Jonah Philion

dblp:241/5158 · DBLP profile ↗
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13ranked-venue papers
4as first author
9since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 13 · 4 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 3 first-author · 6 since 2021
YearPublicationVenuePosition
2024 Trajeglish: Traffic Modeling as Next-Token Prediction
abstract
A longstanding challenge for self-driving development is simulating dynamic driving scenarios seeded from recorded driving logs. In pursuit of this functionality, we apply tools from discrete sequence modeling to model how vehicles, pedestrians and cyclists interact in driving scenarios. Using a simple data-driven tokenization scheme, we discretize trajectories to centimeter-level resolution using a small vocabulary. We then model the multi-agent sequence of discrete motion tokens with a GPT-like encoder-decoder that is autoregressive in time and takes into account intra-timestep interaction between agents. Scenarios sampled from our model exhibit state-of-the-art realism; our model tops the Waymo Sim Agents Benchmark, surpassing prior work along the realism meta metric by 3.3% and along the interaction metric by 9.9%. We ablate our modeling choices in full autonomy and partial autonomy settings, and show that the representations learned by our model can quickly be adapted to improve performance on nuScenes. We additionally evaluate the scalability of our model with respect to parameter count and dataset size, and use density estimates from our model to quantify the saliency of context length and intra-timestep interaction for the traffic modeling task.
Jonah Philion, Xue Bin Peng, Sanja Fidler
ICLR1
2023 Towards Viewpoint Robustness in Bird's Eye View Segmentation
abstract
Autonomous vehicles (AV) require that neural networks used for perception be robust to different viewpoints if they are to be deployed across many types of vehicles without the repeated cost of data collection and labeling for each. AV companies typically focus on collecting data from diverse scenarios and locations, but not camera rig configurations, due to cost. As a result, only a small number of rig variations exist across most fleets. In this paper, we study how AV perception models are affected by changes in camera viewpoint and propose a way to scale them across vehicle types without repeated data collection and labeling. Using bird’s eye view (BEV) segmentation as a motivating task, we find through extensive experiments that existing perception models are surprisingly sensitive to changes in camera viewpoint. When trained with data from one camera rig, small changes to pitch, yaw, depth, or height of the camera at inference time lead to large drops in performance. We introduce a technique for novel view synthesis and use it to transform collected data to the viewpoint of target rigs, allowing us to train BEV segmentation models for diverse target rigs without any additional data collection or labeling cost. To analyze the impact of viewpoint changes, we leverage synthetic data to mitigate other gaps (content, ISP, etc). Our approach is then trained on real data and evaluated on synthetic data, enabling evaluation on diverse target rigs. We release all data for use in future work. Our method is able to recover an average of 14.7% of the IoU that is otherwise lost when deploying to new rigs.
Tzofi Klinghoffer, Jonah Philion, Wenzheng Chen, Or Litany, Zan Gojcic, Jungseock Joo, Ramesh Raskar, Sanja Fidler, José M. Álvarez 0004
ICCV2
2023 End-to-end 3D Tracking with Decoupled Queries
abstract
In this work, we present an end-to-end framework for camera-based 3D multi-object tracking, called DQTrack. To avoid heuristic design in detection-based trackers, recent query-based approaches deal with identity-agnostic detection and identity-aware tracking in a single embedding. However, it brings inferior performance because of the inherent representation conflict. To address this issue, we decouple the single embedding into separated queries, i.e., object query and track query. Unlike previous detection-based and query-based methods, the decoupled-query paradigm utilizes task-specific queries and still maintains the compact pipeline without complex post-processing. Moreover, the learnable association and temporal update are designed to provide differentiable trajectory association and frame-by-frame query update, respectively. The proposed DQ-Track is demonstrated to achieve consistent gains in various benchmarks, outperforming previous tracking-by-detection and learning-based methods on the nuScenes dataset.1
Zhiding Yu, Jonah Philion, Anima Anandkumar, Sanja Fidler, Jiaya Jia
ICCV3
2022 How Much More Data Do I Need? Estimating Requirements for Downstream Tasks
abstract
Given a small training data set and a learning algorithm, how much more data is necessary to reach a target validation or test performance? This question is of critical importance in applications such as autonomous driving or medical imaging where collecting data is expensive and time-consuming. Overestimating or underestimating data requirements incurs substantial costs that could be avoided with an adequate budget. Prior work on neural scaling laws suggest that the power-law function can fit the validation performance curve and extrapolate it to larger data set sizes. We find that this does not immediately translate to the more difficult downstream task of estimating the required data set size to meet a target performance. In this work, we consider a broad class of computer vision tasks and systematically investigate a family of functions that generalize the power-law function to allow for better estimation of data requirements. Finally, we show that incorporating a tuned correction factor and collecting over multiple rounds significantly improves the performance of the data estimators. Using our guidelines, practitioners can accurately estimate data requirements of machine learning systems to gain savings in both development time and data acquisition costs.
Rafid Mahmood, James Lucas, David Acuna, Daiqing Li, Jonah Philion, José M. Álvarez 0004, Zhiding Yu, Sanja Fidler, Marc T. Law
CVPR5
2022 Generating Useful Accident-Prone Driving Scenarios via a Learned Traffic Prior
abstract
Evaluating and improving planning for autonomous vehicles requires scalable generation of long-tail traffic scenarios. To be useful, these scenarios must be realistic and challenging, but not impossible to drive through safely. In this work, we introduce STRIVE, a method to automatically generate challenging scenarios that cause a given planner to produce undesirable behavior, like collisions. To maintain scenario plausibility, the key idea is to leverage a learned model of traffic motion in the form of a graph-based conditional VAE. Scenario generation is formulated as an optimization in the latent space of this traffic model, perturbing an initial real-world scene to produce trajectories that collide with a given planner. A subsequent optimization is used to find a “solution” to the scenario, ensuring it is useful to improve the given planner. Further analysis clusters generated scenarios based on collision type. We attack two planners and show that STRIVE successfully generates realistic, challenging scenarios in both cases. We additionally “close the loop” and use these scenarios to optimize hyperparameters of a rule-based planner.
Davis Rempe, Jonah Philion, Leonidas J. Guibas, Sanja Fidler, Or Litany
CVPR2
2021 DriveGAN: Towards a Controllable High-Quality Neural Simulation
abstract
Realistic simulators are critical for training and verifying robotics systems. While most of the contemporary simulators are hand-crafted, a scaleable way to build simulators is to use machine learning to learn how the environment behaves in response to an action, directly from data. In this work, we aim to learn to simulate a dynamic environment directly in pixel-space, by watching unannotated sequences of frames and their associated actions. We introduce a novel high-quality neural simulator referred to as DriveGAN that achieves controllability by disentangling different components without supervision. In addition to steering controls, it also includes controls for sampling features of a scene, such as the weather as well as the location of non-player objects. Since DriveGAN is a fully differentiable simulator, it further allows for re-simulation of a given video sequence, offering an agent to drive through a recorded scene again, possibly taking different actions. We train DriveGAN on multiple datasets, including 160 hours of real-world driving data. We showcase that our approach greatly surpasses the performance of previous data-driven simulators, and al-lows for new key features not explored before.
Seung Wook Kim 0001, Jonah Philion, Antonio Torralba 0001, Sanja Fidler
CVPR2
2021 Learning Indoor Inverse Rendering with 3D Spatially-Varying Lighting
abstract
In this work, we address the problem of jointly estimating albedo, normals, depth and 3D spatially-varying lighting from a single image. Most existing methods formulate the task as image-to-image translation, ignoring the 3D properties of the scene. However, indoor scenes contain complex 3D light transport where a 2D representation is insufficient. In this paper, we propose a unified, learning-based inverse rendering framework that formulates 3D spatially-varying lighting. Inspired by classic volume rendering techniques, we propose a novel Volumetric Spherical Gaussian representation for lighting, which parameterizes the exitant radiance of the 3D scene surfaces on a voxel grid. We design a physics-based differentiable renderer that utilizes our 3D lighting representation, and formulates the energy-conserving image formation process that enables joint training of all intrinsic properties with the re-rendering constraint. Our model ensures physically correct predictions and avoids the need for ground-truth HDR lighting which is not easily accessible. Experiments show that our method outperforms prior works both quantitatively and qualitatively, and is capable of producing photorealistic results for AR applications such as virtual object insertion even for highly specular objects.
Jonah Philion, Sanja Fidler, Jan Kautz
ICCV2
2021 Emergent Road Rules In Multi-Agent Driving Environments
Avik Pal, Jonah Philion, Yuan-Hong Liao, Sanja Fidler
ICLR2
2021 Towards Optimal Strategies for Training Self-Driving Perception Models in Simulation
abstract
Autonomous driving relies on a huge volume of real-world data to be labeled to high precision. Alternative solutions seek to exploit driving simulators that can generate large amounts of labeled data with a plethora of content variations. However, the domain gap between the synthetic and real data remains, raising the following important question: What are the best way to utilize a self-driving simulator for perception tasks?. In this work, we build on top of recent advances in domain-adaptation theory, and from this perspective, propose ways to minimize the reality gap. We primarily focus on the use of labels in the synthetic domain alone. Our approach introduces both a principled way to learn neural-invariant representations and a theoretically inspired view on how to sample the data from the simulator. Our method is easy to implement in practice as it is agnostic of the network architecture and the choice of the simulator. We showcase our approach on the bird's-eye-view vehicle segmentation task with multi-sensor data (cameras, lidar) using an open-source simulator (CARLA), and evaluate the entire framework on a real-world dataset (nuScenes). Last but not least, we show what types of variations (e.g. weather conditions, number of assets, map design and color diversity) matter to perception networks when trained with driving simulators, and which ones can be compensated for with our domain adaptation technique.
David Acuna, Jonah Philion, Sanja Fidler
NeurIPS2
2020 Learning to Simulate Dynamic Environments With GameGAN
abstract
Simulation is a crucial component of any robotic system. In order to simulate correctly, we need to write complex rules of the environment: how dynamic agents behave, and how the actions of each of the agents affect the behavior of others. In this paper, we aim to learn a simulator by simply watching an agent interact with an environment. We focus on graphics games as a proxy of the real environment. We introduce GameGAN, a generative model that learns to visually imitate a desired game by ingesting screenplay and keyboard actions during training. Given a key pressed by the agent, GameGAN "renders" the next screen using a carefully designed generative adversarial network. Our approach offers key advantages over existing work: we design a memory module that builds an internal map of the environment, allowing for the agent to return to previously visited locations with high visual consistency. In addition, GameGAN is able to disentangle static and dynamic components within an image making the behavior of the model more interpretable, and relevant for downstream tasks that require explicit reasoning over dynamic elements. This enables many interesting applications such as swapping different components of the game to build new games that do not exist. We will release the code and trained model, enabling human players to play generated games and their variations with our GameGAN.
Seung Wook Kim 0001, Jonah Philion, Antonio Torralba 0001, Sanja Fidler
CVPR3
2020 Learning to Evaluate Perception Models Using Planner-Centric Metrics
abstract
Variants of accuracy and precision are the gold-standard by which the computer vision community measures progress of perception algorithms. One reason for the ubiquity of these metrics is that they are largely task-agnostic; we in general seek to detect zero false negatives or positives. The downside of these metrics is that, at worst, they penalize all incorrect detections equally without conditioning on the task or scene, and at best, heuristics need to be chosen to ensure that different mistakes count differently. In this paper, we propose a principled metric for 3D object detection specifically for the task of self-driving. The core idea behind our metric is to isolate the task of object detection and measure the impact the produced detections would induce on the downstream task of driving. Without hand-designing it to, we find that our metric penalizes many of the mistakes that other metrics penalize by design. In addition, our metric downweighs detections based on additional factors such as distance from a detection to the ego car and the speed of the detection in intuitive ways that other detection metrics do not. For human evaluation, we generate scenes in which standard metrics and our metric disagree and find that humans side with our metric 79% of the time. Our project page including an evaluation server can be found at https://nv-tlabs.github.io/detection-relevance.
Jonah Philion, Amlan Kar, Sanja Fidler
CVPR1
2020 Lift, Splat, Shoot: Encoding Images from Arbitrary Camera Rigs by Implicitly Unprojecting to 3D
Jonah Philion, Sanja Fidler
ECCV (14)1
2019 FastDraw: Addressing the Long Tail of Lane Detection by Adapting a Sequential Prediction Network
abstract
The search for predictive models that generalize to the long tail of sensor inputs is the central difficulty when developing data-driven models for autonomous vehicles. In this paper, we use lane detection to study modeling and training techniques that yield better performance on real world test drives. On the modeling side, we introduce a novel fully convolutional model of lane detection that learns to decode lane structures instead of delegating structure inference to post-processing. In contrast to previous works, our convolutional decoder is able to represent an arbitrary number of lanes per image, preserves the polyline representation of lanes without reducing lanes to polynomials, and draws lanes iteratively without requiring the computational and temporal complexity of recurrent neural networks. Because our model includes an estimate of the joint distribution of neighboring pixels belonging to the same lane, our formulation includes a natural and computationally cheap definition of uncertainty. On the training side, we demonstrate a simple yet effective approach to adapt the model to new environments using unsupervised style transfer. By training FastDraw to make predictions of lane structure that are invariant to low-level stylistic differences between images, we achieve strong performance at test time in weather and lighting conditions that deviate substantially from those of the annotated datasets that are publicly available. We quantitatively evaluate our approach on the CVPR 2017 Tusimple lane marking challenge, difficult CULane datasets [29], and a small labeled dataset of our own and achieve competitive accuracy while running at 90 FPS.
Jonah Philion
CVPR1