VanderBilt, Eli
Molmo and PixMo: Open Weights and Open Data for State-of-the-Art Vision-Language Models
Deitke, Matt, Clark, Christopher, Lee, Sangho, Tripathi, Rohun, Yang, Yue, Park, Jae Sung, Salehi, Mohammadreza, Muennighoff, Niklas, Lo, Kyle, Soldaini, Luca, Lu, Jiasen, Anderson, Taira, Bransom, Erin, Ehsani, Kiana, Ngo, Huong, Chen, YenSung, Patel, Ajay, Yatskar, Mark, Callison-Burch, Chris, Head, Andrew, Hendrix, Rose, Bastani, Favyen, VanderBilt, Eli, Lambert, Nathan, Chou, Yvonne, Chheda, Arnavi, Sparks, Jenna, Skjonsberg, Sam, Schmitz, Michael, Sarnat, Aaron, Bischoff, Byron, Walsh, Pete, Newell, Chris, Wolters, Piper, Gupta, Tanmay, Zeng, Kuo-Hao, Borchardt, Jon, Groeneveld, Dirk, Nam, Crystal, Lebrecht, Sophie, Wittlif, Caitlin, Schoenick, Carissa, Michel, Oscar, Krishna, Ranjay, Weihs, Luca, Smith, Noah A., Hajishirzi, Hannaneh, Girshick, Ross, Farhadi, Ali, Kembhavi, Aniruddha
Today's most advanced vision-language models (VLMs) remain proprietary. The strongest open-weight models rely heavily on synthetic data from proprietary VLMs to achieve good performance, effectively distilling these closed VLMs into open ones. As a result, the community has been missing foundational knowledge about how to build performant VLMs from scratch. We present Molmo, a new family of VLMs that are state-of-the-art in their class of openness. Our key contribution is a collection of new datasets called PixMo, including a dataset of highly detailed image captions for pre-training, a free-form image Q&A dataset for fine-tuning, and an innovative 2D pointing dataset, all collected without the use of external VLMs. The success of our approach relies on careful modeling choices, a well-tuned training pipeline, and, most critically, the quality of our newly collected datasets. Our best-in-class 72B model not only outperforms others in the class of open weight and data models, but also outperforms larger proprietary models including Claude 3.5 Sonnet, and Gemini 1.5 Pro and Flash, second only to GPT-4o based on both academic benchmarks and on a large human evaluation. Our model weights, new datasets, and source code are available at https://molmo.allenai.org/blog.
Holodeck: Language Guided Generation of 3D Embodied AI Environments
Yang, Yue, Sun, Fan-Yun, Weihs, Luca, VanderBilt, Eli, Herrasti, Alvaro, Han, Winson, Wu, Jiajun, Haber, Nick, Krishna, Ranjay, Liu, Lingjie, Callison-Burch, Chris, Yatskar, Mark, Kembhavi, Aniruddha, Clark, Christopher
3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.
Imitating Shortest Paths in Simulation Enables Effective Navigation and Manipulation in the Real World
Ehsani, Kiana, Gupta, Tanmay, Hendrix, Rose, Salvador, Jordi, Weihs, Luca, Zeng, Kuo-Hao, Singh, Kunal Pratap, Kim, Yejin, Han, Winson, Herrasti, Alvaro, Krishna, Ranjay, Schwenk, Dustin, VanderBilt, Eli, Kembhavi, Aniruddha
Reinforcement learning (RL) with dense rewards and imitation learning (IL) with human-generated trajectories are the most widely used approaches for training modern embodied agents. RL requires extensive reward shaping and auxiliary losses and is often too slow and ineffective for long-horizon tasks. While IL with human supervision is effective, collecting human trajectories at scale is extremely expensive. In this work, we show that imitating shortest-path planners in simulation produces agents that, given a language instruction, can proficiently navigate, explore, and manipulate objects in both simulation and in the real world using only RGB sensors (no depth map or GPS coordinates). This surprising result is enabled by our end-to-end, transformer-based, SPOC architecture, powerful visual encoders paired with extensive image augmentation, and the dramatic scale and diversity of our training data: millions of frames of shortest-path-expert trajectories collected inside approximately 200,000 procedurally generated houses containing 40,000 unique 3D assets. Our models, data, training code, and newly proposed 10-task benchmarking suite CHORES will be open-sourced.
OBJECT 3DIT: Language-guided 3D-aware Image Editing
Michel, Oscar, Bhattad, Anand, VanderBilt, Eli, Krishna, Ranjay, Kembhavi, Aniruddha, Gupta, Tanmay
Existing image editing tools, while powerful, typically disregard the underlying 3D geometry from which the image is projected. As a result, edits made using these tools may become detached from the geometry and lighting conditions that are at the foundation of the image formation process. In this work, we formulate the newt ask of language-guided 3D-aware editing, where objects in an image should be edited according to a language instruction in context of the underlying 3D scene. To promote progress towards this goal, we release OBJECT: a dataset consisting of 400K editing examples created from procedurally generated 3D scenes. Each example consists of an input image, editing instruction in language, and the edited image. We also introduce 3DIT : single and multi-task models for four editing tasks. Our models show impressive abilities to understand the 3D composition of entire scenes, factoring in surrounding objects, surfaces, lighting conditions, shadows, and physically-plausible object configurations. Surprisingly, training on only synthetic scenes from OBJECT, editing capabilities of 3DIT generalize to real-world images.
Objaverse-XL: A Universe of 10M+ 3D Objects
Deitke, Matt, Liu, Ruoshi, Wallingford, Matthew, Ngo, Huong, Michel, Oscar, Kusupati, Aditya, Fan, Alan, Laforte, Christian, Voleti, Vikram, Gadre, Samir Yitzhak, VanderBilt, Eli, Kembhavi, Aniruddha, Vondrick, Carl, Gkioxari, Georgia, Ehsani, Kiana, Schmidt, Ludwig, Farhadi, Ali
Natural language processing and 2D vision models have attained remarkable proficiency on many tasks primarily by escalating the scale of training data. However, 3D vision tasks have not seen the same progress, in part due to the challenges of acquiring high-quality 3D data. In this work, we present Objaverse-XL, a dataset of over 10 million 3D objects. Our dataset comprises deduplicated 3D objects from a diverse set of sources, including manually designed objects, photogrammetry scans of landmarks and everyday items, and professional scans of historic and antique artifacts. Representing the largest scale and diversity in the realm of 3D datasets, Objaverse-XL enables significant new possibilities for 3D vision. Our experiments demonstrate the improvements enabled with the scale provided by Objaverse-XL. We show that by training Zero123 on novel view synthesis, utilizing over 100 million multi-view rendered images, we achieve strong zero-shot generalization abilities. We hope that releasing Objaverse-XL will enable further innovations in the field of 3D vision at scale.
Objaverse: A Universe of Annotated 3D Objects
Deitke, Matt, Schwenk, Dustin, Salvador, Jordi, Weihs, Luca, Michel, Oscar, VanderBilt, Eli, Schmidt, Ludwig, Ehsani, Kiana, Kembhavi, Aniruddha, Farhadi, Ali
Massive data corpora like WebText, Wikipedia, Conceptual Captions, WebImageText, and LAION have propelled recent dramatic progress in AI. Large neural models trained on such datasets produce impressive results and top many of today's benchmarks. A notable omission within this family of large-scale datasets is 3D data. Despite considerable interest and potential applications in 3D vision, datasets of high-fidelity 3D models continue to be mid-sized with limited diversity of object categories. Addressing this gap, we present Objaverse 1.0, a large dataset of objects with 800K+ (and growing) 3D models with descriptive captions, tags, and animations. Objaverse improves upon present day 3D repositories in terms of scale, number of categories, and in the visual diversity of instances within a category. We demonstrate the large potential of Objaverse via four diverse applications: training generative 3D models, improving tail category segmentation on the LVIS benchmark, training open-vocabulary object-navigation models for Embodied AI, and creating a new benchmark for robustness analysis of vision models. Objaverse can open new directions for research and enable new applications across the field of AI.
ManipulaTHOR: A Framework for Visual Object Manipulation
Ehsani, Kiana, Han, Winson, Herrasti, Alvaro, VanderBilt, Eli, Weihs, Luca, Kolve, Eric, Kembhavi, Aniruddha, Mottaghi, Roozbeh
The domain of Embodied AI has recently witnessed substantial progress, particularly in navigating agents within their environments. These early successes have laid the building blocks for the community to tackle tasks that require agents to actively interact with objects in their environment. Object manipulation is an established research domain within the robotics community and poses several challenges including manipulator motion, grasping and long-horizon planning, particularly when dealing with oft-overlooked practical setups involving visually rich and complex scenes, manipulation using mobile agents (as opposed to tabletop manipulation), and generalization to unseen environments and objects. We propose a framework for object manipulation built upon the physics-enabled, visually rich AI2-THOR framework and present a new challenge to the Embodied AI community known as ArmPointNav. This task extends the popular point navigation task to object manipulation and offers new challenges including 3D obstacle avoidance, manipulating objects in the presence of occlusion, and multi-object manipulation that necessitates long term planning. Popular learning paradigms that are successful on PointNav challenges show promise, but leave a large room for improvement.
AI2-THOR: An Interactive 3D Environment for Visual AI
Kolve, Eric, Mottaghi, Roozbeh, Han, Winson, VanderBilt, Eli, Weihs, Luca, Herrasti, Alvaro, Gordon, Daniel, Zhu, Yuke, Gupta, Abhinav, Farhadi, Ali
We introduce The House Of inteRactions (THOR), a framework for visual AI research, available at http://ai2thor.allenai.org. AI2-THOR consists of near photo-realistic 3D indoor scenes, where AI agents can navigate in the scenes and interact with objects to perform tasks. AI2-THOR enables research in many different domains including but not limited to deep reinforcement learning, imitation learning, learning by interaction, planning, visual question answering, unsupervised representation learning, object detection and segmentation, and learning models of cognition. The goal of AI2-THOR is to facilitate building visually intelligent models and push the research forward in this domain.