VLDB 2026 Research / reviewers in the wild / expert
Jun Gao 0004
dblp:82/4977-4
· DBLP profile ↗
28ranked-venue papers
4as first author
19since 2021 · last 2025
0000-0002-3521-0417ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 25 · 4 first-author · 16 since 2021Graphics, computer vision, multimedia, augmented reality and games · 19 · 1 first-author · 14 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Diffusion Renderer: Neural Inverse and Forward Rendering with Video Diffusion ModelsabstractUnderstanding and modeling lighting effects are fundamental tasks in computer vision and graphics. Classic physically-based rendering (PBR) accurately simulates the light transport, but relies on precise scene representations–explicit 3D geometry, high-quality material properties, and lighting conditions–that are often impractical to obtain in real-world scenarios. Therefore, we introduce DiffusionRenderer, a neural approach that addresses the dual problem of inverse and forward rendering within a holistic framework. Leveraging powerful video diffusion model priors, the inverse rendering model accurately estimates G-buffers from real-world videos, providing an interface for image editing tasks, and training data for the rendering model. Conversely, our rendering model generates photorealistic images from G-buffers without explicit light transport simulation. Specifically, we first train a video diffusion model for inverse rendering on synthetic data, which generalizes well to real-world videos and allows us to auto-label diverse real-world videos. We then co-train our rendering model using both synthetic and auto-labeled real-world data. Experiments demonstrate that DiffusionRenderer effectively approximates inverse and forwards rendering, consistently outperforming the state-of-the-art. Our model enables practical applications from a single video input—including relighting, material editing, and realistic object insertion. Ruofan Liang, Zan Gojcic, Huan Ling, Jacob Munkberg, Jon Hasselgren, Chih-Hao Lin, Jun Gao 0004, Alexander Keller 0001, Nandita Vijaykumar, Sanja Fidler |
CVPR | 7 |
| 2025 | GEN3C: 3D-Informed World-Consistent Video Generation with Precise Camera ControlabstractWe present Gen3C, a generative video model with precise Camera Control and temporal 3D Consistency. Prior video models already generate realistic videos, but they tend to leverage little 3D information, leading to inconsistencies, such as objects popping in and out of existence. Camera control, if implemented at all, is imprecise, because camera parameters are mere inputs to the neural network which must then infer how the video depends on the camera. In contrast, Gen3C is guided by a 3D cache: point clouds obtained by predicting the pixel-wise depth of seed images or previously generated frames. When generating the next frames, Gen3C is conditioned on the 2D renderings of the 3D cache with the new camera trajectory provided by the user. Crucially, this means that Gen3C neither has to remember what it previously generated nor does it have to infer the image structure from the camera pose. The model, instead, can focus all its generative power on previously unobserved regions, as well as advancing the scene state to the next frame. Our results demonstrate more precise camera control than prior work, as well as state-of-the-art results in sparse-view novel view synthesis, even in challenging settings such as driving scenes and monocular dynamic video. Results are best viewed in videos. Check out our webpage!1 Xuanchi Ren, Tianchang Shen, Huan Ling, Merlin Nimier-David, Thomas Müller 0013, Alexander Keller 0001, Sanja Fidler, Jun Gao 0004 |
CVPR | 10 |
| 2025 | DIFIX3D+: Improving 3D Reconstructions with Single-Step Diffusion ModelsabstractNeural Radiance Fields and 3D Gaussian Splatting have revolutionized 3D reconstruction and novel-view synthesis task. However, achieving photorealistic rendering from extreme novel viewpoints remains challenging, as artifacts persist across representations. In this work, we introduce Difix3D+, a novel pipeline designed to enhance 3D reconstruction and novel-view synthesis through single-step diffusion models. At the core of our approach is Difix, a single-step image diffusion model trained to enhance and remove artifacts in rendered novel views caused by under-constrained regions of the 3D representation. Difix serves two critical roles in our pipeline. First, it is used during the reconstruction phase to clean up pseudo-training views that are rendered from the reconstruction and then distilled back into 3D. This greatly enhances underconstrained regions and improves the overall 3D representation quality. More importantly, Difix also acts as a neural enhancer during inference, effectively removing residual artifacts arising from imperfect 3D supervision and the limited capacity of current reconstruction models. Difix3D+ is a general solution, a single model compatible with both NeRF and 3DGS representations, and it achieves an average 2× improvement in FID score over baselines while maintaining 3D consistency. Jay Zhangjie Wu, Yuxuan Zhang 0001, Haithem Turki, Xuanchi Ren, Jun Gao 0004, Zheng Shou 0001, Sanja Fidler, Zan Gojcic, Huan Ling |
CVPR | 5 |
| 2025 | PartField: Learning 3D Feature Fields for Part Segmentation and BeyondabstractWe propose PartField, a feedforward approach for learning part-based 3D features, which captures the general concept of parts and their hierarchy without relying on predefined templates or text-based names, and can be applied to open-world 3D shapes across various modalities. PartField requires only a 3D feedforward pass at inference time, significantly improving runtime and robustness compared to prior approaches. Our model is trained by distilling 2D and 3D part proposals from a mix of labeled datasets and image segmentations on large unsupervised datasets, via a contrastive learning formulation. It produces a continuous feature field which can be clustered to yield a hierarchical part decomposition. Comparisons show that PartField is up to 20% more accurate and often orders of magnitude faster than other recent class-agnostic part-segmentation methods. Beyond single-shape part decomposition, consistency in the learned field emerges across shapes, enabling tasks such as co-segmentation and correspondence, which we demonstrate in several applications of these general-purpose, hierarchical, and consistent 3D feature fields. Check our Webpage! https://research.nvidia.com/labs/toronto-ai/partfield-release/ Ming-Yu Liu 0001, Mikaela Angelina Uy, Donglai Xiang, Sanja Fidler, Nicholas Sharp, Jun Gao 0004 |
ICCV | 7 |
| 2025 | InfiniCube: Unbounded and Controllable Dynamic 3D Driving Scene Generation with World-Guided Video ModelsabstractWe present InfiniCube, a scalable method for generating unbounded dynamic 3D driving scenes with high fidelity and controllability. Previous methods for scene generation either suffer from limited scales or lack geometric and appearance consistency along generated sequences. In contrast, we leverage the recent advancements in scalable 3D representation and video models to achieve large dynamic scene generation that allows flexible controls through HD maps, vehicle bounding boxes, and text descriptions. First, we construct a map-conditioned sparse-voxel-based 3D generative model to unleash its power for unbounded voxel world generation. Then, we re-purpose a video model and ground it on the voxel world through a set of carefully designed pixel-aligned guidance buffers, synthesizing a consistent appearance. Finally, we propose a fast feed-forward approach that employs both voxel and pixel branches to lift the dynamic videos to dynamic 3D Gaussians with controllable objects. Our method can generate controllable and realistic 3D driving scenes, and extensive experiments validate the effectiveness and superiority of our model. Xuanchi Ren, Jiawei Yang 0002, Tianchang Shen, Jay Zhangjie Wu, Jun Gao 0004, Yue Wang 0041, Siheng Chen, Sanja Fidler |
ICCV | 6 |
| 2024 | LATTE3D: Large-scale Amortized Text-To-Enhanced3D Synthesis
Kevin Xie, Jonathan Lorraine, Tianshi Cao, Jun Gao 0004, James Lucas, Antonio Torralba 0001, Sanja Fidler, Xiaohui Zeng |
ECCV (77) | 4 |
| 2024 | WildFusion: Learning 3D-Aware Latent Diffusion Models in View SpaceabstractModern learning-based approaches to 3D-aware image synthesis achieve high photorealism and 3D-consistent viewpoint changes for the generated images. Existing approaches represent instances in a shared canonical space. However, for in-the-wild datasets a shared canonical system can be difficult to define or might not even exist. In this work, we instead model instances in view space, alleviating the need for posed images and learned camera distributions. We find that in this setting, existing GAN-based methods are prone to generating flat geometry and struggle with distribution coverage. We hence propose WildFusion, a new approach to 3D-aware image synthesis based on latent diffusion models (LDMs). We first train an autoencoder that infers a compressed latent representation, which additionally
captures the images’ underlying 3D structure and enables not only reconstruction but also novel view synthesis. To learn a faithful 3D representation, we leverage cues from monocular depth prediction. Then, we train a diffusion model in the 3D-aware latent space, thereby enabling synthesis of high-quality 3D-consistent image samples, outperforming recent state-of-the-art GAN-based methods. Importantly,
our 3D-aware LDM is trained without any direct supervision from multiview images or 3D geometry and does not require posed images or learned pose or camera distributions. It directly learns a 3D representation without relying on canonical camera coordinates. This opens up promising research avenues for scalable 3D-aware image synthesis and 3D content creation from in-the-wild image data. Katja Schwarz, Seung Wook Kim 0001, Jun Gao 0004, Sanja Fidler, Andreas Geiger 0001, Karsten Kreis |
ICLR | 3 |
| 2024 | SpaceMesh: A Continuous Representation for Learning Manifold Surface MeshesabstractMeshes are ubiquitous in visual computing and simulation, yet most existing machine learning techniques represent meshes only indirectly, e.g. as the level set of a scalar field or deformation of a template, or as a disordered triangle soup lacking local structure. This work presents a scheme to directly generate manifold, polygonal meshes of complex connectivity as the output of a neural network. Our key innovation is to define a continuous latent connectivity space at each mesh vertex, which implies the discrete mesh. In particular, our vertex embeddings generate cyclic neighbor relationships in a halfedge mesh representation, which gives a guarantee of edge-manifoldness and the ability to represent general polygonal meshes. This representation is well-suited to machine learning and stochastic optimization, without restriction on connectivity or topology. We first explore the basic properties of this representation, then use it to fit distributions of meshes from large datasets. The resulting models generate diverse meshes with tessellation structure learned from the dataset population, with concise details and high-quality mesh elements. In applications, this approach not only yields high-quality outputs from generative models, but also enables directly learning challenging geometry processing tasks such as mesh repair. Tianchang Shen, Zhaoshuo Li, Marc T. Law, Matan Atzmon, Sanja Fidler, James Lucas, Jun Gao 0004, Nicholas Sharp |
SIGGRAPH Asia | 7 |
| 2023 | Magic3D: High-Resolution Text-to-3D Content CreationabstractDreamFusion [31] has recently demonstrated the utility of a pretrained text-to-image diffusion model to optimize Neural Radiance Fields (NeRF) [23], achieving remarkable text-to-3D synthesis results. However, the method has two inherent limitations: (a) extremely slow optimization of NeRF and (b) low-resolution image space supervision on NeRF, leading to low-quality 3D models with a long processing time. In this paper, we address these limitations by utilizing a two-stage optimization framework. First, we obtain a coarse model using a low-resolution diffusion prior and accelerate with a sparse 3D hash grid structure. Using the coarse representation as the initialization, we further optimize a textured 3D mesh model with an efficient differentiable renderer interacting with a high-resolution latent diffusion model. Our method, dubbed Magic3D, can create high quality 3D mesh models in 40 minutes, which is 2× faster than DreamFusion (reportedly taking 1.5 hours on average), while also achieving higher resolution. User studies show 61.7% raters to prefer our approach over DreamFusion. Together with the image-conditioned generation capabilities, we provide users with new ways to control 3D synthesis, opening up new avenues to various creative applications. Chen-Hsuan Lin 0001, Jun Gao 0004, Luming Tang, Towaki Takikawa, Xiaohui Zeng, Xun Huang 0002, Karsten Kreis, Sanja Fidler, Ming-Yu Liu 0001, Tsung-Yi Lin |
CVPR | 2 |
| 2023 | Neural Fields Meet Explicit Geometric Representations for Inverse Rendering of Urban ScenesabstractReconstruction and intrinsic decomposition of scenes from captured imagery would enable many applications such as relighting and virtual object insertion. Recent NeRF based methods achieve impressive fidelity of 3D reconstruction, but bake the lighting and shadows into the radiance field, while mesh-based methods that facilitate intrinsic decomposition through differentiable rendering have not yet scaled to the complexity and scale of outdoor scenes. We present a novel inverse rendering framework for large urban scenes capable of jointly reconstructing the scene geometry, spatially-varying materials, and HDR lighting from a set of posed RGB images with optional depth. Specifically, we use a neural field to account for the primary rays, and use an explicit mesh (reconstructed from the underlying neural field) for modeling secondary rays that produce higher-order lighting effects such as cast shadows. By faithfully disentangling complex geometry and materials from lighting effects, our method enables photorealistic relighting with specular and shadow effects on several outdoor datasets. Moreover, it supports physics-based scene manipulations such as virtual object insertion with ray-traced shadow casting. Tianchang Shen, Jun Gao 0004, Jacob Munkberg, Jon Hasselgren, Zan Gojcic, Wenzheng Chen, Sanja Fidler |
CVPR | 3 |
| 2023 | Flexible Isosurface Extraction for Gradient-Based Mesh OptimizationabstractThis work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly common paradigm in applications including photogrammetry, generative modeling, and inverse physics. Existing implementations adapt classic isosurface extraction algorithms like Marching Cubes or Dual Contouring; these techniques were designed to extract meshes from fixed, known fields, and in the optimization setting they lack the degrees of freedom to represent high-quality feature-preserving meshes, or suffer from numerical instabilities. We introduce FlexiCubes, an isosurface representation specifically designed for optimizing an unknown mesh with respect to geometric, visual, or even physical objectives. Our main insight is to introduce additional carefully-chosen parameters into the representation, which allow local flexible adjustments to the extracted mesh geometry and connectivity. These parameters are updated along with the underlying scalar field via automatic differentiation when optimizing for a downstream task. We base our extraction scheme on Dual Marching Cubes for improved topological properties, and present extensions to optionally generate tetrahedral and hierarchically-adaptive meshes. Extensive experiments validate FlexiCubes on both synthetic benchmarks and real-world applications, showing that it offers significant improvements in mesh quality and geometric fidelity. Tianchang Shen, Jacob Munkberg, Jon Hasselgren, Kangxue Yin, Wenzheng Chen, Zan Gojcic, Sanja Fidler, Nicholas Sharp, Jun Gao 0004 |
ACM Trans. Graph. | 10 |
| 2023 | Adaptive Shells for Efficient Neural Radiance Field RenderingabstractNeural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS [Wang et al. 2021] formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation. Tianchang Shen, Merlin Nimier-David, Nicholas Sharp, Jun Gao 0004, Alexander Keller 0001, Sanja Fidler, Thomas Müller 0013, Zan Gojcic |
ACM Trans. Graph. | 5 |
| 2022 | Extracting Triangular 3D Models, Materials, and Lighting From ImagesabstractWe present an efficient method for joint optimization of topology, materials and lighting from multi-view image observations. Unlike recent multi-view reconstruction approaches, which typically produce entangled 3D representations encoded in neural networks, we output triangle meshes with spatially-varying materials and environment lighting that can be deployed in any traditional graphics engine unmodified. We leverage recent work in differentiable rendering, coordinate-based networks to compactly represent volumetric texturing, alongside differentiable marching tetrahedrons to enable gradient-based optimization directly on the surface mesh. Finally, we introduce a differentiable formulation of the split sum approximation of environment lighting to efficiently recover all-frequency lighting. Experiments show our extracted models used in advanced scene editing, material decomposition, and high quality view interpolation, all running at interactive rates in triangle-based renderers (rasterizers and path tracers). Jacob Munkberg, Wenzheng Chen, Jon Hasselgren, Alex Evans, Tianchang Shen, Thomas Müller 0013, Jun Gao 0004, Sanja Fidler |
CVPR | 7 |
| 2022 | GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from ImagesabstractAs several industries are moving towards modeling massive 3D virtual worlds, the need for content creation tools that can scale in terms of the quantity, quality, and diversity of 3D content is becoming evident. In our work, we aim to train performant 3D generative models that synthesize textured meshes which can be directly consumed by 3D rendering engines, thus immediately usable in downstream applications. Prior works on 3D generative modeling either lack geometric details, are limited in the mesh topology they can produce, typically do not support textures, or utilize neural renderers in the synthesis process, which makes their use in common 3D software non-trivial. In this work, we introduce GET3D, a Generative model that directly generates Explicit Textured 3D meshes with complex topology, rich geometric details, and high fidelity textures. We bridge recent success in the differentiable surface modeling, differentiable rendering as well as 2D Generative Adversarial Networks to train our model from 2D image collections. GET3D is able to generate high-quality 3D textured meshes, ranging from cars, chairs, animals, motorbikes and human characters to buildings, achieving significant improvements over previous methods. Jun Gao 0004, Tianchang Shen, Wenzheng Chen, Kangxue Yin, Daiqing Li, Or Litany, Zan Gojcic, Sanja Fidler |
NeurIPS | 1 |
| 2021 | DatasetGAN: Efficient Labeled Data Factory With Minimal Human EffortabstractWe introduce DatasetGAN: an automatic procedure to generate massive datasets of high-quality semantically segmented images requiring minimal human effort. Current deep networks are extremely data-hungry, benefiting from training on large-scale datasets, which are time consuming to annotate. Our method relies on the power of recent GANs to generate realistic images. We show how the GAN latent code can be decoded to produce a semantic segmentation of the image. Training the decoder only needs a few labeled examples to generalize to the rest of the latent space, resulting in an infinite annotated dataset generator! These generated datasets can then be used for training any computer vision architecture just as real datasets are. As only a few images need to be manually segmented, it becomes possible to annotate images in extreme detail and generate datasets with rich object and part segmentations. To showcase the power of our approach, we generated datasets for 7 image segmentation tasks which include pixel-level labels for 34 human face parts, and 32 car parts. Our approach outperforms all semi-supervised baselines significantly and is on par with fully supervised methods, which in some cases require as much as 100x more annotated data as our method. Yuxuan Zhang 0001, Huan Ling, Jun Gao 0004, Kangxue Yin, Jean-Francois Lafleche, Adela Barriuso, Antonio Torralba 0001, Sanja Fidler |
CVPR | 3 |
| 2021 | 3DStyleNet: Creating 3D Shapes with Geometric and Texture Style VariationsabstractWe propose a method to create plausible geometric and texture style variations of 3D objects in the quest to democratize 3D content creation. Given a pair of textured source and target objects, our method predicts a part-aware affine transformation field that naturally warps the source shape to imitate the overall geometric style of the target. In addition, the texture style of the target is transferred to the warped source object with the help of a multi-view differentiable renderer. Our model, 3DSTYLENET, is composed of two sub-networks trained in two stages. First, the geometric style network is trained on a large set of untextured 3D shapes. Second, we jointly optimize our geometric style network and a pre-trained image style transfer network with losses defined over both the geometry and the rendering of the result. Given a small set of high-quality textured objects, our method can create many novel stylized shapes, resulting in effortless 3D content creation and style-ware data augmentation. We showcase our approach qualitatively on 3D content stylization, and provide user studies to validate the quality of our results. In addition, our method can serve as a valuable tool to create 3D data augmentations for computer vision tasks. Extensive quantitative analysis shows that 3DSTYLENET outperforms alternative data augmentation techniques for the downstream task of single-image 3D reconstruction. Kangxue Yin, Jun Gao 0004, Maria Shugrina, Sameh Khamis, Sanja Fidler |
ICCV | 2 |
| 2021 | Image GANs meet Differentiable Rendering for Inverse Graphics and Interpretable 3D Neural Rendering
Yuxuan Zhang 0001, Wenzheng Chen, Huan Ling, Jun Gao 0004, Antonio Torralba 0001, Sanja Fidler |
ICLR | 4 |
| 2021 | DIB-R++: Learning to Predict Lighting and Material with a Hybrid Differentiable RendererabstractWe consider the challenging problem of predicting intrinsic object properties from a single image by exploiting differentiable renderers. Many previous learning-based approaches for inverse graphics adopt rasterization-based renderers and assume naive lighting and material models, which often fail to account for non-Lambertian, specular reflections commonly observed in the wild. In this work, we propose DIBR++, a hybrid differentiable renderer which supports these photorealistic effects by combining rasterization and ray-tracing, taking the advantage of their respective strengths---speed and realism. Our renderer incorporates environmental lighting and spatially-varying material models to efficiently approximate light transport, either through direct estimation or via spherical basis functions. Compared to more advanced physics-based differentiable renderers leveraging path tracing, DIBR++ is highly performant due to its compact and expressive shading model, which enables easy integration with learning frameworks for geometry, reflectance and lighting prediction from a single image without requiring any ground-truth. We experimentally demonstrate that our approach achieves superior material and lighting disentanglement on synthetic and real data compared to existing rasterization-based approaches and showcase several artistic applications including material editing and relighting. Wenzheng Chen, Joey Litalien, Jun Gao 0004, Clement Fuji Tsang, Sameh Khamis, Or Litany, Sanja Fidler |
NeurIPS | 3 |
| 2021 | Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape SynthesisabstractWe introduce DMTet, a deep 3D conditional generative model that can synthesize high-resolution 3D shapes using simple user guides such as coarse voxels. It marries the merits of implicit and explicit 3D representations by leveraging a novel hybrid 3D representation. Compared to the current implicit approaches, which are trained to regress the signed distance values, DMTet directly optimizes for the reconstructed surface, which enables us to synthesize finer geometric details with fewer artifacts. Unlike deep 3D generative models that directly generate explicit representations such as meshes, our model can synthesize shapes with arbitrary topology. The core of DMTet includes a deformable tetrahedral grid that encodes a discretized signed distance function and a differentiable marching tetrahedra layer that converts the implicit signed distance representation to the explicit surface mesh representation. This combination allows joint optimization of the surface geometry and topology as well as generation of the hierarchy of subdivisions using reconstruction and adversarial losses defined explicitly on the surface mesh. Our approach significantly outperforms existing work on conditional shape synthesis from coarse voxel inputs, trained on a dataset of complex 3D animal shapes. Project page: https://nv-tlabs.github.io/DMTet/. Tianchang Shen, Jun Gao 0004, Kangxue Yin, Ming-Yu Liu 0001, Sanja Fidler |
NeurIPS | 2 |
| 2020 | ScribbleBox: Interactive Annotation Framework for Video Object Segmentation
Huan Ling, Xiaohui Zeng, Jun Gao 0004, Sanja Fidler |
ECCV (13) | 4 |
| 2020 | Beyond Fixed Grid: Learning Geometric Image Representation with a Deformable Grid
Jun Gao 0004, Jinchen Xuan, Sanja Fidler |
ECCV (9) | 1 |
| 2020 | Interactive Annotation of 3D Object Geometry Using 2D Scribbles
Tianchang Shen, Jun Gao 0004, Amlan Kar, Sanja Fidler |
ECCV (17) | 2 |
| 2020 | Learning Deformable Tetrahedral Meshes for 3D Reconstructionabstract3D shape representations that accommodate learning-based 3D reconstruction are an open problem in machine learning and computer graphics. Previous work on neural 3D reconstruction demonstrated benefits, but also limitations, of point cloud, voxel, surface mesh, and implicit function representations. We introduce \emph{Deformable Tetrahedral Meshes} (DefTet) as a particular parameterization that utilizes volumetric tetrahedral meshes for the reconstruction problem. Unlike existing volumetric approaches, DefTet optimizes for both vertex placement and occupancy, and is differentiable with respect to standard 3D reconstruction loss functions. It is thus simultaneously high-precision, volumetric, and amenable to learning-based neural architectures. We show that it can represent arbitrary, complex topology, is both memory and computationally efficient, and can produce high-fidelity reconstructions with a significantly smaller grid size than alternative volumetric approaches. The predicted surfaces are also inherently defined as tetrahedral meshes, thus do not require post-processing. We demonstrate that DefTetmatches or exceeds both the quality of the previous best approaches and the performance of the fastest ones. Our approach obtains high-quality tetrahedral meshes computed directly from noisy point clouds, and is the first to showcase high-quality 3D results using only a single image as input. Jun Gao 0004, Wenzheng Chen, Tommy Xiang, Alec Jacobson, Morgan McGuire, Sanja Fidler |
NeurIPS | 1 |
| 2019 | Fast Interactive Object Annotation With Curve-GCNabstractManually labeling objects by tracing their boundaries is a laborious process. In Polygon-RNN++, the authors proposed Polygon-RNN that produces polygonal annotations in a recurrent manner using a CNN-RNN architecture, allowing interactive correction via humans-in-the-loop. We propose a new framework that alleviates the sequential nature of Polygon-RNN, by predicting all vertices simultaneously using a Graph Convolutional Network (GCN). Our model is trained end-to-end, and runs in real time. It supports object annotation by either polygons or splines, facilitating labeling efficiency for both line-based and curved objects. We show that Curve-GCN outperforms all existing approaches in automatic mode, including the powerful DeepLab, and is significantly more efficient in interactive mode than Polygon-RNN++. Our model runs at 29.3ms in automatic, and 2.6ms in interactive mode, making it 10x and 100x faster than Polygon-RNN++. Huan Ling, Jun Gao 0004, Amlan Kar, Wenzheng Chen, Sanja Fidler |
CVPR | 2 |
| 2019 | Representation Degeneration Problem in Training Natural Language Generation Models
Jun Gao 0004, Di He 0001, Xu Tan 0003, Tao Qin 0001, Liwei Wang 0001, Tie-Yan Liu |
ICLR (Poster) | 1 |
| 2019 | Learning to Predict 3D Objects with an Interpolation-based Differentiable RendererabstractMany machine learning models operate on images, but ignore the fact that images are 2D projections formed by 3D geometry interacting with light, in a process called rendering. Enabling ML models to understand image formation might be key for generalization. However, due to an essential rasterization step involving discrete assignment operations, rendering pipelines are non-differentiable and thus largely inaccessible to gradient-based ML techniques. In this paper, we present DIB-Render, a novel rendering framework through which gradients can be analytically computed. Key to our approach is to view rasterization as a weighted interpolation, allowing image gradients to back-propagate through various standard vertex shaders within a single framework. Our approach supports optimizing over vertex positions, colors, normals, light directions and texture coordinates, and allows us to incorporate various well-known lighting models from graphics. We showcase our approach in two ML applications: single-image 3D object prediction, and 3D textured object generation, both trained using exclusively 2D supervision. Wenzheng Chen, Huan Ling, Jun Gao 0004, Edward J. Smith, Jaakko Lehtinen, Alec Jacobson, Sanja Fidler |
NeurIPS | 3 |
| 2018 | Learning to Navigate for Fine-Grained Classification
Ze Yang 0003, Tiange Luo, Jun Gao 0004, Liwei Wang 0001 |
ECCV (14) | 5 |
| 2018 | Dropout Training, Data-dependent Regularization, and Generalization BoundsabstractWe study the problem of generalization guarantees for dropout training. A general framework is first proposed for learning procedures with random perturbation on model parameters. The generalization error is bounded by sum of two offset Rademacher complexities: the main term is Rademacher complexity of the hypothesis class with minus offset induced by the perturbation variance, which characterizes data-dependent regularization by the random perturbation; the auxiliary term is offset Rademacher complexity for the variance class, controlling the degree to which this regularization effect can be weakened. For neural networks, we estimate upper and lower bounds for the variance induced by truthful dropout, a variant of dropout that we propose to ensure unbiased output and fit into our framework, and the variance bounds exhibits connection to adaptive regularization methods. By applying our framework to ReLU networks with one hidden layer, a generalization upper bound is derived with no assumptions on the parameter norms or data distribution, with $O(1/n)$ fast rate and adaptivity to geometry of data points being achieved at the same time. Wenlong Mou, Jun Gao 0004, Liwei Wang 0001 |
ICML | 3 |