Monnier, Tom
UnCommon Objects in 3D
Liu, Xingchen, Tayal, Piyush, Wang, Jianyuan, Zarzar, Jesus, Monnier, Tom, Tertikas, Konstantinos, Duan, Jiali, Toisoul, Antoine, Zhang, Jason Y., Neverova, Natalia, Vedaldi, Andrea, Shapovalov, Roman, Novotny, David
We introduce Uncommon Objects in 3D (uCO3D), a new object-centric dataset for 3D deep learning and 3D generative AI. uCO3D is the largest publicly-available collection of high-resolution videos of objects with 3D annotations that ensures full-360$^{\circ}$ coverage. uCO3D is significantly more diverse than MVImgNet and CO3Dv2, covering more than 1,000 object categories. It is also of higher quality, due to extensive quality checks of both the collected videos and the 3D annotations. Similar to analogous datasets, uCO3D contains annotations for 3D camera poses, depth maps and sparse point clouds. In addition, each object is equipped with a caption and a 3D Gaussian Splat reconstruction. We train several large 3D models on MVImgNet, CO3Dv2, and uCO3D and obtain superior results using the latter, showing that uCO3D is better for learning applications.
Meta 3D AssetGen: Text-to-Mesh Generation with High-Quality Geometry, Texture, and PBR Materials
Siddiqui, Yawar, Monnier, Tom, Kokkinos, Filippos, Kariya, Mahendra, Kleiman, Yanir, Garreau, Emilien, Gafni, Oran, Neverova, Natalia, Vedaldi, Andrea, Shapovalov, Roman, Novotny, David
We present Meta 3D AssetGen (AssetGen), a significant advancement in text-to-3D generation which produces faithful, high-quality meshes with texture and material control. Compared to works that bake shading in the 3D object's appearance, AssetGen outputs physically-based rendering (PBR) materials, supporting realistic relighting. AssetGen generates first several views of the object with factored shaded and albedo appearance channels, and then reconstructs colours, metalness and roughness in 3D, using a deferred shading loss for efficient supervision. It also uses a sign-distance function to represent 3D shape more reliably and introduces a corresponding loss for direct shape supervision. This is implemented using fused kernels for high memory efficiency. After mesh extraction, a texture refinement transformer operating in UV space significantly improves sharpness and details. AssetGen achieves 17% improvement in Chamfer Distance and 40% in LPIPS over the best concurrent work for few-view reconstruction, and a human preference of 72% over the best industry competitors of comparable speed, including those that support PBR. Project page with generated assets: https://assetgen.github.io
Meta 3D Gen
Bensadoun, Raphael, Monnier, Tom, Kleiman, Yanir, Kokkinos, Filippos, Siddiqui, Yawar, Kariya, Mahendra, Harosh, Omri, Shapovalov, Roman, Graham, Benjamin, Garreau, Emilien, Karnewar, Animesh, Cao, Ang, Azuri, Idan, Makarov, Iurii, Le, Eric-Tuan, Toisoul, Antoine, Novotny, David, Gafni, Oran, Neverova, Natalia, Vedaldi, Andrea
We introduce Meta 3D Gen (3DGen), a new state-of-the-art, fast pipeline for text-to-3D asset generation. 3DGen offers 3D asset creation with high prompt fidelity and high-quality 3D shapes and textures in under a minute. It supports physically-based rendering (PBR), necessary for 3D asset relighting in real-world applications. Additionally, 3DGen supports generative retexturing of previously generated (or artist-created) 3D shapes using additional textual inputs provided by the user. 3DGen integrates key technical components, Meta 3D AssetGen and Meta 3D TextureGen, that we developed for text-to-3D and text-to-texture generation, respectively. By combining their strengths, 3DGen represents 3D objects simultaneously in three ways: in view space, in volumetric space, and in UV (or texture) space. The integration of these two techniques achieves a win rate of 68% with respect to the single-stage model. We compare 3DGen to numerous industry baselines, and show that it outperforms them in terms of prompt fidelity and visual quality for complex textual prompts, while being significantly faster.
MACARONS: Mapping And Coverage Anticipation with RGB Online Self-Supervision
Guédon, Antoine, Monnier, Tom, Monasse, Pascal, Lepetit, Vincent
We introduce a method that simultaneously learns to explore new large environments and to reconstruct them in 3D from color images only. This is closely related to the Next Best View problem (NBV), where one has to identify where to move the camera next to improve the coverage of an unknown scene. However, most of the current NBV methods rely on depth sensors, need 3D supervision and/or do not scale to large scenes. Our method requires only a color camera and no 3D supervision. It simultaneously learns in a self-supervised fashion to predict a "volume occupancy field" from color images and, from this field, to predict the NBV. Thanks to this approach, our method performs well on new scenes as it is not biased towards any training 3D data. We demonstrate this on a recent dataset made of various 3D scenes and show it performs even better than recent methods requiring a depth sensor, which is not a realistic assumption for outdoor scenes captured with a flying drone.
Towards Unsupervised Visual Reasoning: Do Off-The-Shelf Features Know How to Reason?
Wysoczańska, Monika, Monnier, Tom, Trzciński, Tomasz, Picard, David
Recent advances in visual representation learning allowed to build an abundance of powerful off-the-shelf features that are ready-to-use for numerous downstream tasks. This work aims to assess how well these features preserve information about the objects, such as their spatial location, their visual properties and their relative relationships. We propose to do so by evaluating them in the context of visual reasoning, where multiple objects with complex relationships and different attributes are at play. More specifically, we introduce a protocol to evaluate visual representations for the task of Visual Question Answering. In order to decouple visual feature extraction from reasoning, we design a specific attention-based reasoning module which is trained on the frozen visual representations to be evaluated, in a spirit similar to standard feature evaluations relying on shallow networks. We compare two types of visual representations, densely extracted local features and object-centric ones, against the performances of a perfect image representation using ground truth. Our main findings are two-fold. First, despite excellent performances on classical proxy tasks, such representations fall short for solving complex reasoning problem. Second, object-centric features better preserve the critical information necessary to perform visual reasoning. In our proposed framework we show how to methodologically approach this evaluation.
Deep Transformation-Invariant Clustering
Monnier, Tom, Groueix, Thibault, Aubry, Mathieu
Recent advances in image clustering typically focus on learning better deep representations. In contrast, we present an orthogonal approach that does not rely on abstract features but instead learns to predict image transformations and performs clustering directly in image space. This learning process naturally fits in the gradient-based training of K-means and Gaussian mixture model, without requiring any additional loss or hyper-parameters. It leads us to two new deep transformation-invariant clustering frameworks, which jointly learn prototypes and transformations. More specifically, we use deep learning modules that enable us to resolve invariance to spatial, color and morphological transformations. Our approach is conceptually simple and comes with several advantages, including the possibility to easily adapt the desired invariance to the task and a strong interpretability of both cluster centers and assignments to clusters. We demonstrate that our novel approach yields competitive and highly promising results on standard image clustering benchmarks. Finally, we showcase its robustness and the advantages of its improved interpretability by visualizing clustering results over real photograph collections.