Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Matt Deitke

dblp:263/2620 · DBLP profile ↗
← Back
9ranked-venue papers
6as first author
8since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 9 · 6 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 4 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
9 papers
3D vision · 29% Vision and language · 17% Transfer learning and domain adaptation · 15%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 19 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
novel view synthesis
1.422024
From an Image to a Scene: Learning to Imagine the World from a Million 360° Videos · NeurIPS 2024
Objaverse-XL: A Universe of 10M+ 3D Objects · NeurIPS 2023
Computer vision › 3D vision
3d object dataset
1.322023
Objaverse-XL: A Universe of 10M+ 3D Objects · NeurIPS 2023
Objaverse: A Universe of Annotated 3D Objects · CVPR 2023
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
1.122023
Phone2Proc: Bringing Robust Robots into Our Chaotic World · CVPR 2023
RoboTHOR: An Open Simulation-to-Real Embodied AI Platform · CVPR 2020
Computer vision › Vision and language
multimodal data generation
0.912025
Scaling Text-Rich Image Understanding via Code-Guided Synthetic Multimodal Data Generation · ACL (1) 2025
Computer vision › Vision and language
vision-language model
0.912025
Molmo and PixMo: Open Weights and Open Data for State-of-the-Art Vision-Language Models · CVPR 2025
Robotics › Robot navigation and mapping
embodied navigation
0.822023
Phone2Proc: Bringing Robust Robots into Our Chaotic World · CVPR 2023
RoboTHOR: An Open Simulation-to-Real Embodied AI Platform · CVPR 2020
Computer vision › 3D vision
3d reconstruction
0.812024
From an Image to a Scene: Learning to Imagine the World from a Million 360° Videos · NeurIPS 2024
Machine learning › Generative modeling
diffusion model
0.812024
From an Image to a Scene: Learning to Imagine the World from a Million 360° Videos · NeurIPS 2024
Machine learning › Transfer learning and domain adaptation
zero-shot transfer
0.712023
Objaverse-XL: A Universe of 10M+ 3D Objects · NeurIPS 2023
Machine learning › Reinforcement learning › reinforcement learning environment › environment design
procedural environment generation
0.612022
🏘️ ProcTHOR: Large-Scale Embodied AI Using Procedural Generation · NeurIPS 2022
Robotics › Robot navigation and mapping
robotic navigation and manipulation
0.612022
🏘️ ProcTHOR: Large-Scale Embodied AI Using Procedural Generation · NeurIPS 2022
Robotics › Robot manipulation › physical interaction
object interaction
0.512021
Visual Room Rearrangement · CVPR 2021
Robotics › Robot manipulation › object rearrangement
visual room rearrangement
0.512021
Visual Room Rearrangement · CVPR 2021
Machine learning › Representation and self-supervised learning › pre-training
multimodal pretraining
0.312025
Molmo and PixMo: Open Weights and Open Data for State-of-the-Art Vision-Language Models · CVPR 2025
Computer vision › Vision and language › multimodal understanding
text-rich image understanding
0.312025
Scaling Text-Rich Image Understanding via Code-Guided Synthetic Multimodal Data Generation · ACL (1) 2025
Machine learning › Generative modeling
3d generative model
0.212023
Objaverse: A Universe of Annotated 3D Objects · CVPR 2023
Robotics › Robot navigation and mapping
object goal navigation
0.212023
Phone2Proc: Bringing Robust Robots into Our Chaotic World · CVPR 2023
Computer vision › Segmentation and scene understanding › semantic segmentation
open-vocabulary segmentation
0.212023
Objaverse: A Universe of Annotated 3D Objects · CVPR 2023
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
embodied agent
0.112021
Visual Room Rearrangement · CVPR 2021

Methods — techniques the papers use, named apart from their topics

multi-view dataset · 1.5360° video · 1.5procedural generation · 1.2pre-training · 0.9large language model · 0.9human evaluation · 0.9fine-tuning · 0.9code-guided data generation · 0.9generative modeling · 0.7conditional generation · 0.7
YearPublicationVenuePosition
2025 Scaling Text-Rich Image Understanding via Code-Guided Synthetic Multimodal Data Generation
abstract
Yue Yang, Ajay Patel, Matt Deitke, Tanmay Gupta, Luca Weihs, Andrew Head, Mark Yatskar, Chris Callison-Burch, Ranjay Krishna, Aniruddha Kembhavi, Christopher Clark. Proceedings of the 63rd Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2025.
Yue Yang 0006, Ajay Patel, Matt Deitke, Tanmay Gupta, Luca Weihs, Andrew Head, Mark Yatskar, Chris Callison-Burch, Ranjay Krishna, Aniruddha Kembhavi
ACL (1)3
2025 Molmo and PixMo: Open Weights and Open Data for State-of-the-Art Vision-Language Models
abstract
Today’s most advanced vision-language models (VLMs) remain proprietary. The strongest open-weight models rely heavily on synthetic data from proprietary VLMs to achieve good performance, effectively distilling these closed VLMs into open ones. As a result, the community has been missing foundational knowledge about how to build performant VLMs from scratch. We present Molmo, a new family of VLMs that are state-of-the-art in their class of openness. Our key contribution is a collection of new datasets called PixMo, including a dataset of highly detailed image captions for pre-training, a free-form image Q&A dataset for fine-tuning, and an innovative 2D pointing dataset, all collected without the use of external VLMs. The success of our approach relies on careful modeling choices, a well- tuned training pipeline, and, most critically, the quality of our newly collected datasets. Our best-in-class 72B model not only outperforms others in the class of open weight and data models, but also outperforms larger proprietary models including Claude 3.5 Sonnet, and Gemini 1.5 Pro and Flash, second only to GPT-4o based on both academic benchmarks and on a large human evaluation. Our model weights, new datasets, and source code are available at https://molmo.allenai.org/blog.
Matt Deitke, Sangho Lee 0008, Rohun Tripathi, Yue Yang 0006, Mohammadreza Salehi, Niklas Muennighoff, Kyle Lo, Luca Soldaini, Jiasen Lu, Taira Anderson, Erin Bransom, Kiana Ehsani, Huong Ngo, Yen-Sung Chen, Ajay Patel, Mark Yatskar, Chris Callison-Burch, Andrew Head, Rose Hendrix, Favyen Bastani, Eli VanderBilt, Nathan Lambert 0001, Yvonne Chou, Arnavi Chheda, Jenna Sparks, Sam Skjonsberg, Michael Schmitz 0002, Aaron Sarnat, Byron Bischoff, Pete Walsh 0001, Chris Newell, Piper Wolters, Tanmay Gupta, Kuo-Hao Zeng, Jon Borchardt, Dirk Groeneveld, Crystal Nam, Sophie Lebrecht, Caitlin Wittlif, Carissa Schoenick, Oscar Michel, Ranjay Krishna, Luca Weihs, Noah A. Smith, Hannaneh Hajishirzi, Ross B. Girshick, Ali Farhadi, Aniruddha Kembhavi
CVPR1
2024 From an Image to a Scene: Learning to Imagine the World from a Million 360° Videos
abstract
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content have shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale ODIN videos can address these limitations to provide scalable corresponding frames from diverse views. In this paper we introduce 360-1M, a 360° video dataset consisting of 1 million videos, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, ODIN, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, ODIN is able to freely generate novel views of real-world scenes. Unlike previous methods, ODIN can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
Matthew Wallingford, Anand Bhattad, Aditya Kusupati, Vivek Ramanujan, Matt Deitke, Aniruddha Kembhavi, Roozbeh Mottaghi, Wei-Chiu Ma, Ali Farhadi
NeurIPS5
2023 Phone2Proc: Bringing Robust Robots into Our Chaotic World
abstract
Training embodied agents in simulation has become mainstream for the embodied AI community. However, these agents often struggle when deployed in the physical world due to their inability to generalize to real-world environments. In this paper, we present Phone2Proc, a method that uses a 10-minute phone scan and conditional procedural generation to create a distribution of training scenes that are semantically similar to the target environment. The generated scenes are conditioned on the wall layout and arrangement of large objects from the scan, while also sampling lighting, clutter, surface textures, and instances of smaller objects with randomized placement and materials. Leveraging just a simple RGB camera, training with Phone2Proc shows massive improvements from 34.7% to 70.7% success rate in sim-to-real ObjectNav performance across a test suite of over 200 trials in diverse real-world environments, including homes, offices, and RoboTHOR. Furthermore, Phone2Proc's diverse distribution of generated scenes makes agents remarkably robust to changes in the real world, such as human movement, object rearrangement, lighting changes, or clutter.
Matt Deitke, Rose Hendrix, Ali Farhadi, Kiana Ehsani, Aniruddha Kembhavi
CVPR1
2023 Objaverse: A Universe of Annotated 3D Objects
abstract
Massive data corpora like WebText, Wikipedia, Conceptual Captions, WebImageText, and LAION have propelled recent dramatic progress in AI. Large neural models trained on such datasets produce impressive results and top many of today's benchmarks. A notable omisslion within this family of large-scale datasets is 3D data. Despite considerable interest and potential applications in 3D vision, datasets of high-fidelity 3D models continue to be mid-sized with limited diversity of object categories. Addressing this gap, we present Objaverse 1.0, a large dataset of objects with 800K + (and growing) 3D models with descriptive captions, tags, and animations. Objaverse improves upon present day 3D repositories in terms of scale, number of categories, and in the visual diversity of instances within a category. We demonstrate the large potential of Objaverse via four diverse applications: training generative 3D models, improving tail category segmentation on the LVIS benchmark, training open-vocabulary object-navigation models for Embodied AI, and creating a new benchmark for robustness analysis of vision models. Objaverse can open new directions for research and enable new applications across the field of AI.
Matt Deitke, Dustin Schwenk, Jordi Salvador, Luca Weihs, Oscar Michel, Eli VanderBilt, Ludwig Schmidt, Kiana Ehsani, Aniruddha Kembhavi, Ali Farhadi
CVPR1
2023 Objaverse-XL: A Universe of 10M+ 3D Objects
abstract
Natural language processing and 2D vision models have attained remarkable proficiency on many tasks primarily by escalating the scale of training data. However, 3D vision tasks have not seen the same progress, in part due to the challenges of acquiring high-quality 3D data. In this work, we present Objaverse-XL, a dataset of over 10 million 3D objects. Our compilation comprises deduplicated 3D objects from a diverse set of sources, including manually designed objects, photogrammetry scans of landmarks and everyday items, and professional scans of historic and antique artifacts. Representing the largest scale and diversity in the realm of 3D datasets, Objaverse-XL enables significant new possibilities for 3D vision. Our experiments demonstrate the vast improvements enabled with the scale provided by Objaverse-XL. We show that by training Zero123 on novel view synthesis, utilizing over 100 million multi-view rendered images, we achieve strong zero-shot generalization abilities. We hope that releasing Objaverse-XL will enable further innovations in the field of 3D vision at scale.
Matt Deitke, Ruoshi Liu, Matthew Wallingford, Huong Ngo, Oscar Michel, Aditya Kusupati, Alan Fan, Christian Laforte, Vikram Voleti, Samir Yitzhak Gadre, Eli VanderBilt, Aniruddha Kembhavi, Carl Vondrick, Georgia Gkioxari, Kiana Ehsani, Ludwig Schmidt, Ali Farhadi
NeurIPS1
2022 🏘️ ProcTHOR: Large-Scale Embodied AI Using Procedural Generation
abstract
Massive datasets and high-capacity models have driven many recent advancements in computer vision and natural language understanding. This work presents a platform to enable similar success stories in Embodied AI. We propose ProcTHOR, a framework for procedural generation of Embodied AI environments. ProcTHOR enables us to sample arbitrarily large datasets of diverse, interactive, customizable, and performant virtual environments to train and evaluate embodied agents across navigation, interaction, and manipulation tasks. We demonstrate the power and potential of ProcTHOR via a sample of 10,000 generated houses and a simple neural model. Models trained using only RGB images on ProcTHOR, with no explicit mapping and no human task supervision produce state-of-the-art results across 6 embodied AI benchmarks for navigation, rearrangement, and arm manipulation, including the presently running Habitat 2022, AI2-THOR Rearrangement 2022, and RoboTHOR challenges. We also demonstrate strong 0-shot results on these benchmarks, via pre-training on ProcTHOR with no fine-tuning on the downstream benchmark, often beating previous state-of-the-art systems that access the downstream training data.
Matt Deitke, Eli VanderBilt, Alvaro Herrasti, Luca Weihs, Kiana Ehsani, Jordi Salvador, Winson Han, Eric Kolve, Aniruddha Kembhavi, Roozbeh Mottaghi
NeurIPS1
2021 Visual Room Rearrangement
abstract
There has been a significant recent progress in the field of Embodied AI with researchers developing models and algorithms enabling embodied agents to navigate and interact within completely unseen environments. In this paper, we propose a new dataset and baseline models for the task of Rearrangement. We particularly focus on the task of Room Rearrangement: an agent begins by exploring a room and recording objects’ initial configurations. We then remove the agent and change the poses and states (e.g., open/closed) of some objects in the room. The agent must restore the initial configurations of all objects in the room. Our dataset, named RoomR, includes 6,000 distinct rearrangement settings involving 72 different object types in 120 scenes. Our experiments show that solving this challenging interactive task that involves navigation and object interaction is beyond the capabilities of the current state-of-the-art techniques for embodied tasks and we are still very far from achieving perfect performance on these types of tasks.
Luca Weihs, Matt Deitke, Aniruddha Kembhavi, Roozbeh Mottaghi
CVPR2
2020 RoboTHOR: An Open Simulation-to-Real Embodied AI Platform
abstract
Visual recognition ecosystems (e.g. ImageNet, Pascal, COCO) have undeniably played a prevailing role in the evolution of modern computer vision. We argue that interactive and embodied visual AI has reached a stage of development similar to visual recognition prior to the advent of these ecosystems. Recently, various synthetic environments have been introduced to facilitate research in embodied AI. Notwithstanding this progress, the crucial question of how well models trained in simulation generalize to reality has remained largely unanswered. The creation of a comparable ecosystem for simulation-to-real embodied AI presents many challenges: (1) the inherently interactive nature of the problem, (2) the need for tight alignments between real and simulated worlds, (3) the difficulty of replicating physical conditions for repeatable experiments, (4) and the associated cost. In this paper, we introduce RoboTHOR to democratize research in interactive and embodied visual AI. RoboTHOR offers a framework of simulated environments paired with physical counterparts to systematically explore and overcome the challenges of simulation-to-real transfer, and a platform where researchers across the globe can remotely test their embodied models in the physical world. As a first benchmark, our experiments show there exists a significant gap between the performance of models trained in simulation when they are tested in both simulations and their carefully constructed physical analogs. We hope that RoboTHOR will spur the next stage of evolution in embodied computer vision.
Matt Deitke, Winson Han, Alvaro Herrasti, Aniruddha Kembhavi, Eric Kolve, Roozbeh Mottaghi, Jordi Salvador, Dustin Schwenk, Eli VanderBilt, Matthew Wallingford, Luca Weihs, Mark Yatskar, Ali Farhadi
CVPR1