Wei-Chiu Ma

dblp:151/4277 · DBLP profile ↗
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43ranked-venue papers
7as first author
22since 2021 · last 2025
0000-0002-5610-4322ORCID · corroborated

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

Artificial intelligence and machine learning · 41 · 7 first-author · 21 since 2021Graphics, computer vision, multimedia, augmented reality and games · 34 · 5 first-author · 16 since 2021Systems, architecture and hardware · 2 · 2 first-author
YearPublicationVenuePosition
2025 Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
abstract
We propose an efficient radiance field rendering algorithm that incorporates a rasterization process on adaptive sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system. The first is to adaptively and explicitly allocate sparse voxels to different levels of detail within scenes, faithfully reproducing scene details with 655363grid resolution while achieving high rendering frame rates. Second, we customize a rasterizer for efficient adaptive sparse voxels rendering. We render voxels in the correct depth order by using ray direction-dependent Morton ordering, which avoids the well-known popping artifact found in Gaussian splat- ting. Our method improves the previous neural-free voxel model by over 4db PSNR and more than 10x FPS speedup, achieving state-of-the-art comparable novel-view synthesis results. Additionally, our voxel representation is seamlessly compatible with grid-based 3D processing techniques such as Volume Fusion, Voxel Pooling, and Marching Cubes, enabling a wide range of future extensions and applications. Code: github.com/NVlabs/svraster
Cheng Sun 0004, Jaesung Choe, Charles Loop, Wei-Chiu Ma, Yu-Chiang Frank Wang
CVPR4
2025 Eval3D: Interpretable and Fine-grained Evaluation for 3D Generation
abstract
Despite the unprecedented progress in the field of 3D generation, current systems still often fail to produce high-quality 3D assets that are visually appealing and geometrically and semantically consistent across multiple viewpoints. To effectively assess the quality of the generated 3D data, there is a need for a reliable 3D evaluation tool. Unfortunately, existing 3D evaluation metrics often overlook the geometric quality of generated assets or merely rely on black-box multimodal large language models for coarse assessment. In this paper, we introduce Eval3D, a fine-grained, interpretable evaluation tool that can faithfully evaluate the quality of generated 3D assets based on various distinct yet complementary criteria. Our key observation is that many desired properties of 3D generation, such as semantic and geometric consistency, can be effectively captured by measuring the consistency among various foundation models and tools. We thus leverage a diverse set of models and tools as probes to evaluate the inconsistency of generated 3D assets across different aspects. Compared to prior work, Eval3D provides pixel-wise measurement, enables accurate 3D spatial feedback, and aligns more closely with human judgments. We comprehensively evaluate existing 3D generation models using Eval3D and highlight the limitations and challenges of current models. Project page: http://eval3d.github.io.
Shivam Duggal, Yushi Hu, Oscar Michel, Aniruddha Kembhavi, William T. Freeman, Noah A. Smith, Ranjay Krishna, Antonio Torralba 0001, Ali Farhadi, Wei-Chiu Ma
CVPR10
2025 Coarse Correspondences Boost Spatial-Temporal Reasoning in Multimodal Language Model
abstract
Multimodal language models (MLLMs) are increasingly being applied in real-world environments, necessitating their ability to interpret 3D spaces and comprehend temporal dynamics. Current methods often rely on specialized architectural designs or task-specific fine-tuning to achieve this. We introduce Coarse Correspondences, a simple lightweight method that enhances MLLMs’ spatial-temporal reasoning with 2D images as input, without modifying the architecture or requiring task-specific fine-tuning. Our method uses a lightweight tracking model to identify primary object correspondences between frames in a video or across different image viewpoints, and then conveys this information to MLLMs through visual prompting. We demonstrate that this simple training-free approach brings substantial gains to GPT4-V/O consistently on four benchmarks that require spatial-temporal reasoning, including +20.5% improvement on ScanQA, +9.7% on OpenEQA’s episodic memory subset, +6.0% on the long-form video benchmark EgoSchema, and +11% on the R2R navigation benchmark. Additionally, we show that Coarse Correspondences can also enhance open-source MLLMs’ spatial reasoning (by +6.9% on ScanQA) when applied in both training and inference and that the improvement can generalize to unseen datasets such as SQA3D (+3.1%). Taken together, we show that Coarse Correspondences effectively and efficiently boosts models’ performance on downstream tasks requiring spatial-temporal reasoning.
Benlin Liu, Yuhao Dong, Zixian Ma, Yansong Tang, Luming Tang, Yongming Rao, Wei-Chiu Ma, Ranjay Krishna
CVPR8
2025 DRAWER: Digital Reconstruction and Articulation With Environment Realism
abstract
Creating virtual digital replicas from real-world data unlocks significant potential across domains like gaming and robotics. In this paper, we present DRAWER, a novel framework that converts a video of a static indoor scene into a photorealistic and interactive digital environment. Our approach centers on two main contributions: (i) a reconstruction module based on a dual scene representation that reconstructs the scene with fine-grained geometric details, and (ii) an articulation module that identifies articulation types and hinge positions, reconstructs simulatable shapes and appearances and integrates them into the scene. The resulting virtual environment is photorealistic, interactive, and runs in real time, with compatibility for game engines and robotic simulation platforms. We demonstrate the potential of DRAWER by using it to automatically create an interactive game in Unreal Engine and to enable real-to-sim-to-real transfer for robotics applications. Project page: here.
Hongchi Xia, Entong Su, Marius Memmel, Arhan Jain, Raymond Yu, Numfor Mbiziwo-Tiapo, Ali Farhadi, Abhishek Gupta 0004, Shenlong Wang, Wei-Chiu Ma
CVPR10
2025 Beyond the Frame: Generating 360° Panoramic Videos from Perspective Videos
Rundong Luo, Matthew Wallingford, Ali Fahardi, Noah Snavely, Wei-Chiu Ma
ICCV5
2024 ExtraNeRF: Visibility-Aware View Extrapolation of Neural Radiance Fields with Diffusion Models
abstract
We propose ExtraNeRF, a novel method for extrapolating the range of views handled by a Neural Radiance Field (NeRF). Our main idea is to leverage NeRFs to model scene-specific, fine-grained details, while capitalizing on diffusion models to extrapolate beyond our observed data. A key ingredient is to track visibility to determine what portions of the scene have not been observed, and focus on re-constructing those regions consistently with diffusion mod-els. Our primary contributions include a visibility-aware diffusion-based inpainting module that is fine-tuned on the input imagery, yielding an initial NeRF with moderate qual-ity (often blurry) inpainted regions, followed by a second diffusion model trained on the input imagery to consistently enhance, notably sharpen, the inpainted imagery from the first pass. We demonstrate high-quality results, extrapolating beyond a small number of (typically six or fewer) input views, effectively outpainting the NeRF as well as inpainting newly disoccluded regions inside the original viewing volume. We compare with related work both quantitatively and qualitatively and show significant gains over prior art.
Meng-Li Shih, Wei-Chiu Ma, Lorenzo Boyice, Aleksander Holynski, Forrester Cole, Brian Curless, Janne Kontkanen
CVPR2
2024 Video2Game: Real-time, Interactive, Realistic and Browser-Compatible Environment from a Single Video
abstract
Creating high-quality and interactive virtual environments, such as games and simulators, often involves complex and costly manual modeling processes. In this paper, we present Video2Game, a novel approach that automatically converts videos of real-world scenes into realistic and interactive game environments. At the heart of our system are three core components: (i) a neural radiance fields (NeRF) module that effectively captures the geometry and visual appearance of the scene; (ii) a mesh module that distills the knowledge from NeRF for faster rendering; and (iii) a physics module that models the interactions and physical dynamics among the objects. By following the carefully designed pipeline, one can construct an interactable and actionable digital replica of the real world. We benchmark our system on both indoor and large-scale outdoor scenes. We show that we can not only produce highly-realistic renderings in real-time, but also build interactive games on top.
Hongchi Xia, Zhi-Hao Lin, Wei-Chiu Ma, Shenlong Wang
CVPR3
2024 BLINK: Multimodal Large Language Models Can See but Not Perceive
Yushi Hu, Bangzheng Li, Yu Feng 0013, Haoyu Wang 0005, Xudong Lin 0003, Dan Roth 0001, Noah A. Smith, Wei-Chiu Ma, Ranjay Krishna
ECCV (23)9
2024 Multilingual Diversity Improves Vision-Language Representations
abstract
Massive web-crawled image-text datasets lay the foundation for recent progress in multimodal learning. These datasets are designed with the goal of training a model to do well on standard computer vision benchmarks, many of which, however, have been shown to be English-centric (e.g., ImageNet). Consequently, existing data curation techniques gravitate towards using predominantly English image-text pairs and discard many potentially useful non-English samples. Our work questions this practice. Multilingual data is inherently enriching not only because it provides a gateway to learn about culturally salient concepts, but also because it depicts common concepts differently from monolingual data. We thus conduct a systematic study to explore the performance benefits of using more samples of non-English origins with respect to English vision tasks. By translating all multilingual image-text pairs from a raw web crawl to English and re-filtering them, we increase the prevalence of (translated) multilingual data in the resulting training set. Pre-training on this dataset outperforms using English-only or English-dominated datasets on ImageNet, ImageNet distribution shifts, image-English-text retrieval and on average across 38 tasks from the DataComp benchmark. On a geographically diverse task like GeoDE, we also observe improvements across all regions, with the biggest gain coming from Africa. In addition, we quantitatively show that English and non-English data are significantly different in both image and (translated) text space. We hope that our findings motivate future work to be more intentional about including multicultural and multilingual data, not just when non-English or geographically diverse tasks are involved, but to enhance model capabilities at large.
Matthew Wallingford, Sebastin Santy, Wei-Chiu Ma, Sewoong Oh, Ludwig Schmidt, Pang Wei W. Koh, Ranjay Krishna
NeurIPS4
2024 From an Image to a Scene: Learning to Imagine the World from a Million 360° Videos
abstract
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content have shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale ODIN videos can address these limitations to provide scalable corresponding frames from diverse views. In this paper we introduce 360-1M, a 360° video dataset consisting of 1 million videos, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, ODIN, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, ODIN is able to freely generate novel views of real-world scenes. Unlike previous methods, ODIN can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
Matthew Wallingford, Anand Bhattad, Aditya Kusupati, Vivek Ramanujan, Matt Deitke, Aniruddha Kembhavi, Roozbeh Mottaghi, Wei-Chiu Ma, Ali Farhadi
NeurIPS8
2024 Task Me Anything
abstract
Benchmarks for large multimodal language models (MLMs) now serve to simultaneously assess the general capabilities of models instead of evaluating for a specific capability. As a result, when a developer wants to identify which models to use for their application, they are overwhelmed by the number of benchmarks and remain uncertain about which benchmark's results are most reflective of their specific use case. This paper introduces Task-Me-Anything, a benchmark generation engine which produces a benchmark tailored to a user's needs. Task-Me-Anything maintains an extendable taxonomy of visual assets and can programmatically generate a vast number of task instances. Additionally, it algorithmically addresses user queries regarding MLM performance efficiently within a computational budget. It contains 113K images, 10K videos, 2K 3D object assets, over 365 object categories, 655 attributes, and 335 relationships. It can generate 500M image/video question-answering pairs, which focus on evaluating MLM perceptual capabilities. Task-Me-Anything reveals critical insights: open-source MLMs excel in object and attribute recognition but lack spatial and temporal understanding; each model exhibits unique strengths and weaknesses; larger models generally perform better, though exceptions exist; and GPT4O demonstrates challenges in recognizing rotating/moving objects and distinguishing colors.
Jieyu Zhang 0001, Weikai Huang, Zixian Ma, Oscar Michel, Dong He 0002, Tanmay Gupta, Wei-Chiu Ma, Ali Farhadi, Aniruddha Kembhavi, Ranjay Krishna
NeurIPS7
2023 UniSim: A Neural Closed-Loop Sensor Simulator
abstract
Rigorously testing autonomy systems is essential for making safe self-driving vehicles (SDV) a reality. It requires one to generate safety critical scenarios beyond what can be collected safely in the world, as many scenarios happen rarely on our roads. To accurately evaluate performance, we need to test the SDV on these scenarios in closed-loop, where the SDV and other actors interact with each other at each timestep. Previously recorded driving logs provide a rich resource to build these new scenarios from, but for closed loop evaluation, we need to modify the sensor data based on the new scene configuration and the SDV's decisions, as actors might be added or removed and the trajectories of existing actors and the SDV will differ from the original log. In this paper, we present UniSim, a neural sensor simulator that takes a single recorded log captured by a sensor-equipped vehicle and converts it into a realistic closed-loop multi-sensor simulation. UniSim builds neural feature grids to reconstruct both the static background and dynamic actors in the scene, and composites them together to simulate LiDAR and camera data at new viewpoints, with actors added or removed and at new placements. To better handle extrapolated views, we incorporate learnable priors for dynamic objects, and leverage a convolutional network to complete unseen regions. Our experiments show UniSim can simulate realistic sensor data with small domain gap on downstream tasks. With UniSim, we demonstrate, for the first time, closed-loop evaluation of an autonomy system on safety-critical scenarios as if it were in the real world.
Ze Yang 0003, Yun Chen 0014, Jingkang Wang, Sivabalan Manivasagam, Wei-Chiu Ma, Anqi Joyce Yang, Raquel Urtasun
CVPR5
2023 What Happened 3 Seconds Ago? Inferring the Past with Thermal Imaging
abstract
Inferring past human motion from RGB images is challenging due to the inherent uncertainty of the prediction problem. Thermal images, on the other hand, encode traces of past human-object interactions left in the environment via thermal radiation measurement. Based on this observation, we collect the first RGB-Thermal dataset for human motion analysis, dubbed Thermal-1M. Then we develop a three-stage neural network model for accurate past human pose estimation. Comprehensive experiments show that thermal cues significantly reduce the ambiguities of this task, and the proposed model achieves remarkable performance. The dataset is available at https://github.com/ZitianTang/Thermal-IM.
Zitian Tang, Wei-Chiu Ma, Hang Zhao 0021
CVPR3
2023 Learning Compact Representations for LiDAR Completion and Generation
abstract
LiDAR provides accurate geometric measurements of the 3D world. Unfortunately, dense LiDARs are very expensive and the point clouds captured by low-beam LiDAR are often sparse. To address these issues, we present UltraLiDAR, a data-driven framework for scene-level LiDAR completion, LiDAR generation, and LiDAR manipulation. The crux of UltraLiDAR is a compact, discrete representation that encodes the point cloud's geometric structure, is robust to noise, and is easy to manipulate. We show that by aligning the representation of a sparse point cloud to that of a dense point cloud, we can densify the sparse point clouds as if they were captured by a real high-density LiDAR, drastically reducing the cost. Furthermore, by learning a prior over the discrete codebook, we can generate diverse, realistic LiDAR point clouds for self-driving. We evaluate the effectiveness of UltraLiDAR on sparse-to-dense LiDAR completion and LiDAR generation. Experiments show that densifying real-world point clouds with our approach can significantly improve the performance of downstream perception systems. Compared to prior art on LiDAR generation, our approach generates much more realistic point clouds. According to A/B test, over 98.5% of the time human participants prefer our results over those of previous methods. Please refer to project page https://waabi.ai/research/ultralidar/ for more information.
Yuwen Xiong, Wei-Chiu Ma, Jingkang Wang, Raquel Urtasun
CVPR2
2023 Structure from Duplicates: Neural Inverse Graphics from a Pile of Objects
abstract
Abstract Our world is full of identical objects (\emph{e.g.}, cans of coke, cars of same model). These duplicates, when seen together, provide additional and strong cues for us to effectively reason about 3D. Inspired by this observation, we introduce Structure from Duplicates (SfD), a novel inverse graphics framework that reconstructs geometry, material, and illumination from a single image containing multiple identical objects. SfD begins by identifying multiple instances of an object within an image, and then jointly estimates the 6DoF pose for all instances. An inverse graphics pipeline is subsequently employed to jointly reason about the shape, material of the object, and the environment light, while adhering to the shared geometry and material constraint across instances. Our primary contributions involve utilizing object duplicates as a robust prior for single-image inverse graphics and proposing an in-plane rotation-robust Structure from Motion (SfM) formulation for joint 6-DoF object pose estimation. By leveraging multi-view cues from a single image, SfD generates more realistic and detailed 3D reconstructions, significantly outperforming existing single image reconstruction models and multi-view reconstruction approaches with a similar or greater number of observations.
Tianhang Cheng, Wei-Chiu Ma, Kaiyu Guan, Antonio Torralba 0001, Shenlong Wang
NeurIPS2
2023 Neural Lighting Simulation for Urban Scenes
abstract
Different outdoor illumination conditions drastically alter the appearance of urban scenes, and they can harm the performance of image-based robot perception systems if not seen during training. Camera simulation provides a cost-effective solution to create a large dataset of images captured under different lighting conditions. Towards this goal, we propose LightSim, a neural lighting camera simulation system that enables diverse, realistic, and controllable data generation. LightSim automatically builds lighting-aware digital twins at scale from collected raw sensor data and decomposes the scene into dynamic actors and static background with accurate geometry, appearance, and estimated scene lighting. These digital twins enable actor insertion, modification, removal, and rendering from a new viewpoint, all in a lighting-aware manner. LightSim then combines physically-based and learnable deferred rendering to perform realistic relighting of modified scenes, such as altering the sun location and modifying the shadows or changing the sun brightness, producing spatially- and temporally-consistent camera videos. Our experiments show that LightSim generates more realistic relighting results than prior work. Importantly, training perception models on data generated by LightSim can significantly improve their performance. Our project page is available at https://waabi.ai/lightsim/.
Ava Pun, Gary Sun, Jingkang Wang, Yun Chen 0014, Ze Yang 0003, Sivabalan Manivasagam, Wei-Chiu Ma, Raquel Urtasun
NeurIPS7
2022 NeurMiPs: Neural Mixture of Planar Experts for View Synthesis
abstract
We present Neural Mixtures of Planar Experts (Neur-MiPs), a novel planar-based scene representation for modeling geometry and appearance. NeurMiPs leverages a collection of local planar experts in 3D space as the scene representation. Each planar expert consists of the parameters of the local rectangular shape representing geometry and a neural radiance field modeling the color and opacity. We render novel views by calculating ray-plane intersections and composite output colors and densities at intersected points to the image. NeurMiPs blends the efficiency of explicit mesh rendering and flexibility of the neural radiance field. Experiments demonstrate superior performance and speed of our proposed method, compared to other 3D representations in novel view synthesis.
Zhi-Hao Lin, Wei-Chiu Ma, Hao-Yu Hsu, Yu-Chiang Frank Wang, Shenlong Wang
CVPR2
2022 Virtual Correspondence: Humans as a Cue for Extreme-View Geometry
abstract
Recovering the spatial layout of the cameras and the geometry of the scene from extreme-view images is a longstanding challenge in computer vision. Prevailing 3D reconstruction algorithms often adopt the image matching paradigm and presume that a portion of the scene is covisible across images, yielding poor performance when there is little overlap among inputs. In contrast, humans can associate visible parts in one image to the corresponding invisible components in another image via prior knowledge of the shapes. Inspired by this fact, we present a novel concept called virtual correspondences (VCs). VCs are a pair of pixels from two images whose camera rays intersect in 3D. Similar to classic correspondences, VCs conform with epipolar geometry; unlike classic correspondences, VCs do not need to be co-visible across views. Therefore VCs can be established and exploited even if images do not overlap. We introduce a method to find virtual correspondences based on humans in the scene. We showcase how VCs can be seamlessly integrated with classic bundle adjustment to recover camera poses across extreme views. Experiments show that our method significantly outperforms state-of-the-art camera pose estimation methods in challenging scenarios and is comparable in the traditional densely captured setup. Our approach also unleashes the potential of multiple down-stream tasks such as scene reconstruction from multi-view stereo and novel view synthesis in extreme-view scenarios11Project page: https://people.csail.mit.edu/weichium/virtual-correspondence/.
Wei-Chiu Ma, Anqi Joyce Yang, Shenlong Wang, Raquel Urtasun, Antonio Torralba 0001
CVPR1
2022 SGAM: Building a Virtual 3D World through Simultaneous Generation and Mapping
abstract
We present simultaneous generation and mapping (SGAM), a novel 3D scene generation algorithm. Our goal is to produce a realistic, globally consistent 3D world on a large scale. Achieving this goal is challenging and goes beyond the capacities of existing 3D generation or video generation approaches, which fail to scale up to create large, globally consistent 3D scene structures. Towards tackling the challenges, we take a hybrid approach that integrates generative sensor model- ing with 3D reconstruction. Our proposed approach is an autoregressive generative framework that simultaneously generates sensor data at novel viewpoints and builds a 3D map at each timestamp. Given an arbitrary camera trajectory, our method repeatedly applies this generation-and-mapping process for thousands of steps, allowing us to create a gigantic virtual world. Our model can be trained from RGB-D sequences without having access to the complete 3D scene structure. The generated scenes are readily compatible with various interactive environments and rendering engines. Experiments on CLEVER and GoogleEarth datasets demon- strates ours can generate consistent, realistic, and geometrically-plausible scenes that compare favorably to existing view synthesis methods. Our project page is available at https://yshen47.github.io/sgam.
Wei-Chiu Ma, Shenlong Wang
NeurIPS2
2022 Mending Neural Implicit Modeling for 3D Vehicle Reconstruction in the Wild
abstract
Reconstructing high-quality 3D objects from sparse, partial observations from a single view is of crucial importance for various applications in computer vision, robotics, and graphics. While recent neural implicit modeling methods show promising results on synthetic or dense data, they perform poorly on sparse and noisy real-world data. We discover that the limitations of a popular neural implicit model are due to lack of robust shape priors and lack of proper regularization. In this work, we demonstrate high-quality in-the-wild shape reconstruction using: (i) a deep encoder as a robust-initializer of the shape latent-code; (ii) regularized test-time optimization of the latent-code; (iii) a deep discriminator as a learned high-dimensional shape prior; (iv) a novel curriculum learning strategy that allows the model to learn shape priors on synthetic data and smoothly transfer them to sparse real world data. Our approach better captures the global structure, performs well on occluded and sparse observations, and registers well with the ground-truth shape. We demonstrate superior performance over state-of-the-art 3D object reconstruction methods on two real-world datasets.
Shivam Duggal, Wei-Chiu Ma, Sivabalan Manivasagam, Justin Liang 0001, Shenlong Wang, Raquel Urtasun
WACV3
2021 S3: Neural Shape, Skeleton, and Skinning Fields for 3D Human Modeling
abstract
Constructing and animating humans is an important component for building virtual worlds in a wide variety of applications such as virtual reality or robotics testing in simulation. As there are exponentially many variations of humans with different shape, pose and clothing, it is critical to develop methods that can automatically reconstruct and animate humans at scale from real world data. Towards this goal, we represent the pedestrian’s shape, pose and skinning weights as neural implicit functions that are directly learned from data. This representation enables us to handle a wide variety of different pedestrian shapes and poses without explicitly fitting a human parametric body model, allowing us to handle a wider range of human geometries and topologies. We demonstrate the effectiveness of our approach on various datasets and show that our reconstructions outperform existing state-of-the-art methods. Furthermore, our re-animation experiments show that we can generate 3D human animations at scale from a single RGB image (and/or an optional LiDAR sweep) as input.
Ze Yang 0003, Shenlong Wang, Sivabalan Manivasagam, Zeng Huang, Wei-Chiu Ma, Xinchen Yan, Ersin Yumer, Raquel Urtasun
CVPR5
2021 BARF: Bundle-Adjusting Neural Radiance Fields
abstract
Neural Radiance Fields (NeRF) [31] have recently gained a surge of interest within the computer vision community for its power to synthesize photorealistic novel views of real-world scenes. One limitation of NeRF, however, is its requirement of accurate camera poses to learn the scene representations. In this paper, we propose Bundle-Adjusting Neural Radiance Fields (BARF) for training NeRF from imperfect (or even unknown) camera poses — the joint problem of learning neural 3D representations and registering camera frames. We establish a theoretical connection to classical image alignment and show that coarse-to-fine registration is also applicable to NeRF. Furthermore, we show that naïvely applying positional encoding in NeRF has a negative impact on registration with a synthesis-based objective. Experiments on synthetic and real-world data show that BARF can effectively optimize the neural scene representations and resolve large camera pose misalignment at the same time. This enables view synthesis and localization of video sequences from unknown camera poses, opening up new avenues for visual localization systems (e.g. SLAM) and potential applications for dense 3D mapping and reconstruction.
Chen-Hsuan Lin 0001, Wei-Chiu Ma, Antonio Torralba 0001, Simon Lucey
ICCV2
2020 PolyTransform: Deep Polygon Transformer for Instance Segmentation
abstract
In this paper, we propose PolyTransform, a novel instance segmentation algorithm that produces precise, geometry-preserving masks by combining the strengths of prevailing segmentation approaches and modern polygon-based methods. In particular, we first exploit a segmentation network to generate instance masks. We then convert the masks into a set of polygons that are then fed to a deforming network that transforms the polygons such that they better fit the object boundaries. Our experiments on the challenging Cityscapes dataset show that our PolyTransform significantly improves the performance of the backbone instance segmentation network and ranks 1st on the Cityscapes test-set leaderboard. We also show impressive gains in the interactive annotation setting.
Justin Liang 0001, Namdar Homayounfar, Wei-Chiu Ma, Yuwen Xiong, Rui Hu 0001, Raquel Urtasun
CVPR3
2020 LiDARsim: Realistic LiDAR Simulation by Leveraging the Real World
abstract
We tackle the problem of producing realistic simulations of LiDAR point clouds, the sensor of preference for most self-driving vehicles. We argue that, by leveraging real data, we can simulate the complex world more realistically compared to employing virtual worlds built from CAD/procedural models. Towards this goal, we first build a large catalog of 3D static maps and 3D dynamic objects by driving around several cities with our self-driving fleet. We can then generate scenarios by selecting a scene from our catalog and "virtually" placing the self-driving vehicle (SDV) and a set of dynamic objects from the catalog in plausible locations in the scene. To produce realistic simulations, we develop a novel simulator that captures both the power of physics-based and learning-based simulation. We first utilize raycasting over the 3D scene and then use a deep neural network to produce deviations from the physics-based simulation, producing realistic LiDAR point clouds. We showcase LiDARsim's usefulness for perception algorithms-testing on long-tail events and end-to-end closed-loop evaluation on safety-critical scenarios.
Sivabalan Manivasagam, Shenlong Wang, Wenyuan Zeng, Mikita Sazanovich, Shuhan Tan, Bin Yang 0021, Wei-Chiu Ma, Raquel Urtasun
CVPR8
2020 Weakly-Supervised 3D Shape Completion in the Wild
Jiayuan Gu, Wei-Chiu Ma, Sivabalan Manivasagam, Wenyuan Zeng, Yuwen Xiong, Hao Su 0001, Raquel Urtasun
ECCV (5)2
2020 LevelSet R-CNN: A Deep Variational Method for Instance Segmentation
Namdar Homayounfar, Yuwen Xiong, Justin Liang 0001, Wei-Chiu Ma, Raquel Urtasun
ECCV (23)4
2020 Conditional Entropy Coding for Efficient Video Compression
Jerry Liu, Shenlong Wang, Wei-Chiu Ma, Meet Shah 0001, Rui Hu 0001, Pranaab Dhawan, Raquel Urtasun
ECCV (17)3
2020 Deep Feedback Inverse Problem Solver
Wei-Chiu Ma, Shenlong Wang, Jiayuan Gu, Sivabalan Manivasagam, Antonio Torralba 0001, Raquel Urtasun
ECCV (5)1
2019 Convolutional Recurrent Network for Road Boundary Extraction
abstract
Creating high definition maps that contain precise information of static elements of the scene is of utmost importance for enabling self driving cars to drive safely. In this paper, we tackle the problem of drivable road boundary extraction from LiDAR and camera imagery. Towards this goal, we design a structured model where a fully convolutional network obtains deep features encoding the location and direction of road boundaries and then, a convolutional recurrent network outputs a polyline representation for each one of them. Importantly, our method is fully automatic and does not require a user in the loop. We showcase the effectiveness of our method on a large North American city where we obtain perfect topology of road boundaries 99.3% of the time at a high precision and recall.
Justin Liang 0001, Namdar Homayounfar, Wei-Chiu Ma, Shenlong Wang, Raquel Urtasun
CVPR3
2019 Deep Rigid Instance Scene Flow
abstract
In this paper we tackle the problem of scene flow estimation in the context of self-driving. We leverage deep learning techniques as well as strong priors as in our application domain the motion of the scene can be composed by the motion of the robot and the 3D motion of the actors in the scene. We formulate the problem as energy minimization in a deep structured model, which can be solved efficiently in the GPU by unrolling a Gaussian-Newton solver. Our experiments in the challenging KITTI scene flow dataset show that we outperform the state-of-the-art by a very large margin, while being 800 times faster.
Wei-Chiu Ma, Shenlong Wang, Rui Hu 0001, Yuwen Xiong, Raquel Urtasun
CVPR1
2019 DeepPruner: Learning Efficient Stereo Matching via Differentiable PatchMatch
abstract
Our goal is to significantly speed up the runtime of current state-of-the-art stereo algorithms to enable real-time inference. Towards this goal, we developed a differentiable PatchMatch module that allows us to discard most disparities without requiring full cost volume evaluation. We then exploit this representation to learn which range to prune for each pixel. By progressively reducing the search space and effectively propagating such information, we are able to efficiently compute the cost volume for high likelihood hypotheses and achieve savings in both memory and computation.Finally, an image guided refinement module is exploited to further improve the performance. Since all our components are differentiable, the full network can be trained end-to-end. Our experiments show that our method achieves competitive results on KITTI and SceneFlow datasets while running in real-time at 62ms.
Shivam Duggal, Shenlong Wang, Wei-Chiu Ma, Rui Hu 0001, Raquel Urtasun
ICCV3
2019 DAGMapper: Learning to Map by Discovering Lane Topology
abstract
One of the fundamental challenges to scale self-driving is being able to create accurate high definition maps (HD maps) with low cost. Current attempts to automate this process typically focus on simple scenarios, estimate independent maps per frame or do not have the level of precision required by modern self driving vehicles. In contrast, in this paper we focus on drawing the lane boundaries of complex highways with many lanes that contain topology changes due to forks and merges. Towards this goal, we formulate the problem as inference in a directed acyclic graphical model (DAG), where the nodes of the graph encode geometric and topological properties of the local regions of the lane boundaries. Since we do not know a priori the topology of the lanes, we also infer the DAG topology (i.e., nodes and edges) for each region. We demonstrate the effectiveness of our approach on two major North American Highways in two different states and show high precision and recall as well as 89% correct topology.
Namdar Homayounfar, Justin Liang 0001, Wei-Chiu Ma, Jack Fan, Raquel Urtasun
ICCV3
2019 The Sound of Motions
abstract
Sounds originate from object motions and vibrations of surrounding air. Inspired by the fact that humans is capable of interpreting sound sources from how objects move visually, we propose a novel system that explicitly captures such motion cues for the task of sound localization and separation. Our system is composed of an end-to-end learnable model called Deep Dense Trajectory (DDT), and a curriculum learning scheme. It exploits the inherent coherence of audio-visual signals from a large quantities of unlabeled videos. Quantitative and qualitative evaluations show that comparing to previous models that rely on visual appearance cues, our motion based system improves performance in separating musical instrument sounds. Furthermore, it separates sound components from duets of the same category of instruments, a challenging problem that has not been addressed before.
Hang Zhao 0021, Chuang Gan 0001, Wei-Chiu Ma, Antonio Torralba 0001
ICCV3
2019 Exploiting Sparse Semantic HD Maps for Self-Driving Vehicle Localization
abstract
In this paper we propose a novel semantic localization algorithm that exploits multiple sensors and has precision on the order of a few centimeters. Our approach does not require detailed knowledge about the appearance of the world, and our maps require orders of magnitude less storage than maps utilized by traditional geometry- and LiDAR intensity-based localizers. This is important as self-driving cars need to operate in large environments. Towards this goal, we formulate the problem in a Bayesian filtering framework, and exploit lanes, traffic signs, as well as vehicle dynamics to localize robustly with respect to a sparse semantic map. We validate the effectiveness of our method on a new highway dataset consisting of 312km of roads. Our experiments show that the proposed approach is able to achieve 0.05m lateral accuracy and 1.12m longitudinal accuracy on average while taking up only 0.3% of the storage required by previous LiDAR intensity-based approaches.
Wei-Chiu Ma, Raquel Urtasun, Ignacio Tartavull, Ioan Andrei Barsan, Shenlong Wang, Min Bai, Gellért Máttyus, Namdar Homayounfar, Shrinidhi Kowshika Lakshmikanth, Andrei Pokrovsky
IROS1
2018 SurfConv: Bridging 3D and 2D Convolution for RGBD Images
abstract
The last few years have seen approaches trying to combine the increasing popularity of depth sensors and the success of the convolutional neural networks. Using depth as additional channel alongside the RGB input has the scale variance problem present in image convolution based approaches. On the other hand, 3D convolution wastes a large amount of memory on mostly unoccupied 3D space, which consists of only the surface visible to the sensor. Instead, we propose SurfConv, which "slides" compact 2D filters along the visible 3D surface. SurfConv is formulated as a simple depth-aware multi-scale 2D convolution, through a new Data-Driven Depth Discretization (D4) scheme. We demonstrate the effectiveness of our method on indoor and outdoor 3D semantic segmentation datasets. Our method achieves state-of-the-art performance while using less than 30% parameters used by the 3D convolution based approaches.
Hang Chu, Wei-Chiu Ma, Kaustav Kundu, Raquel Urtasun, Sanja Fidler
CVPR2
2018 Hierarchical Recurrent Attention Networks for Structured Online Maps
abstract
In this paper, we tackle the problem of online road network extraction from sparse 3D point clouds. Our method is inspired by how an annotator builds a lane graph, by first identifying how many lanes there are and then drawing each one in turn. We develop a hierarchical recurrent network that attends to initial regions of a lane boundary and traces them out completely by outputting a structured poly-line. We also propose a novel differentiable loss function that measures the deviation of the edges of the ground truth polylines and their predictions. This is more suitable than distances on vertices, as there exists many ways to draw equivalent polylines. We demonstrate the effectiveness of our method on a 90 km stretch of highway, and show that we can recover the right topology 92% of the time.
Namdar Homayounfar, Wei-Chiu Ma, Shrinidhi Kowshika Lakshmikanth, Raquel Urtasun
CVPR2
2018 Deep Parametric Continuous Convolutional Neural Networks
abstract
Standard convolutional neural networks assume a grid structured input is available and exploit discrete convolutions as their fundamental building blocks. This limits their applicability to many real-world applications. In this paper we propose Parametric Continuous Convolution, a new learnable operator that operates over non-grid structured data. The key idea is to exploit parameterized kernel functions that span the full continuous vector space. This generalization allows us to learn over arbitrary data structures as long as their support relationship is computable. Our experiments show significant improvement over the state-of-the-art in point cloud segmentation of indoor and outdoor scenes, and lidar motion estimation of driving scenes.
Shenlong Wang, Simon Suo, Wei-Chiu Ma, Andrei Pokrovsky, Raquel Urtasun
CVPR3
2018 Single Image Intrinsic Decomposition Without a Single Intrinsic Image
Wei-Chiu Ma, Hang Chu, Bolei Zhou, Raquel Urtasun, Antonio Torralba 0001
ECCV (14)1
2017 Forecasting Interactive Dynamics of Pedestrians with Fictitious Play
abstract
We develop predictive models of pedestrian dynamics by encoding the coupled nature of multi-pedestrian interaction using game theory and deep learning-based visual analysis to estimate person-specific behavior parameters. We focus on predictive models since they are important for developing interactive autonomous systems (e.g., autonomous cars, home robots, smart homes) that can understand different human behavior and pre-emptively respond to future human actions. Building predictive models for multi-pedestrian interactions however, is very challenging due to two reasons: (1) the dynamics of interaction are complex interdependent processes, where the decision of one person can affect others, and (2) dynamics are variable, where each person may behave differently (e.g., an older person may walk slowly while the younger person may walk faster). To address these challenges, we utilize concepts from game theory to model the intertwined decision making process of multiple pedestrians and use visual classifiers to learn a mapping from pedestrian appearance to behavior parameters. We evaluate our proposed model on several public multiple pedestrian interaction video datasets. Results show that our strategic planning model predicts and explains human interactions 25% better when compared to a state-of-the-art activity forecasting method.
Wei-Chiu Ma, De-An Huang, Namhoon Lee, Kris Makoto Kitani
CVPR1
2017 Find your way by observing the sun and other semantic cues
abstract
In this paper we present a robust, efficient and affordable approach to self-localization which requires neither GPS nor knowledge about the appearance of the world. Towards this goal, we utilize freely available cartographic maps and derive a probabilistic model that exploits semantic cues in the form of sun direction, presence of an intersection, road type, speed limit and ego-car trajectory to produce very reliable localization results. Our experimental evaluation shows that our approach can localize much faster (in terms of driving time) with less computation and more robustly than competing approaches, which ignore semantic information.
Wei-Chiu Ma, Shenlong Wang, Marcus A. Brubaker, Sanja Fidler, Raquel Urtasun
ICRA1
2015 How do we use our hands? Discovering a diverse set of common grasps
abstract
Our aim is to show how state-of-the-art computer vision techniques can be used to advance prehensile analysis (i.e., understanding the functionality of human hands). Prehensile analysis is a broad field of multi-disciplinary interest, where researchers painstakingly manually analyze hours of hand-object interaction videos to understand the mechanics of hand manipulation. In this work, we present promising empirical results indicating that wearable cameras and unsupervised clustering techniques can be used to automatically discover common modes of human hand use. In particular, we use a first-person point-of-view camera to record common manipulation tasks and leverage its strengths for reliably observing human hand use. To learn a diverse set of hand-object interactions, we propose a fast online clustering algorithm based on the Determinantal Point Process (DPP). Furthermore, we develop a hierarchical extension to the DPP clustering algorithm and show that it can be used to discover appearance-based grasp taxonomies. Using a purely data-driven approach, our proposed algorithm is able to obtain hand grasp taxonomies that roughly correspond to the classic Cutkosky grasp taxonomy. We validate our approach on over 10 hours of first-person point-of-view videos in both choreographed and real-life scenarios.
De-An Huang, Minghuang Ma, Wei-Chiu Ma, Kris Makoto Kitani
CVPR3
2015 Recognizing hand-object interactions in wearable camera videos
abstract
Wearable computing technologies are advancing rapidly and enabling users to easily record daily activities for applications such as life-logging or health monitoring. Recognizing hand and object interactions in these videos will help broaden application domains, but recognizing such interactions automatically remains a difficult task. Activity recognition from the first-person point-of-view is difficult because the video includes constant motion, cluttered backgrounds, and sudden changes of scenery. Recognizing hand-related activities is particularly challenging due to the many temporal and spatial variations induced by hand interactions. We present a novel approach to recognize hand-object interactions by extracting both local motion features representing the subtle movements of the hands and global hand shape features to capture grasp types. We validate our approach on multiple egocentric action datasets and show that state-of-the-art performance can be achieved by considering both local motion and global appearance information.
Tatsuya Ishihara, Kris Makoto Kitani, Wei-Chiu Ma, Hironobu Takagi, Chieko Asakawa
ICIP3
2014 Novel traffic signal timing adjustment strategy based on Genetic Algorithm
abstract
Traffic signal timing optimization problem aims at alleviating traffic congestion and shortening the average traffic time. However, most existing research considered only the information of one or few intersections at a time. Those local optimization methods may experience a decrease in performance when facing large-scale traffic networks. In this paper, we propose a cellular automaton traffic simulation system and conduct tests on two different optimization schemes. We use Genetic Algorithm (GA) for global optimization and Expectation Maximization (EM) as well as car flow for local optimization. Empirical results show that the GA method outperforms the EM method. Then, we use linear regression to learn from the global optimal solution obtained by GA and propose a new adjustment strategy that outperforms recent optimization methods.
Hsiao-Yu Fish Tung, Wei-Chiu Ma, Tian-Li Yu 0001
IEEE Congress on Evolutionary Computation2