Angel X. Chang

dblp:46/10489 · also Angel Xuan Chang · DBLP profile ↗
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68ranked-venue papers
6as first author
38since 2021 · last 2026
—ORCID · none

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

Artificial intelligence and machine learning · 46 · 5 first-author · 25 since 2021Graphics, computer vision, multimedia, augmented reality and games · 42 · 1 first-author · 27 since 2021Human-computer interaction and ubiquitous computing · 3Databases, data management, data science and information retrieval · 1 · 1 first-author
YearPublicationVenuePosition
2026 HSM: Hierarchical Scene Motifs for Multi-Scale Indoor Scene Generation
abstract
Despite 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
3DV5
2026 SemLayoutDiff: Semantic Layout Generation with Diffusion Model for Indoor Scene Synthesis
abstract
We present SemLayoutDiff, a unified model for synthesizing diverse 3D indoor scenes across multiple room types. The model introduces a scene layout representation combining a top-down semantic map and attributes for each object. Unlike prior approaches, which cannot condition on architectural constraints, SemLayoutDiff employs a categorical diffusion model capable of conditioning scene synthesis explicitly on room masks. It first generates a coherent semantic map, followed by a cross-attention-based network to predict furniture placements that respect the synthesized layout. Our method also accounts for architectural elements such as doors and windows, ensuring that generated furniture arrangements remain practical and unobstructed. Experiments on the 3D-FRONT dataset show that SemLayoutDiff produces spatially coherent, realistic, and varied scenes, outperforming previous methods.
Xiaohao Sun, Divyam Goel, Angel X. Chang
3DV3
2026 Quantifying and Improving the Robustness of Retrieval-Augmented Language Models Against Spurious Features in Grounding Data
abstract
Shiping Yang, Jie Wu, Wenbiao Ding, Ning Wu, Shining Liang, Ming Gong, Hongzhi Li, Hengyuan Zhang, Angel X. Chang, Dongmei Zhang. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026.
Jie Wu 0018, Wenbiao Ding, Ning Wu 0013, Shining Liang, Ming Gong 0001, Angel X. Chang, Dongmei Zhang 0001
ACL (1)9
2026 Find Your Optimal Teacher: Personalized Data Synthesis via Router-Guided Multi-Teacher Distillation
abstract
Hengyuan Zhang, Shiping Yang, Xiao Liang, Chenming Shang, Yuxuan Jiang, Chaofan Tao, Jing Xiong, Hayden Kwok-Hay So, Ruobing Xie, Angel X. Chang, Ngai Wong. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026.
Chenming Shang, Chaofan Tao, Hayden Kwok-Hay So, Ruobing Xie, Angel X. Chang, Ngai Wong 0001
ACL (1)10
2026 S2O: Static to Openable Enhancement for Articulated 3D Objects
abstract
Despite 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
WACV5
2026 SceneEval: Evaluating Semantic Coherence in Text-Conditioned 3D Indoor Scene Synthesis
abstract
Despite 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
WACV4
2025 SceneMotifCoder: Example-Driven Visual Program Learning for Generating 3D Object Arrangements
abstract
Despite 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
3DV4
2025 An Object is Worth 64×64 Pixels: Generating 3D Object via Image Diffusion
abstract
We introduce a new approach for generating realistic 3D models with UV maps through a representation termed “Object Images.” This approach encapsulates surface geometry, appearance, and patch structures within a 64×64 pixel image, effectively converting complex 3D shapes into a more manageable 2D format. By doing so, we address the challenges of both geometric and semantic irregularity inherent in polygonal meshes. This method allows us to use image generation models, such as Diffusion Transformers, directly for 3D shape generation. Evaluated on the ABO dataset, our generated shapes with patch structures achieve point cloud FID comparable to recent 3D generative models, while naturally supporting PBR material generation.
Xingguang Yan, Han-Hung Lee, Ziyu Wan, Angel X. Chang
3DV4
2025 ViGiL3D: A Linguistically Diverse Dataset for 3D Visual Grounding
abstract
3D visual grounding (3DVG) involves localizing entities in a 3D scene referred to by natural language text.Such models are useful for embodied AI and scene retrieval applications, which involve searching for objects or patterns using natural language descriptions.While recent works have focused on LLM-based scaling of 3DVG datasets, these datasets do not capture the full range of potential prompts which could be specified in the English language.To ensure that we are scaling up and testing against a useful and representative set of prompts, we propose a framework for linguistically analyzing 3DVG prompts and introduce Visual Grounding with Diverse Language in 3D (ViGiL3D), a diagnostic dataset for evaluating visual grounding methods against a diverse set of language patterns.We evaluate existing open-vocabulary 3DVG methods to demonstrate that these methods are not yet proficient in understanding and identifying the targets of more challenging, out-of-distribution prompts, toward real-world applications.
Austin T. Wang, ZeMing Gong, Angel X. Chang
ACL (1)3
2025 NuiScene: Exploring Efficient Generation of Unbounded Outdoor Scenes
abstract
In this paper, we explore the task of generating expansive outdoor scenes, ranging from castles to high-rises. Unlike indoor scene generation, which has been a primary focus of prior work, outdoor scene generation presents unique challenges, including wide variations in scene heights and the need for a method capable of rapidly producing large landscapes. To address this, we propose an efficient approach that encodes scene chunks as uniform vector sets, offering better compression and performance than the spatially structured latents used in prior methods. Furthermore, we train an explicit outpainting model for unbounded generation, which improves coherence compared to prior resampling-based inpainting schemes while also speeding up generation by eliminating extra diffusion steps. To facilitate this task, we curate NuiScene43, a small but high-quality set of scenes, preprocessed for joint training. Notably, when trained on scenes of varying styles, our model can blend different environments, such as rural houses and city skyscrapers, within the same scene, highlighting the potential of our curation process to leverage heterogeneous scenes for joint training.
Han-Hung Lee, Qinghong Han, Angel X. Chang
ICCV3
2025 Diorama: Unleashing Zero-Shot Single-View 3D Indoor Scene Modeling
Qirui Wu, Denys Iliash, Daniel Ritchie 0001, Manolis Savva, Angel X. Chang
ICCV5
2025 CLIBD: Bridging Vision and Genomics for Biodiversity Monitoring at Scale
abstract
Measuring biodiversity is crucial for understanding ecosystem health. While prior works have developed machine learning models for taxonomic classification of photographic images and DNA separately, in this work, we introduce a multi-modal approach combining both, using CLIP-style contrastive learning to align images, barcode DNA, and text-based representations of taxonomic labels in a unified embedding space. This allows for accurate classification of both known and unknown insect species without task-specific fine-tuning, leveraging contrastive learning for the first time to fuse DNA and image data. Our method surpasses previous single-modality approaches in accuracy by over 8% on zero-shot learning tasks, showcasing its effectiveness in biodiversity studies.
ZeMing Gong, Austin T. Wang, Xiaoliang Huo, Joakim Bruslund Haurum, Scott C. Lowe, Graham W. Taylor, Angel X. Chang
ICLR7
2025 Duoduo CLIP: Efficient 3D Understanding with Multi-View Images
abstract
We introduce Duoduo CLIP, a model for 3D representation learning that learns shape encodings from multi-view images instead of point-clouds. The choice of multi-view images allows us to leverage 2D priors from off-the-shelf CLIP models to facilitate fine-tuning with 3D data. Our approach not only shows better generalization compared to existing point cloud methods, but also reduces GPU requirements and training time. In addition, the model is modified with cross-view attention to leverage information across multiple frames of the object which further boosts performance. Notably, our model is permutation invariant to the order of multi-view images while being pose-free. Compared to the current SOTA point cloud method that requires 480 A100 hours to train 1 billion model parameters we only require 57 A5000 hours and 87 million parameters. Multi-view images also provide more flexibility including being able to encode objects with a variable number of images, and performance scales when more views are used. In contrast, point cloud based methods require an entire scan or model of the object. We showcase this flexibility with benchmarks from images of real-world objects. Our model also achieves better performance in more fine-grained text to shape retrieval, demonstrating better text-and-shape alignment than point cloud based models.
Han-Hung Lee, Yiming Zhang 0019, Angel X. Chang
ICLR3
2025 SINGAPO: Single Image Controlled Generation of Articulated Parts in Objects
abstract
We 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
ICLR3
2024 OPDMulti: Openable Part Detection for Multiple Objects
abstract
Openable 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
3DV4
2024 Generalizing Single-View 3D Shape Retrieval to Occlusions and Unseen Objects
abstract
Single-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
3DV4
2024 Habitat Synthetic Scenes Dataset (HSSD-200): An Analysis of 3D Scene Scale and Realism Tradeoffs for ObjectGoal Navigation
abstract
We 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
CVPR9
2024 R3DS: Reality-Linked 3D Scenes for Panoramic Scene Understanding
Qirui Wu, Sonia Raychaudhuri, Daniel Ritchie 0001, Manolis Savva, Angel X. Chang
ECCV (63)5
2024 BIOSCAN-5M: A Multimodal Dataset for Insect Biodiversity
abstract
As part of an ongoing worldwide effort to comprehend and monitor insect biodiversity, this paper presents the BIOSCAN-5M Insect dataset to the machine learning community and establish several benchmark tasks. BIOSCAN-5M is a comprehensive dataset containing multi-modal information for over 5 million insect specimens, and it significantly expands existing image-based biological datasets by including taxonomic labels, raw nucleotide barcode sequences, assigned barcode index numbers, geographical, and size information. We propose three benchmark experiments to demonstrate the impact of the multi-modal data types on the classification and clustering accuracy. First, we pretrain a masked language model on the DNA barcode sequences of the BIOSCAN-5M dataset, and demonstrate the impact of using this large reference library on species- and genus-level classification performance. Second, we propose a zero-shot transfer learning task applied to images and DNA barcodes to cluster feature embeddings obtained from self-supervised learning, to investigate whether meaningful clusters can be derived from these representation embeddings. Third, we benchmark multi-modality by performing contrastive learning on DNA barcodes, image data, and taxonomic information. This yields a general shared embedding space enabling taxonomic classification using multiple types of information and modalities. The code repository of the BIOSCAN-5M Insect dataset is available at https://github.com/bioscan-ml/BIOSCAN-5M.
Zahra Gharaee, Scott C. Lowe, ZeMing Gong, Pablo Millan Arias, Nicholas Pellegrino, Austin T. Wang, Joakim Bruslund Haurum, Iuliia Zarubiieva, Lila Kari, Dirk Steinke, Graham W. Taylor, Paul W. Fieguth, Angel X. Chang
NeurIPS13
2024 MOPA: Modular Object Navigation with PointGoal Agents
abstract
We 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
WACV5
2024 TriCoLo: Trimodal Contrastive Loss for Text to Shape Retrieval
abstract
Text-to-shape retrieval is an increasingly relevant problem with the growth of 3D shape data. Recent work on contrastive losses for learning joint embeddings over multimodal data [45] has been successful at tasks such as retrieval and classification. Thus far, work on joint representation learning for 3D shapes and text has focused on improving embeddings through modeling of complex attention between representations [53], or multi-task learning [25]. We propose a trimodal learning scheme over text, multi-view images and 3D shape voxels, and show that with large batch contrastive learning we achieve good performance on text-to-shape retrieval without complex attention mechanisms or losses. Our experiments serve as a foundation for follow-up work on building trimodal embeddings for text-image-shape.
Yue Ruan, Han-Hung Lee, Yiming Zhang 0019, Angel X. Chang
WACV5
2024 Text-to-3D Shape Generation
abstract
Abstract 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. Forum3
2023 Habitat-Matterport 3D Semantics Dataset
abstract
We 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
CVPR8
2023 Multi3DRefer: Grounding Text Description to Multiple 3D Objects
abstract
We introduce the task of localizing a flexible number of objects in real-world 3D scenes using natural language descriptions. Existing 3D visual grounding tasks focus on localizing a unique object given a text description. However, such a strict setting is unnatural as localizing potentially multiple objects is a common need in real-world scenarios and robotic tasks (e.g., visual navigation and object rearrangement). To address this setting we propose Multi3DRefer, generalizing the ScanRefer dataset and task. Our dataset contains 61926 descriptions of 11609 objects, where zero, single or multiple target objects are referenced by each description. We also introduce a new evaluation metric and benchmark methods from prior work to enable further investigation of multi-modal 3D scene understanding. Furthermore, we develop a better baseline leveraging 2D features from CLIP by rendering object proposals online with contrastive learning, which outperforms the state of the art on the ScanRefer benchmark.
Yiming Zhang 0019, ZeMing Gong, Angel X. Chang
ICCV3
2023 Exploiting Proximity-Aware Tasks for Embodied Social Navigation
abstract
Learning how to navigate among humans in an occluded and spatially constrained indoor environment, is a key ability required to embodied agents to be integrated into our society. In this paper, we propose an end-to-end architecture that exploits Proximity-Aware Tasks (referred as to Risk and Proximity Compass) to inject into a reinforcement learning navigation policy the ability to infer common-sense social behaviours. To this end, our tasks exploit the notion of immediate and future dangers of collision. Furthermore, we propose an evaluation protocol specifically designed for the Social Navigation Task in simulated environments. This is done to capture fine-grained features and characteristics of the policy by analyzing the minimal unit of human-robot spatial interaction, called Encounter. We validate our approach on Gibson4+ and Habitat-Matterport3D datasets.
Enrico Cancelli, Tommaso Campari, Luciano Serafini, Angel X. Chang, Lamberto Ballan
ICCV4
2023 UniT3D: A Unified Transformer for 3D Dense Captioning and Visual Grounding
abstract
Performing 3D dense captioning and visual grounding requires a common and shared understanding of the underlying multimodal relationships. However, despite some previous attempts on connecting these two related tasks with highly task-specific neural modules, it remains understudied how to explicitly depict their shared nature to learn them simultaneously. In this work, we propose UniT3D, a simple yet effective fully unified transformer-based architecture for jointly solving 3D visual grounding and dense captioning. UniT3D enables learning a strong multimodal representation across the two tasks through a supervised joint pre-training scheme with bidirectional and seq-to-seq objectives. With a generic architecture design, UniT3D allows expanding the pre-training scope to more various training sources such as the synthesized data from 2D prior knowledge to benefit 3D vision-language tasks. Extensive experiments and analysis demonstrate that UniT3D obtains significant gains for 3D dense captioning and visual grounding.
Dave Zhenyu Chen, Ronghang Hu, Xinlei Chen, Matthias Nießner, Angel X. Chang
ICCV5
2023 A Step Towards Worldwide Biodiversity Assessment: The BIOSCAN-1M Insect Dataset
abstract
In an effort to catalog insect biodiversity, we propose a new large dataset of hand-labelled insect images, the BIOSCAN-1M Insect Dataset. Each record is taxonomically classified by an expert, and also has associated genetic information including raw nucleotide barcode sequences and assigned barcode index numbers, which are genetic-based proxies for species classification. This paper presents a curated million-image dataset, primarily to train computer-vision models capable of providing image-based taxonomic assessment, however, the dataset also presents compelling characteristics, the study of which would be of interest to the broader machine learning community. Driven by the biological nature inherent to the dataset, a characteristic long-tailed class-imbalance distribution is exhibited. Furthermore, taxonomic labelling is a hierarchical classification scheme, presenting a highly fine-grained classification problem at lower levels. Beyond spurring interest in biodiversity research within the machine learning community, progress on creating an image-based taxonomic classifier will also further the ultimate goal of all BIOSCAN research: to lay the foundation for a comprehensive survey of global biodiversity. This paper introduces the dataset and explores the classification task through the implementation and analysis of a baseline classifier. The code repository of the BIOSCAN-1M-Insect dataset is available at https://github.com/zahrag/BIOSCAN-1M
Zahra Gharaee, ZeMing Gong, Nicholas Pellegrino, Iuliia Zarubiieva, Joakim Bruslund Haurum, Scott C. Lowe, Jaclyn T. A. McKeown, Chris C. Y. Ho, Joschka McLeod, Yi-Yun C. Wei, Jireh Agda, Sujeevan Ratnasingham, Dirk Steinke, Angel X. Chang, Graham W. Taylor, Paul W. Fieguth
NeurIPS14
2022 Articulated 3D Human-Object Interactions From RGB Videos: An Empirical Analysis of Approaches and Challenges
abstract
Human-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
3DV4
2022 D3Net: A Unified Speaker-Listener Architecture for 3D Dense Captioning and Visual Grounding
Dave Zhenyu Chen, Qirui Wu, Matthias Nießner, Angel X. Chang
ECCV (32)4
2022 OPD: Single-View 3D Openable Part Detection
Hanxiao Jiang 0001, Yongsen Mao, Manolis Savva, Angel X. Chang
ECCV (39)4
2022 MultiScan: Scalable RGBD scanning for 3D environments with articulated objects
abstract
We 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
NeurIPS4
2021 Scan2Cap: Context-Aware Dense Captioning in RGB-D Scans
abstract
We introduce the task of dense captioning in 3D scans from commodity RGB-D sensors. As input, we assume a point cloud of a 3D scene; the expected output is the bounding boxes along with the descriptions for the underlying objects. To address the 3D object detection and description problems, we propose Scan2Cap, an end-to-end trained method, to detect objects in the input scene and describe them in natural language. We use an attention mechanism that generates descriptive tokens while referring to the related components in the local context. To reflect object relations (i.e. relative spatial relations) in the generated captions, we use a message passing graph module to facilitate learning object relation features. Our method can effectively localize and describe 3D objects in scenes from the ScanRefer dataset, outperforming 2D baseline methods by a significant margin (27.61% [email protected] improvement).
Dave Zhenyu Chen, Matthias Nießner, Angel X. Chang
CVPR4
2021 Mirror3D: Depth Refinement for Mirror Surfaces
abstract
Despite 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
CVPR3
2021 Plan2Scene: Converting Floorplans to 3D Scenes
abstract
We 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
CVPR4
2021 Language-Aligned Waypoint (LAW) Supervision for Vision-and-Language Navigation in Continuous Environments
abstract
In the Vision-and-Language Navigation (VLN) task an embodied agent navigates a 3D environment, following natural language instructions.A challenge in this task is how to handle 'off the path' scenarios where an agent veers from a reference path.Prior work supervises the agent with actions based on the shortest path from the agent's location to the goal, but such goal-oriented supervision is often not in alignment with the instruction.Furthermore, the evaluation metrics employed by prior work do not measure how much of a language instruction the agent is able to follow.In this work, we propose a simple and effective language-aligned supervision scheme, and a new metric that measures the number of sub-instructions the agent has completed during navigation.
Sonia Raychaudhuri, Saim Wani, Shivansh Patel, Unnat Jain, Angel X. Chang
EMNLP (1)5
2021 Interpretation of Emergent Communication in Heterogeneous Collaborative Embodied Agents
abstract
Communication 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
ICCV7
2021 Habitat 2.0: Training Home Assistants to Rearrange their Habitat
abstract
We 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
NeurIPS16
2021 Roominoes: Generating Novel 3D Floor Plans From Existing 3D Rooms
abstract
Abstract 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. Forum6
2020 Motion Annotation Programs: A Scalable Approach to Annotating Kinematic Articulations in Large 3D Shape Collections
abstract
3D 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
3DV9
2020 SAPIEN: A SimulAted Part-Based Interactive ENvironment
abstract
Building home assistant robots has long been a goal for vision and robotics researchers. To achieve this task, a simulated environment with physically realistic simulation, sufficient articulated objects, and transferability to the real robot is indispensable. Existing environments achieve these requirements for robotics simulation with different levels of simplification and focus. We take one step further in constructing an environment that supports household tasks for training robot learning algorithm. Our work, SAPIEN, is a realistic and physics-rich simulated environment that hosts a large-scale set of articulated objects. SAPIEN enables various robotic vision and interaction tasks that require detailed part-level understanding.We evaluate state-of-the-art vision algorithms for part detection and motion attribute recognition as well as demonstrate robotic interaction tasks using heuristic approaches and reinforcement learning algorithms. We hope that SAPIEN will open research directions yet to be explored, including learning cognition through interaction, part motion discovery, and construction of robotics-ready simulated game environment.
Fanbo Xiang, Yuzhe Qin, Kaichun Mo, Yikuan Xia, Hao Zhu 0008, Fangchen Liu, Minghua Liu, Hanxiao Jiang 0001, Yifu Yuan, He Wang 0010, Li Yi 0001, Angel X. Chang, Leonidas J. Guibas, Hao Su 0001
CVPR12
2020 ScanRefer: 3D Object Localization in RGB-D Scans Using Natural Language
Dave Zhenyu Chen, Angel X. Chang, Matthias Nießner
ECCV (20)2
2020 MultiON: Benchmarking Semantic Map Memory using Multi-Object Navigation
abstract
Navigation 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
NeurIPS4
2020 Sneak Pique: Exploring Autocompletion as a Data Discovery Scaffold for Supporting Visual Analysis
abstract
Natural language interaction has evolved as a useful modality to help users explore and interact with their data during visual analysis. Little work has been done to explore how autocompletion can help with data discovery while helping users formulate analytical questions. We developed a system called \system as a design probe to better understand the usefulness of autocompletion for visual analysis. We ran three Mechanical Turk studies to evaluate user preferences for various text- and visualization widget-based autocompletion design variants for helping with partial search queries. Our findings indicate that users found data previews to be useful in the suggestions. Widgets were preferred for previewing temporal, geospatial, and numerical data while text autocompletion was preferred for categorical and hierarchical data. We conducted an exploratory analysis of our system implementing this specific subset of preferred autocompletion variants. Our insights regarding the efficacy of these autocompletion suggestions can inform the future design of natural language interfaces supporting visual analysis.
Vidya Setlur, Enamul Hoque Prince, Daehyun Kim 0005, Angel X. Chang
UIST4
2019 Mimic and Rephrase: Reflective Listening in Open-Ended Dialogue
abstract
Reflective listening–demonstrating that you have heard your conversational partner–is key to effective communication. Expert human communicators often mimic and rephrase their conversational partner, e.g., when responding to sentimental stories or to questions they don't know the answer to. We introduce a new task and an associated dataset wherein dialogue agents similarly mimic and rephrase a user's request to communicate sympathy (I'm sorry to hear that) or lack of knowledge (I do not know that). We study what makes a rephrasal response good against a set of qualitative metrics. We then evaluate three models for generating responses: a syntax-aware rule-based system, a seq2seq LSTM neural models with attention (S2SA), and the same neural model augmented with a copy mechanism (S2SA+C). In a human evaluation, we find that S2SA+C and the rule-based system are comparable and approach human-generated response quality. In addition, experiences with a live deployment of S2SA+C in a customer support setting suggest that this generation task is a practical contribution to real world conversational agents.
Justin Dieter, Arun Tejasvi Chaganty, Gabor Angeli, Angel X. Chang
CoNLL5
2019 Scan2CAD: Learning CAD Model Alignment in RGB-D Scans
abstract
We 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
CVPR5
2019 PartNet: A Large-Scale Benchmark for Fine-Grained and Hierarchical Part-Level 3D Object Understanding
abstract
We present PartNet: a consistent, large-scale dataset of 3D objects annotated with fine-grained, instance-level, and hierarchical 3D part information. Our dataset consists of 573,585 part instances over 26,671 3D models covering 24 object categories. This dataset enables and serves as a catalyst for many tasks such as shape analysis, dynamic 3D scene modeling and simulation, affordance analysis, and others. Using our dataset, we establish three benchmarking tasks for evaluating 3D part recognition: fine-grained semantic segmentation, hierarchical semantic segmentation, and instance segmentation. We benchmark four state-of-the-art 3D deep learning algorithms for fine-grained semantic segmentation and three baseline methods for hierarchical semantic segmentation. We also propose a baseline method for part instance segmentation and demonstrate its superior performance over existing methods.
Kaichun Mo, Shilin Zhu, Angel X. Chang, Li Yi 0001, Subarna Tripathi, Leonidas J. Guibas, Hao Su 0001
CVPR3
2019 Hierarchy Denoising Recursive Autoencoders for 3D Scene Layout Prediction
abstract
Indoor 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
CVPR2
2019 PlanIT: planning and instantiating indoor scenes with relation graph and spatial prior networks
abstract
We 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.5
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)4
2018 Im2Pano3D: Extrapolating 360° Structure and Semantics Beyond the Field of View
abstract
We 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
CVPR3
2018 Linking WordNet to 3D Shapes
abstract
We 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
GWC1
2018 Deep convolutional priors for indoor scene synthesis
abstract
We 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.3
2017 Matterport3D: Learning from RGB-D Data in Indoor Environments
abstract
Access 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
3DV1
2017 Cross-Modal Attribute Transfer for Rescaling 3D Models
abstract
We 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
3DV2
2017 ScanNet: Richly-Annotated 3D Reconstructions of Indoor Scenes
abstract
A 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
CVPR2
2017 Semantic Scene Completion from a Single Depth Image
abstract
This 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
CVPR4
2017 A Two-stage Sieve Approach for Quote Attribution
abstract
We present a deterministic sieve-based system for attributing quotations in literary text and a new dataset: QuoteLi3 1 .Quote attribution, determining who said what in a given text, is important for tasks like creating dialogue systems, and in newer areas like computational literary studies, where it creates opportunities to analyze novels at scale rather than only a few at a time.We release QuoteLi3, which contains more than 6,000 annotations linking quotes to speaker mentions and quotes to speaker entities, and introduce a new algorithm for quote attribution.Our twostage algorithm first links quotes to mentions, then mentions to entities.Using two stages encapsulates difficult sub-problems and improves system performance.The modular design allows us to tune either for overall performance or for the high precision appropriate for many use cases.Our system achieves an average F-score of 87.5% across three novels, outperforming previous systems, and can be tuned for precision of 90.4% at a recall of 65.1%.
Grace Muzny, Michael Fang, Angel X. Chang, Daniel Jurafsky
EACL (1)3
2016 A comparison of Named-Entity Disambiguation and Word Sense Disambiguation
Angel X. Chang, Valentin I. Spitkovsky, Christopher D. Manning, Eneko Agirre
LREC1
2016 Eviza: A Natural Language Interface for Visual Analysis
abstract
Natural language interfaces for visualizations have emerged as a promising new way of interacting with data and performing analytics. Many of these systems have fundamental limitations. Most return minimally interactive visualizations in response to queries and often require experts to perform modeling for a set of predicted user queries before the systems are effective. Eviza provides a natural language interface for an interactive query dialog with an existing visualization rather than starting from a blank sheet and asking closed-ended questions that return a single text answer or static visualization. The system employs a probabilistic grammar based approach with predefined rules that are dynamically updated based on the data from the visualization, as opposed to computationally intensive deep learning or knowledge based approaches.
Vidya Setlur, Sarah E. Battersby, Melanie Tory, Rich Gossweiler, Angel X. Chang
UIST5
2016 PiGraphs: learning interaction snapshots from observations
abstract
We 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.2
2015 Text to 3D Scene Generation with Rich Lexical Grounding
abstract
Angel 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)1
2014 TransPhoner: automated mnemonic keyword generation
abstract
We 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
CHI2
2014 Learning Spatial Knowledge for Text to 3D Scene Generation
abstract
We 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
EMNLP1
2013 Deterministic Coreference Resolution Based on Entity-Centric, Precision-Ranked Rules
abstract
We propose a new deterministic approach to coreference resolution that combines the global information and precise features of modern machine-learning models with the transparency and modularity of deterministic, rule-based systems. Our sieve architecture applies a battery of deterministic coreference models one at a time from highest to lowest precision, where each model builds on the previous model's cluster output. The two stages of our sieve-based architecture, a mention detection stage that heavily favors recall, followed by coreference sieves that are precision-oriented, offer a powerful way to achieve both high precision and high recall. Further, our approach makes use of global information through an entity-centric model that encourages the sharing of features across all mentions that point to the same real-world entity. Despite its simplicity, our approach gives state-of-the-art performance on several corpora and genres, and has also been incorporated into hybrid state-of-the-art coreference systems for Chinese and Arabic. Our system thus offers a new paradigm for combining knowledge in rule-based systems that has implications throughout computational linguistics.
Heeyoung Lee 0004, Angel X. Chang, Yves Peirsman, Nathanael Chambers, Mihai Surdeanu, Daniel Jurafsky
Comput. Linguistics2
2012 Joint Entity and Event Coreference Resolution across Documents
Heeyoung Lee 0004, Marta Recasens, Angel X. Chang, Mihai Surdeanu, Daniel Jurafsky
EMNLP-CoNLL3
2012 SUTime: A library for recognizing and normalizing time expressions
Angel X. Chang, Christopher D. Manning
LREC1
2012 A Cross-Lingual Dictionary for English Wikipedia Concepts
Valentin I. Spitkovsky, Angel X. Chang
LREC2
2011 Unsupervised Dependency Parsing without Gold Part-of-Speech Tags
Valentin I. Spitkovsky, Hiyan Alshawi, Angel X. Chang, Daniel Jurafsky
EMNLP3