Bokui Shen

dblp:280/3036 · also William B. Shen · DBLP profile ↗
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14ranked-venue papers
3as first author
9since 2021 · last 2024
0000-0002-8183-3607ORCID · corroborated

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

Artificial intelligence and machine learning · 14 · 3 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-author · 6 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2024 MultiPhys: Multi-Person Physics-Aware 3D Motion Estimation
abstract
We introduce MultiPhys, a method designed for recovering multi-person motion from monocular videos. Our focus lies in capturing coherent spatial placement between pairs of individuals across varying degrees of engagement. MultiPhys, being physically aware, exhibits robustness to jittering and occlusions, and effectively eliminates penetration issues between the two individuals. We devise a pipeline in which the motion estimated by a kinematic-based method is fed into a physics simulator in an autoregressive manner. We introduce distinct components that enable our model to harness the simulator's properties without compromising the accuracy of the kinematic estimates. This results in final motion estimates that are both kinematically coherent and physically compliant. Extensive evaluations on three challenging datasets characterized by substantial inter-person interaction show that our method significantly reduces errors associated with penetration and foot skating, while performing competitively with the state-of-the-art on motion accuracy and smoothness. Results and code can be found in our project page.
Nicolas Ugrinovic, Boxiao Pan, Georgios Pavlakos, Despoina Paschalidou, Bokui Shen, Jordi Sanchez-Riera, Francesc Moreno-Noguer, Leonidas J. Guibas
CVPR5
2024 CAD : Photorealistic 3D Generation via Adversarial Distillation
abstract
The increased demand for 3D data in AR/VR, robotics and gaming applications, gave rise to powerful generative pipelines capable of synthesizing high-quality 3D objects. Most of these models rely on the Score Distillation Sampling (SDS) algorithm to optimize a 3D representation such that the rendered image maintains a high likelihood as evaluated by a pre-trained diffusion model. However, finding a correct mode in the high-dimensional distribution produced by the diffusion model is challenging and often leads to issues such as over-saturation, over-smoothing, and Janus-like artifacts. In this paper, we propose a novel learning paradigm for 3D synthesis that utilizes pre-trained diffusion models. Instead of focusing on mode-seeking, our method directly models the distribution discrepancy between multi-view renderings and diffusion priors in an adversarial manner, which unlocks the generation of high-fidelity and photorealistic 3D content, conditioned on a single image and prompt. Moreover, by harnessing the latent space of GANs and expressive diffusion model priors, our method facilitates a wide variety of 3D applications including single-view reconstruction, high diversity generation and continuous 3D interpolation in the open domain. The experiments demonstrate the superiority of our pipeline compared to previous works in terms of generation quality and diversity.
Ziyu Wan, Despoina Paschalidou, Ian Huang, Bokui Shen, Xiaoyu Xiang, Jing Liao 0001, Leonidas J. Guibas
CVPR5
2023 GINA-3D: Learning to Generate Implicit Neural Assets in the Wild
abstract
Modeling the 3D world from sensor data for simulation is a scalable way of developing testing and validation environments for robotic learning problems such as autonomous driving. However, manually creating or recreating real-world-like environments is difficult, expensive, and not scalable. Recent generative model techniques have shown promising progress to address such challenges by learning 3D assets using only plentiful 2D images - but still suffer limitations as they leverage either human-curated image datasets or renderings from manually-created synthetic 3D environments. In this paper, we introduce GINA-3D, a generative model that uses real-world driving data from camera and LiDAR sensors to create realistic 3D implicit neural assets of diverse vehicles and pedestrians. Compared to the existing image datasets, the real-world driving setting poses new challenges due to occlusions, lighting-variations and longtail distributions. GINA-3D tackles these challenges by decoupling representation learning and generative modeling into two stages with a learned triplane latent structure, inspired by recent advances in generative modeling of images. To evaluate our approach, we construct a large-scale object-centric dataset containing over 520K images of vehicles and pedestrians from the Waymo Open Dataset, and a new set of 80K images of longtail instances such as construction equipment, garbage trucks, and cable cars. We compare our model with existing approaches and demonstrate that it achieves state-of-the-art performance in quality and diversity for both generated images and geometries.
Bokui Shen, Xinchen Yan, Charles R. Qi, Mahyar Najibi, Boyang Deng, Leonidas J. Guibas, Dragomir Anguelov
CVPR1
2023 COPILOT: Human-Environment Collision Prediction and Localization from Egocentric Videos
abstract
The ability to forecast human-environment collisions from egocentric observations is vital to enable collision avoidance in applications such as VR, AR, and wearable assistive robotics. In this work, we introduce the challenging problem of predicting collisions in diverse environments from multi-view egocentric videos captured from body-mounted cameras. Solving this problem requires a generalizable perception system that can classify which human body joints will collide and estimate a collision region heatmap to localize collisions in the environment. To achieve this, we propose a transformer-based model called COPILOT to perform collision prediction and localization simultaneously, which accumulates information across multi-view inputs through a novel 4D space-time-viewpoint attention mechanism. To train our model and enable future research on this task, we develop a synthetic data generation framework that produces egocentric videos of virtual humans moving and colliding within diverse 3D environments. This framework is then used to establish a large-scale dataset consisting of 8.6M egocentric RGBD frames. Extensive experiments show that COPILOT generalizes to unseen synthetic as well as real-world scenes. We further demonstrate COPILOT outputs are useful for downstream collision avoidance through simple closed-loop control. Please visit our project webpage at https://sites.google.com/stanford.edu/copilot.
Boxiao Pan, Bokui Shen, Davis Rempe, Despoina Paschalidou, Kaichun Mo, Yanchao Yang 0001, Leonidas J. Guibas
ICCV2
2023 PointOdyssey: A Large-Scale Synthetic Dataset for Long-Term Point Tracking
abstract
We introduce PointOdyssey, a large-scale synthetic dataset, and data generation framework, for the training and evaluation of long-term fine-grained tracking algorithms. Our goal is to advance the state-of-the-art by placing emphasis on long videos with naturalistic motion. Toward the goal of naturalism, we animate deformable characters using real-world motion capture data, we build 3D scenes to match the motion capture environments, and we render camera viewpoints using trajectories mined via structure-from-motion on real videos. We create combinatorial diversity by randomizing character appearance, motion profiles, materials, lighting, 3D assets, and atmospheric effects. Our dataset currently includes 104 videos, averaging 2,000 frames long, with orders of magnitude more correspondence annotations than prior work. We show that existing methods can be trained from scratch in our dataset and outperform the published variants. Finally, we introduce modifications to the PIPs point tracking method, greatly widening its temporal receptive field, which improves its performance on PointOdyssey as well as on two real-world benchmarks. Our data and code are publicly available at: https://pointodyssey.com
Adam W. Harley, Bokui Shen, Gordon Wetzstein, Leonidas J. Guibas
ICCV3
2023 Banana: Banach Fixed-Point Network for Pointcloud Segmentation with Inter-Part Equivariance
abstract
Equivariance has gained strong interest as a desirable network property that inherently ensures robust generalization. However, when dealing with complex systems such as articulated objects or multi-object scenes, effectively capturing inter-part transformations poses a challenge, as it becomes entangled with the overall structure and local transformations. The interdependence of part assignment and per-part group action necessitates a novel equivariance formulation that allows for their co-evolution. In this paper, we present Banana, a Banach fixed-point network for equivariant segmentation with inter-part equivariance by construction. Our key insight is to iteratively solve a fixed-point problem, where point-part assignment labels and per-part SE(3)-equivariance co-evolve simultaneously. We provide theoretical derivations of both per-step equivariance and global convergence, which induces an equivariant final convergent state. Our formulation naturally provides a strict definition of inter-part equivariance that generalizes to unseen inter-part configurations. Through experiments conducted on both articulated objects and multi-object scans, we demonstrate the efficacy of our approach in achieving strong generalization under inter-part transformations, even when confronted with substantial changes in pointcloud geometry and topology.
Congyue Deng, Jiahui Lei, Bokui Shen, Kostas Daniilidis, Leonidas J. Guibas
NeurIPS3
2023 NAP: Neural 3D Articulated Object Prior
abstract
We propose Neural 3D Articulated object Prior (NAP), the first 3D deep generative model to synthesize 3D articulated object models. Despite the extensive research on generating 3D static objects, compositions, or scenes, there are hardly any approaches on capturing the distribution of articulated objects, a common object category for human and robot interaction. To generate articulated objects, we first design a novel articulation tree/graph parameterization and then apply a diffusion-denoising probabilistic model over this representation where articulated objects can be generated via denoising from random complete graphs. In order to capture both the geometry and the motion structure whose distribution will affect each other, we design a graph denoising network for learning the reverse diffusion process. We propose a novel distance that adapts widely used 3D generation metrics to our novel task to evaluate generation quality. Experiments demonstrate our high performance in articulated object generation as well as its applications on conditioned generation, including Part2Motion, PartNet-Imagination, Motion2Part, and GAPart2Object.
Jiahui Lei, Congyue Deng, Bokui Shen, Leonidas J. Guibas, Kostas Daniilidis
NeurIPS3
2022 ADeLA: Automatic Dense Labeling with Attention for Viewpoint Shift in Semantic Segmentation
abstract
We describe a method to deal with performance drop in semantic segmentation caused by viewpoint changes within multi-camera systems, where temporally paired images are readily available, but the annotations may only be abundant for a few typical views. Existing methods alleviate performance drop via domain alignment in a shared space and assume that the mapping from the aligned space to the output is transferable. However, the novel content induced by viewpoint changes may nullify such a space for effective alignments, thus resulting in negative adaptation. Our method works without aligning any statistics of the images between the two domains. Instead, it utilizes a novel attention-based view transformation network trained only on color images to hallucinate the semantic images for the target. Despite the lack of supervision, the view transformation network can still generalize to semantic images thanks to the induced “information transport” bias. Furthermore, to resolve ambiguities in converting the semantic images to semantic labels, we treat the view transformation network as a functional representation of an unknown mapping implied by the color images and propose functional label hallucination to generate pseudo-labels with uncertainties in the target domains. Our method surpasses baselines built on state-of-the-art correspondence estimation and view synthesis methods. Moreover, it outperforms the state-of-the-art unsupervised domain adaptation methods that utilize self-training and adversarial domain alignments. Our code and dataset will be made publicly available.
Hanxiang Ren, Yanchao Yang 0001, He Wang 0010, Bokui Shen, Qingnan Fan, Youyi Zheng, C. Karen Liu, Leonidas J. Guibas
CVPR4
2021 iGibson 1.0: A Simulation Environment for Interactive Tasks in Large Realistic Scenes
abstract
We present iGibson 1.0, a novel simulation environment to develop robotic solutions for interactive tasks in large-scale realistic scenes. Our environment contains 15 fully interactive home-sized scenes with 108 rooms populated with rigid and articulated objects. The scenes are replicas of real-world homes, with distribution and the layout of objects aligned to those of the real world. iGibson 1.0 integrates several key features to facilitate the study of interactive tasks: i) generation of high-quality virtual sensor signals (RGB, depth, segmentation, LiDAR, flow and so on), ii) domain randomization to change the materials of the objects (both visual and physical) and/or their shapes, iii) integrated sampling-based motion planners to generate collision-free trajectories for robot bases and arms, and iv) intuitive human-iGibson interface that enables efficient collection of human demonstrations. Through experiments, we show that the full interactivity of the scenes enables agents to learn useful visual representations that accelerate the training of downstream manipulation tasks. We also show that iGibson features enable the generalization of navigation agents, and that the human-iGibson interface and integrated motion planners facilitate efficient imitation learning of human demonstrated (mobile) manipulation behaviors. iGibson 1.0 is open-source, equipped with comprehensive examples and documentation. For more information, visit our project website: http://svl.stanford.edu/igibson/.
Bokui Shen, Fei Xia 0002, Chengshu Li 0002, Roberto Martin Martin, Linxi Fan, Guanzhi Wang, Claudia Pérez-D'Arpino, Shyamal Buch, Sanjana Srivastava, Lyne Tchapmi, Micael Tchapmi, Kent Vainio, Josiah Wong, Li Fei-Fei 0001, Silvio Savarese
IROS1
2019 Situational Fusion of Visual Representation for Visual Navigation
abstract
A complex visual navigation task puts an agent in different situations which call for a diverse range of visual perception abilities. For example, to "go to the nearest chair'', the agent might need to identify a chair in a living room using semantics, follow along a hallway using vanishing point cues, and avoid obstacles using depth. Therefore, utilizing the appropriate visual perception abilities based on a situational understanding of the visual environment can empower these navigation models in unseen visual environments. We propose to train an agent to fuse a large set of visual representations that correspond to diverse visual perception abilities. To fully utilize each representation, we develop an action-level representation fusion scheme, which predicts an action candidate from each representation and adaptively consolidate these action candidates into the final action. Furthermore, we employ a data-driven inter-task affinity regularization to reduce redundancies and improve generalization. Our approach leads to a significantly improved performance in novel environments over ImageNet-pretrained baseline and other fusion methods.
Bokui Shen, Danfei Xu, Yuke Zhu, Li Fei-Fei 0001, Leonidas J. Guibas, Silvio Savarese
ICCV1
2019 Taskonomy: Disentangling Task Transfer Learning
Amir Zamir, Alexander Sax, Bokui Shen, Leonidas J. Guibas, Jitendra Malik, Silvio Savarese
IJCAI3
2018 Taskonomy: Disentangling Task Transfer Learning
abstract
Do visual tasks have relationships, or are they unrelated? For instance, could having surface normals simplify estimating the depth of an image? Intuition answers these questions positively, implying existence of a certain structure among visual tasks. Knowing this structure has notable values; it provides a principled way for identifying relationships across tasks, for instance, in order to reuse supervision among tasks with redundancies or solve many tasks in one system without piling up the complexity. We propose a fully computational approach for modeling the transfer learning structure of the space of visual tasks. This is done via finding transfer learning dependencies across tasks in a dictionary of twenty-six 2D, 2.5D, 3D, and semantic tasks. The product is a computational taxonomic map among tasks for transfer learning, and we exploit it to reduce the demand for labeled data. For example, we show that the total number of labeled datapoints needed for solving a set of 10 tasks can be reduced by roughly 2/3 (compared to training independently) while keeping the performance nearly the same. We provide a set of tools for computing and visualizing this taxonomical structure at http://taskonomy.vision.
Amir Zamir, Alexander Sax, Bokui Shen, Leonidas J. Guibas, Jitendra Malik, Silvio Savarese
CVPR3
2017 Feedback Networks
abstract
Urrently, the most successful learning models in computer vision are based on learning successive representations followed by a decision layer. This is usually actualized through feedforward multilayer neural networks, e.g. ConvNets, where each layer forms one of such successive representations. However, an alternative that can achieve the same goal is a feedback based approach in which the representation is formed in an iterative manner based on a feedback received from previous iterations output. We establish that a feedback based approach has several core advantages over feedforward: it enables making early predictions at the query time, its output naturally conforms to a hierarchical structure in the label space (e.g. a taxonomy), and it provides a new basis for Curriculum Learning. We observe that feedback develops a considerably different representation compared to feedforward counterparts, in line with the aforementioned advantages. We provide a general feedback based learning architecture, instantiated using existing RNNs, with the endpoint results on par or better than existing feedforward networks and the addition of the above advantages.
Amir Zamir, Te-Lin Wu, Lin Sun 0004, Bokui Shen, Bertram E. Shi, Jitendra Malik, Silvio Savarese
CVPR4
2017 Visual Forecasting by Imitating Dynamics in Natural Sequences
abstract
We introduce a general framework for visual forecasting, which directly imitates visual sequences without additional supervision. As a result, our model can be applied at several semantic levels and does not require any domain knowledge or handcrafted features. We achieve this by formulating visual forecasting as an inverse reinforcement learning (IRL) problem, and directly imitate the dynamics in natural sequences from their raw pixel values. The key challenge is the high-dimensional and continuous state-action space that prohibits the application of previous IRL algorithms. We address this computational bottleneck by extending recent progress in model-free imitation with trainable deep feature representations, which (1) bypasses the exhaustive state-action pair visits in dynamic programming by using a dual formulation and (2) avoids explicit state sampling at gradient computation using a deep feature reparametrization. This allows us to apply IRL at scale and directly imitate the dynamics in high-dimensional continuous visual sequences from the raw pixel values. We evaluate our approach at three different level-of-abstraction, from low level pixels to higher level semantics: future frame generation, action anticipation, visual story forecasting. At all levels, our approach outperforms existing methods.
Kuo-Hao Zeng, Bokui Shen, De-An Huang, Min Sun 0001, Juan Carlos Niebles
ICCV2