hierarchy with independent skills suffers from ‘hand-off problems’, and (3) SPA pipelines are more brittle than RL policies. Andrew Szot, Alexander Clegg, Eric Undersander, Erik Wijmans, John M. Turner, Noah Maestre, Mustafa Mukadam, Devendra Singh Chaplot, Oleksandr Maksymets, Aaron Gokaslan, Vladimir Vondrus, Sameer Dharur, Franziska Meier, Wojciech Galuba, Angel X. Chang, Zsolt Kira, Vladlen Koltun, Jitendra Malik, Manolis Savva, Dhruv Batra |
NeurIPS | 20 |
| 2021 | Roominoes: Generating Novel 3D Floor Plans From Existing 3D RoomsabstractAbstract Realistic 3D indoor scene datasets have enabled significant recent progress in computer vision, scene understanding, autonomous navigation, and 3D reconstruction. But the scale, diversity, and customizability of existing datasets is limited, and it is time‐consuming and expensive to scan and annotate more. Fortunately, combinatorics is on our side: there are enough individual rooms in existing 3D scene datasets, if there was but a way to recombine them into new layouts. In this paper, we propose the task of generating novel 3D floor plans from existing 3D rooms. We identify three sub‐tasks of this problem: generation of 2D layout, retrieval of compatible 3D rooms, and deformation of 3D rooms to fit the layout. We then discuss different strategies for solving the problem, and design two representative pipelines: one uses available 2D floor plans to guide selection and deformation of 3D rooms; the other learns to retrieve a set of compatible 3D rooms and combine them into novel layouts. We design a set of metrics that evaluate the generated results with respect to each of the three subtasks and show that different methods trade off performance on these subtasks. Finally, we survey downstream tasks that benefit from generated 3D scenes and discuss strategies in selecting the methods most appropriate for the demands of these tasks. Kai Wang 0002, Xianghao Xu, Leon Lei, Selena Ling, Natalie Lindsay, Angel X. Chang, Manolis Savva, Daniel Ritchie 0001 |
Comput. Graph. Forum | 7 |
| 2020 | Motion Annotation Programs: A Scalable Approach to Annotating Kinematic Articulations in Large 3D Shape Collectionsabstract3D models of real-world objects are essential for many applications, including the creation of virtual environments for AI training. To mimic real-world objects in these applications, objects must be annotated with their kinematic mobilities. Annotating kinematic motions is time-consuming, and it is not well-suited to typical crowdsourcing workflows due to the significant domain expertise required. In this paper, we present a system that helps individual expert users rapidly annotate kinematic motions in large 3D shape collections. The organizing concept of our system is motion annotation programs: simple, re-usable procedural rules that generate motion for a given input shape. Our interactive system allows users to author these rules and quickly apply them to collections of functionally-related objects. Using our system, an expert annotated over 1000 joints in under 3 hours. In a user study, participants with no prior experience with our system were able to annotate motions 1.5x faster than with a baseline manual annotation tool. Xianghao Xu, David Charatan, Sonia Raychaudhuri, Hanxiao Jiang 0001, Mae Heitmann, Vladimir G. Kim, Siddhartha Chaudhuri, Manolis Savva, Angel X. Chang, Daniel Ritchie 0001 |
3DV | 8 |
| 2020 | DD-PPO: Learning Near-Perfect PointGoal Navigators from 2.5 Billion Frames
Erik Wijmans, Abhishek Kadian, Ari S. Morcos, Stefan Lee, Irfan A. Essa, Devi Parikh, Manolis Savva, Dhruv Batra |
ICLR | 7 |
| 2020 | Relational Graph Learning for Crowd NavigationabstractWe present a relational graph learning approach for robotic crowd navigation using model-based deep reinforcement learning that plans actions by looking into the future. Our approach reasons about the relations between all agents based on their latent features and uses a Graph Convolutional Network to encode higher-order interactions in each agent's state representation, which is subsequently leveraged for state prediction and value estimation. The ability to predict human motion allows us to perform multi-step lookahead planning, taking into account the temporal evolution of human crowds. We evaluate our approach against a state-of-the-art baseline for crowd navigation and ablations of our model to demonstrate that navigation with our approach is more efficient, results in fewer collisions, and avoids failure cases involving oscillatory and freezing behaviors. Changan Chen, Sha Hu 0003, Payam Nikdel, Greg Mori, Manolis Savva |
IROS | 5 |
| 2020 | MultiON: Benchmarking Semantic Map Memory using Multi-Object NavigationabstractNavigation tasks in photorealistic 3D environments are challenging because they require perception and effective planning under partial observability. Recent work shows that map-like memory is useful for long-horizon navigation tasks. However, a focused investigation of the impact of maps on navigation tasks of varying complexity has not yet been performed. We propose the multiON task, which requires navigation to an episode-specific sequence of objects in a realistic environment. MultiON generalizes the ObjectGoal navigation task and explicitly tests the ability of navigation agents to locate previously observed goal objects. We perform a set of multiON experiments to examine how a variety of agent models perform across a spectrum of navigation task complexities. Our experiments show that: i) navigation performance degrades dramatically with escalating task complexity; ii) a simple semantic map agent performs surprisingly well relative to more complex neural image feature map agents; and iii) even oracle map agents achieve relatively low performance, indicating the potential for future work in training embodied navigation agents using maps. Saim Wani, Shivansh Patel, Unnat Jain, Angel X. Chang, Manolis Savva |
NeurIPS | 5 |
| 2019 | Scan2CAD: Learning CAD Model Alignment in RGB-D ScansabstractWe present Scan2CAD, a novel data-driven method that learns to align clean 3D CAD models from a shape database to the noisy and incomplete geometry of a commodity RGB-D scan. For a 3D reconstruction of an indoor scene, our method takes as input a set of CAD models, and predicts a 9DoF pose that aligns each model to the underlying scan geometry. To tackle this problem, we create a new scan-to-CAD alignment dataset based on 1506 ScanNet scans with 97607 annotated keypoint pairs between 14225 CAD models from ShapeNet and their counterpart objects in the scans. Our method selects a set of representative keypoints in a 3D scan for which we find correspondences to the CAD geometry. To this end, we design a novel 3D CNN architecture that learns a joint embedding between real and synthetic objects, and from this predicts a correspondence heatmap. Based on these correspondence heatmaps, we formulate a variational energy minimization that aligns a given set of CAD models to the reconstruction. We evaluate our approach on our newly introduced Scan2CAD benchmark where we outperform both handcrafted feature descriptor as well as state-of-the-art CNN based methods by 21.39%. Armen Avetisyan, Manuel Dahnert, Angela Dai, Manolis Savva, Angel X. Chang, Matthias Nießner |
CVPR | 4 |
| 2019 | Hierarchy Denoising Recursive Autoencoders for 3D Scene Layout PredictionabstractIndoor scenes exhibit rich hierarchical structure in 3D object layouts. Many tasks in 3D scene understanding can benefit from reasoning jointly about the hierarchical context of a scene, and the identities of objects. We present a variational denoising recursive autoencoder (VDRAE) that generates and iteratively refines a hierarchical representation of 3D object layouts, interleaving bottom-up encoding for context aggregation and top-down decoding for propagation. We train our VDRAE on large-scale 3D scene datasets to predict both instance-level segmentations and a 3D object detections from an over-segmentation of an input point cloud. We show that our VDRAE improves object detection performance on real-world 3D point cloud datasets compared to baselines from prior work. Angel X. Chang, Zhelun Wu, Manolis Savva, Kai Xu 0004 |
CVPR | 4 |
| 2019 | Habitat: A Platform for Embodied AI ResearchabstractWe present Habitat, a platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation. Specifically, Habitat consists of: (i) Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, sensors, and generic 3D dataset handling. Habitat-Sim is fast - when rendering a scene from Matterport3D, it achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU. (ii) Habitat-API: a modular high-level library for end-toend development of embodied AI algorithms - defining tasks (e.g. navigation, instruction following, question answering), configuring, training, and benchmarking embodied agents. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or `merely' impractical. Specifically, in the context of point-goal navigation: (1) we revisit the comparison between learning and SLAM approaches from two recent works [19, 16] and find evidence for the opposite conclusion - that learning outperforms SLAM if scaled to an order of magnitude more experience than previous investigations, and (2) we conduct the first cross-dataset generalization experiments {train, test} × {Matterport3D, Gibson} for multiple sensors {blind, RGB, RGBD, D} and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI. Manolis Savva, Jitendra Malik, Devi Parikh, Dhruv Batra, Abhishek Kadian, Oleksandr Maksymets, Erik Wijmans, Bhavana Jain, Julian Straub, Vladlen Koltun |
ICCV | 1 |
| 2019 | PlanIT: planning and instantiating indoor scenes with relation graph and spatial prior networksabstractWe present a new framework for interior scene synthesis that combines a high-level relation graph representation with spatial prior neural networks. We observe that prior work on scene synthesis is divided into two camps: object-oriented approaches (which reason about the set of objects in a scene and their configurations) and space-oriented approaches (which reason about what objects occupy what regions of space). Our insight is that the object-oriented paradigm excels at high-level planning of how a room should be laid out, while the space-oriented paradigm performs well at instantiating a layout by placing objects in precise spatial configurations. With this in mind, we present PlanIT, a layout-generation framework that divides the problem into two distinct planning and instantiation phases. PlanIT represents the "plan" for a scene via a relation graph, encoding objects as nodes and spatial/semantic relationships between objects as edges. In the planning phase, it uses a deep graph convolutional generative model to synthesize relation graphs. In the instantiation phase, it uses image-based convolutional network modules to guide a search procedure that places objects into the scene in a manner consistent with the graph. By decomposing the problem in this way, PlanIT generates scenes of comparable quality to those generated by prior approaches (as judged by both people and learned classifiers), while also providing the modeling flexibility of the intermediate relationship graph representation. These graphs allow the system to support applications such as scene synthesis from a partial graph provided by a user. Kai Wang 0002, Ben Weissmann, Manolis Savva, Angel X. Chang, Daniel Ritchie 0001 |
ACM Trans. Graph. | 4 |
| 2018 | Text2Shape: Generating Shapes from Natural Language by Learning Joint Embeddings
Kevin Chen 0001, Christopher B. Choy, Manolis Savva, Angel X. Chang, Thomas A. Funkhouser, Silvio Savarese |
ACCV (3) | 3 |
| 2018 | Im2Pano3D: Extrapolating 360° Structure and Semantics Beyond the Field of ViewabstractWe present Im2Pano3D, a convolutional neural network that generates a dense prediction of 3D structure and a probability distribution of semantic labels for a full 360° panoramic view of an indoor scene when given only a partial observation (= 50%) in the form of an RGB-D image. To make this possible, Im2Pano3D leverages strong contextual priors learned from large-scale synthetic and real-world indoor scenes. To ease the prediction of 3D structure, we propose to parameterize 3D surfaces with their plane equations and train the model to predict these parameters directly. To provide meaningful training supervision, we use multiple loss functions that consider both pixel level accuracy and global context consistency. Experiments demonstrate that Im2Pano3D is able to predict the semantics and 3D structure of the unobserved scene with more than 56% pixel accuracy and less than 0.52m average distance error, which is significantly better than alternative approaches. Shuran Song, Andy Zeng 0001, Angel X. Chang, Manolis Savva, Silvio Savarese, Thomas A. Funkhouser |
CVPR | 4 |
| 2018 | Linking WordNet to 3D ShapesabstractWe describe a project to link the Princeton WordNet to 3D representations of real objects and scenes.The goal is to establish a dataset that helps us to understand how people categorize everyday common objects via their parts, attributes, and context.This paper describes the annotation and data collection effort so far as well as ideas for future work. Angel X. Chang, Rishi Mago, Pranav Krishna, Manolis Savva, Christiane Fellbaum |
GWC | 4 |
| 2018 | Functionality Representations and Applications for Shape AnalysisabstractAbstract A central goal of computer graphics is to provide tools for designing and simulating real or imagined artifacts. An understanding of functionality is important in enabling such modeling tools. Given that the majority of man‐made artifacts are designed to serve a certain function, the functionality of objects is often reflected by their geometry, the way that they are organized in an environment, and their interaction with other objects or agents. Thus, in recent years, a variety of methods in shape analysis have been developed to extract functional information about objects and scenes from these different types of cues. In this report, we discuss recent developments that incorporate functionality aspects into the analysis of 3D shapes and scenes. We provide a summary of the state‐of‐the‐art in this area, including a discussion of key ideas and an organized review of the relevant literature. More specifically, the report is structured around a general definition of functionality from which we derive criteria for classifying the body of prior work. This definition also facilitates a comparative view of methods for functionality analysis. We focus on studying the inference of functionality from a geometric perspective, and pose functionality analysis as a process involving both the geometry and interactions of a functional entity. In addition, we discuss a variety of applications that benefit from an analysis of functionality, and conclude the report with a discussion of current challenges and potential future works. Ruizhen Hu, Manolis Savva, Oliver van Kaick |
Comput. Graph. Forum | 2 |
| 2018 | Deep convolutional priors for indoor scene synthesisabstractWe present a convolutional neural network based approach for indoor scene synthesis. By representing 3D scenes with a semantically-enriched image-based representation based on orthographic top-down views, we learn convolutional object placement priors from the entire context of a room. Our approach iteratively generates rooms from scratch, given only the room architecture as input. Through a series of perceptual studies we compare the plausibility of scenes generated using our method against baselines for object selection and object arrangement, as well as scenes modeled by people. We find that our method generates scenes that are preferred over the baselines, and in some cases are equally preferred to human-created scenes. Kai Wang 0002, Manolis Savva, Angel X. Chang, Daniel Ritchie 0001 |
ACM Trans. Graph. | 2 |
| 2017 | Matterport3D: Learning from RGB-D Data in Indoor EnvironmentsabstractAccess to large, diverse RGB-D datasets is critical for training RGB-D scene understanding algorithms. However, existing datasets still cover only a limited number of views or a restricted scale of spaces. In this paper, we introduce Matterport3D, a large-scale RGB-D dataset containing 10,800 panoramic views from 194,400 RGB-D images of 90 building-scale scenes. Annotations are provided with surface reconstructions, camera poses, and 2D and 3D semantic segmentations. The precise global alignment and comprehensive, diverse panoramic set of views over entire buildings enable a variety of supervised and self-supervised computer vision tasks, including keypoint matching, view overlap prediction, normal prediction from color, semantic segmentation, and region classification. Angel X. Chang, Angela Dai, Thomas A. Funkhouser, Maciej Halber, Matthias Nießner, Manolis Savva, Shuran Song, Andy Zeng 0001, Yinda Zhang 0001 |
3DV | 6 |
| 2017 | Cross-Modal Attribute Transfer for Rescaling 3D ModelsabstractWe present an algorithm for transferring physical attributes between webpages and 3D shapes. We crawl product catalogues and other webpages with structured metadata containing physical attributes such as dimensions and weights. Then we transfer physical attributes between shapes and real-world objects using a joint embedding of images and 3D shapes and a view-based weighting and aspect ratio filtering scheme for instance-level linking of 3D models and real-world counterpart objects. We evaluate our approach on a large-scale dataset of unscaled 3D models, and show that we outperform prior work on rescaling 3D models that considers only category-level size priors. Lin Shao 0002, Angel X. Chang, Hao Su 0001, Manolis Savva, Leonidas J. Guibas |
3DV | 4 |
| 2017 | ScanNet: Richly-Annotated 3D Reconstructions of Indoor ScenesabstractA key requirement for leveraging supervised deep learning methods is the availability of large, labeled datasets. Unfortunately, in the context of RGB-D scene understanding, very little data is available - current datasets cover a small range of scene views and have limited semantic annotations. To address this issue, we introduce ScanNet, an RGB-D video dataset containing 2.5M views in 1513 scenes annotated with 3D camera poses, surface reconstructions, and semantic segmentations. To collect this data, we designed an easy-to-use and scalable RGB-D capture system that includes automated surface reconstruction and crowd-sourced semantic annotation.We show that using this data helps achieve state-of-the-art performance on several 3D scene understanding tasks, including 3D object classification, semantic voxel labeling, and CAD model retrieval. Angela Dai, Angel X. Chang, Manolis Savva, Maciej Halber, Thomas A. Funkhouser, Matthias Nießner |
CVPR | 3 |
| 2017 | Semantic Scene Completion from a Single Depth ImageabstractThis paper focuses on semantic scene completion, a task for producing a complete 3D voxel representation of volumetric occupancy and semantic labels for a scene from a single-view depth map observation. Previous work has considered scene completion and semantic labeling of depth maps separately. However, we observe that these two problems are tightly intertwined. To leverage the coupled nature of these two tasks, we introduce the semantic scene completion network (SSCNet), an end-to-end 3D convolutional network that takes a single depth image as input and simultaneously outputs occupancy and semantic labels for all voxels in the camera view frustum. Our network uses a dilation-based 3D context module to efficiently expand the receptive field and enable 3D context learning. To train our network, we construct SUNCG - a manually created largescale dataset of synthetic 3D scenes with dense volumetric annotations. Our experiments demonstrate that the joint model outperforms methods addressing each task in isolation and outperforms alternative approaches on the semantic scene completion task. The dataset and code is available at http://sscnet.cs.princeton.edu. Shuran Song, Fisher Yu 0001, Andy Zeng 0001, Angel X. Chang, Manolis Savva, Thomas A. Funkhouser |
CVPR | 5 |
| 2017 | Physically-Based Rendering for Indoor Scene Understanding Using Convolutional Neural NetworksabstractIndoor scene understanding is central to applications such as robot navigation and human companion assistance. Over the last years, data-driven deep neural networks have outperformed many traditional approaches thanks to their representation learning capabilities. One of the bottlenecks in training for better representations is the amount of available per-pixel ground truth data that is required for core scene understanding tasks such as semantic segmentation, normal prediction, and object boundary detection. To address this problem, a number of works proposed using synthetic data. However, a systematic study of how such synthetic data is generated is missing. In this work, we introduce a large-scale synthetic dataset with 500K physically-based rendered images from 45K realistic 3D indoor scenes. We study the effects of rendering methods and scene lighting on training for three computer vision tasks: surface normal prediction, semantic segmentation, and object boundary detection. This study provides insights into the best practices for training with synthetic data (more realistic rendering is worth it) and shows that pretraining with our new synthetic dataset can improve results beyond the current state of the art on all three tasks. Yinda Zhang 0001, Shuran Song, Ersin Yumer, Manolis Savva, Joon-Young Lee, Hailin Jin, Thomas A. Funkhouser |
CVPR | 4 |
| 2016 | PiGraphs: learning interaction snapshots from observationsabstractWe learn a probabilistic model connecting human poses and arrangements of object geometry from real-world observations of interactions collected with commodity RGB-D sensors. This model is encoded as a set of prototypical interaction graphs (PiGraphs), a human-centric representation capturing physical contact and visual attention linkages between 3D geometry and human body parts. We use this encoding of the joint probability distribution over pose and geometry during everyday interactions to generate interaction snapshots , which are static depictions of human poses and relevant objects during human-object interactions. We demonstrate that our model enables a novel human-centric understanding of 3D content and allows for jointly generating 3D scenes and interaction poses given terse high-level specifications, natural language, or reconstructed real-world scene constraints. Manolis Savva, Angel X. Chang, Pat Hanrahan, Matthew Fisher, Matthias Nießner |
ACM Trans. Graph. | 1 |
| 2015 | Text to 3D Scene Generation with Rich Lexical GroundingabstractAngel Chang, Will Monroe, Manolis Savva, Christopher Potts, Christopher D. Manning. Proceedings of the 53rd Annual Meeting of the Association for Computational Linguistics and the 7th International Joint Conference on Natural Language Processing (Volume 1: Long Papers). 2015. Angel X. Chang, Will Monroe, Manolis Savva, Christopher Potts, Christopher D. Manning |
ACL (1) | 3 |
| 2015 | Activity-centric scene synthesis for functional 3D scene modelingabstractWe present a novel method to generate 3D scenes that allow the same activities as real environments captured through noisy and incomplete 3D scans. As robust object detection and instance retrieval from low-quality depth data is challenging, our algorithm aims to model semantically-correct rather than geometrically-accurate object arrangements. Our core contribution is a new scene synthesis technique which, conditioned on a coarse geometric scene representation, models functionally similar scenes using prior knowledge learned from a scene database. The key insight underlying our scene synthesis approach is that many real-world environments are structured to facilitate specific human activities, such as sleeping or eating. We represent scene functionalities through virtual agents that associate object arrangements with the activities for which they are typically used. When modeling a scene, we first identify the activities supported by a scanned environment. We then determine semantically-plausible arrangements of virtual objects -- retrieved from a shape database -- constrained by the observed scene geometry. For a given 3D scan, our algorithm produces a variety of synthesized scenes which support the activities of the captured real environments. In a perceptual evaluation study, we demonstrate that our results are judged to be visually appealing and functionally comparable to manually designed scenes. Matthew Fisher, Manolis Savva, Yangyan Li, Pat Hanrahan, Matthias Nießner |
ACM Trans. Graph. | 2 |
| 2014 | TransPhoner: automated mnemonic keyword generationabstractWe present TransPhoner: a system that generates keywords for a variety of scenarios including vocabulary learning, phonetic transliteration, and creative word plays. We select effective keywords by considering phonetic, orthographic and semantic word similarity, and word concept imageability. We show that keywords provided by TransPhoner improve learner performance in an online vocabulary learning study, with the improvement being more pronounced for harder words. Participants rated TransPhoner keywords as more helpful than a random keyword baseline, and almost as helpful as manually selected keywords. Comments also indicated higher engagement in the learning task, and more desire to continue learning. We demonstrate additional applications to tasks such as pure phonetic transliteration, generation of mnemonics for complex vocabulary, and topic-based transformation of song lyrics. Manolis Savva, Angel X. Chang, Christopher D. Manning, Pat Hanrahan |
CHI | 1 |
| 2014 | Learning Spatial Knowledge for Text to 3D Scene GenerationabstractWe address the grounding of natural language to concrete spatial constraints, and inference of implicit pragmatics in 3D environments.We apply our approach to the task of text-to-3D scene generation.We present a representation for common sense spatial knowledge and an approach to extract it from 3D scene data.In text-to-3D scene generation, a user provides as input natural language text from which we extract explicit constraints on the objects that should appear in the scene.The main innovation of this work is to show how to augment these explicit constraints with learned spatial knowledge to infer missing objects and likely layouts for the objects in the scene.We demonstrate that spatial knowledge is useful for interpreting natural language and show examples of learned knowledge and generated 3D scenes. Angel X. Chang, Manolis Savva, Christopher D. Manning |
EMNLP | 2 |
| 2012 | GraphPrism: compact visualization of network structureabstractVisual methods for supporting the characterization, comparison, and classification of large networks remain an open challenge. Ideally, such techniques should surface useful structural features -- such as effective diameter, small-world properties, and structural holes -- not always apparent from either summary statistics or typical network visualizations. In this paper, we present GraphPrism, a technique for visually summarizing arbitrarily large graphs through combinations of 'facets', each corresponding to a single node- or edge-specific metric (e.g., transitivity). We describe a generalized approach for constructing facets by calculating distributions of graph metrics over increasingly large local neighborhoods and representing these as a stacked multi-scale histogram. Evaluation with paper prototypes shows that, with minimal training, static GraphPrism diagrams can aid network analysis experts in performing basic analysis tasks with network data. Finally, we contribute the design of an interactive system using linked selection between GraphPrism overviews and node-link detail views. Using a case study of data from a co-authorship network, we illustrate how GraphPrism facilitates interactive exploration of network data. Sanjay Kairam, Diana L. MacLean, Manolis Savva, Jeffrey Heer |
AVI | 3 |
| 2012 | Example-based synthesis of 3D object arrangementsabstractWe present a method for synthesizing 3D object arrangements from examples. Given a few user-provided examples, our system can synthesize a diverse set of plausible new scenes by learning from a larger scene database. We rely on three novel contributions. First, we introduce a probabilistic model for scenes based on Bayesian networks and Gaussian mixtures that can be trained from a small number of input examples. Second, we develop a clustering algorithm that groups objects occurring in a database of scenes according to their local scene neighborhoods. These contextual categories allow the synthesis process to treat a wider variety of objects as interchangeable. Third, we train our probabilistic model on a mix of user-provided examples and relevant scenes retrieved from the database. This mixed model learning process can be controlled to introduce additional variety into the synthesized scenes. We evaluate our algorithm through qualitative results and a perceptual study in which participants judged synthesized scenes to be highly plausible, as compared to hand-created scenes. Matthew Fisher, Daniel Ritchie 0001, Manolis Savva, Thomas A. Funkhouser, Pat Hanrahan |
ACM Trans. Graph. | 3 |
| 2011 | ReVision: automated classification, analysis and redesign of chart imagesabstractPoorly designed charts are prevalent in reports, magazines, books and on the Web. Most of these charts are only available as bitmap images; without access to the underlying data it is prohibitively difficult for viewers to create more effective visual representations. In response we present ReVision, a system that automatically redesigns visualizations to improve graphical perception. Given a bitmap image of a chart as input, ReVision applies computer vision and machine learning techniques to identify the chart type (e.g., pie chart, bar chart, scatterplot, etc.). It then extracts the graphical marks and infers the underlying data. Using a corpus of images drawn from the web, ReVision achieves image classification accuracy of 96% across ten chart categories. It also accurately extracts marks from 79% of bar charts and 62% of pie charts, and from these charts it successfully extracts data from 71% of bar charts and 64% of pie charts. ReVision then applies perceptually-based design principles to populate an interactive gallery of redesigned charts. With this interface, users can view alternative chart designs and retarget content to different visual styles. Manolis Savva, Nicholas Kong, Arti Chhajta, Li Fei-Fei 0001, Maneesh Agrawala, Jeffrey Heer |
UIST | 1 |
| 2011 | Characterizing structural relationships in scenes using graph kernelsabstractModeling virtual environments is a time consuming and expensive task that is becoming increasingly popular for both professional and casual artists. The model density and complexity of the scenes representing these virtual environments is rising rapidly. This trend suggests that data-mining a 3D scene corpus could be a very powerful tool enabling more efficient scene design. In this paper, we show how to represent scenes as graphs that encode models and their semantic relationships. We then define a kernel between these relationship graphs that compares common virtual substructures in two graphs and captures the similarity between their corresponding scenes. We apply this framework to several scene modeling problems, such as finding similar scenes, relevance feedback, and context-based model search. We show that incorporating structural relationships allows our method to provide a more relevant set of results when compared against previous approaches to model context search. Matthew Fisher, Manolis Savva, Pat Hanrahan |
ACM Trans. Graph. | 2 |