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Eiichi Matsumoto

dblp:190/7693 · DBLP profile ↗
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6ranked-venue papers
0as first author
3since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 6 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
4 papers
3D vision · 48% Generative modeling · 24% Representation and self-supervised learning · 16%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
neural radiance field
1.122022
Decomposing NeRF for Editing via Feature Field Distillation · NeurIPS 2022
Surface-Aligned Neural Radiance Fields for Controllable 3D Human Synthesis · CVPR 2022
Computer vision › 3D vision
scene editing
0.612022
Decomposing NeRF for Editing via Feature Field Distillation · NeurIPS 2022
Visual content generation and editing › 3d content generation
3d human generation
0.612022
Surface-Aligned Neural Radiance Fields for Controllable 3D Human Synthesis · CVPR 2022
Machine learning › Probabilistic and Bayesian machine learning
clustering
0.312017
Learning Discrete Representations via Information Maximizing Self-Augmented Training · ICML 2017
Machine learning › Representation and self-supervised learning › representation learning
discrete representation learning
0.312017
Learning Discrete Representations via Information Maximizing Self-Augmented Training · ICML 2017
Machine learning › Generative modeling
generative adversarial network
0.312017
Temporal Generative Adversarial Nets with Singular Value Clipping · ICCV 2017
Machine learning › Representation and self-supervised learning › representation learning › embedding learning
hash code learning
0.312017
Learning Discrete Representations via Information Maximizing Self-Augmented Training · ICML 2017
Machine learning › Generative modeling
video generation
0.312017
Temporal Generative Adversarial Nets with Singular Value Clipping · ICCV 2017
Machine learning › Generative modeling › generative adversarial network
Wasserstein GAN
0.312017
Temporal Generative Adversarial Nets with Singular Value Clipping · ICCV 2017
Computer vision › Vision and language
vision-language model
0.212022
Decomposing NeRF for Editing via Feature Field Distillation · NeurIPS 2022

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

modified vertex normals · 1.1mesh surface representation · 1.1barycentric interpolation · 1.1knowledge distillation · 0.6feature field distillation · 0.6DINO · 0.6CLIP · 0.6temporal generator · 0.3singular value clipping · 0.3image generator · 0.3
YearPublicationVenuePosition
2022 Multi-View Neural Surface Reconstruction with Structured Light
Taisuke Hashimoto, Eiichi Matsumoto, Hiroharu Kato
BMVC3
2022 Surface-Aligned Neural Radiance Fields for Controllable 3D Human Synthesis
abstract
We propose a new method for reconstructing control-lable implicit 3D human models from sparse multi-view RGB videos. Our method defines the neural scene repre-sentation on the mesh surface points and signed distances from the surface of a human body mesh. We identify an indistinguishability issue that arises when a point in 3D space is mapped to its nearest surface point on a mesh for learning surface-aligned neural scene representation. To address this issue, we propose projecting a point onto a mesh surface using a barycentric interpolation with modi-fied vertex normals. Experiments with the ZJU-MoCap and Human3.6M datasets show that our approach achieves a higher quality in a novel-view and novel-pose synthesis than existing methods. We also demonstrate that our method eas-ily supports the control of body shape and clothes. Project page: https://pfnet-research.github.io/surface-aligned-nerf/
Tianhan Xu, Yasuhiro Fujita 0001, Eiichi Matsumoto
CVPR3
2022 Decomposing NeRF for Editing via Feature Field Distillation
abstract
Emerging neural radiance fields (NeRF) are a promising scene representation for computer graphics, enabling high-quality 3D reconstruction and novel view synthesis from image observations.However, editing a scene represented by a NeRF is challenging, as the underlying connectionist representations such as MLPs or voxel grids are not object-centric or compositional.In particular, it has been difficult to selectively edit specific regions or objects.In this work, we tackle the problem of semantic scene decomposition of NeRFs to enable query-based local editing of the represented 3D scenes.We propose to distill the knowledge of off-the-shelf, self-supervised 2D image feature extractors such as CLIP-LSeg or DINO into a 3D feature field optimized in parallel to the radiance field.Given a user-specified query of various modalities such as text, an image patch, or a point-and-click selection, 3D feature fields semantically decompose 3D space without the need for re-training, and enables us to semantically select and edit regions in the radiance field.Our experiments validate that the distilled feature fields can transfer recent progress in 2D vision and language foundation models to 3D scene representations, enabling convincing 3D segmentation and selective editing of emerging neural graphics representations.
Sosuke Kobayashi, Eiichi Matsumoto, Vincent Sitzmann
NeurIPS2
2020 Addressing Class Imbalance in Scene Graph Parsing by Learning to Contrast and Score
He Huang 0008, Shunta Saito, Yuta Kikuchi, Eiichi Matsumoto, Wei Tang 0016, Philip S. Yu
ACCV (6)4
2017 Temporal Generative Adversarial Nets with Singular Value Clipping
abstract
In this paper, we propose a generative model, Temporal Generative Adversarial Nets (TGAN), which can learn a semantic representation of unlabeled videos, and is capable of generating videos. Unlike existing Generative Adversarial Nets (GAN)-based methods that generate videos with a single generator consisting of 3D deconvolutional layers, our model exploits two different types of generators: a temporal generator and an image generator. The temporal generator takes a single latent variable as input and outputs a set of latent variables, each of which corresponds to an image frame in a video. The image generator transforms a set of such latent variables into a video. To deal with instability in training of GAN with such advanced networks, we adopt a recently proposed model, Wasserstein GAN, and propose a novel method to train it stably in an end-to-end manner. The experimental results demonstrate the effectiveness of our methods.
Masaki Saito, Eiichi Matsumoto, Shunta Saito
ICCV2
2017 Learning Discrete Representations via Information Maximizing Self-Augmented Training
abstract
Learning discrete representations of data is a central machine learning task because of the compactness of the representations and ease of interpretation. The task includes clustering and hash learning as special cases. Deep neural networks are promising to be used because they can model the non-linearity of data and scale to large datasets. However, their model complexity is huge, and therefore, we need to carefully regularize the networks in order to learn useful representations that exhibit intended invariance for applications of interest. To this end, we propose a method called Information Maximizing Self-Augmented Training (IMSAT). In IMSAT, we use data augmentation to impose the invariance on discrete representations. More specifically, we encourage the predicted representations of augmented data points to be close to those of the original data points in an end-to-end fashion. At the same time, we maximize the information-theoretic dependency between data and their predicted discrete representations. Extensive experiments on benchmark datasets show that IMSAT produces state-of-the-art results for both clustering and unsupervised hash learning.
Weihua Hu, Takeru Miyato, Seiya Tokui, Eiichi Matsumoto, Masashi Sugiyama
ICML4