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Amit Abecasis

dblp:339/6698 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 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.

Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing › video generation
perpetual view generation
0.712023
SceneScape: Text-Driven Consistent Scene Generation · NeurIPS 2023
Visual content generation and editing › 3d scene generation
text-to-3d scene generation
0.712023
SceneScape: Text-Driven Consistent Scene Generation · NeurIPS 2023
Computer vision › 3D vision › depth estimation
monocular depth estimation
0.212023
SceneScape: Text-Driven Consistent Scene Generation · NeurIPS 2023

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

text-to-image model · 1.3test-time training · 1.3
YearPublicationVenuePosition
2023 SceneScape: Text-Driven Consistent Scene Generation
abstract
We present a method for text-driven perpetual view generation -- synthesizing long-term videos of various scenes solely, given an input text prompt describing the scene and camera poses. We introduce a novel framework that generates such videos in an online fashion by combining the generative power of a pre-trained text-to-image model with the geometric priors learned by a pre-trained monocular depth prediction model. To tackle the pivotal challenge of achieving 3D consistency, i.e., synthesizing videos that depict geometrically-plausible scenes, we deploy an online test-time training to encourage the predicted depth map of the current frame to be geometrically consistent with the synthesized scene. The depth maps are used to construct a \emph{unified} mesh representation of the scene, which is progressively constructed along the video generation process. In contrast to previous works, which are applicable only to limited domains, our method generates diverse scenes, such as walkthroughs in spaceships, caves, or ice castles.
Rafail Fridman, Amit Abecasis, Yoni Kasten, Tali Dekel
NeurIPS2