3D shape is a crucial but heavily underutilized cue in today's computer vision systems, mostly due to the lack of a good generic shape representation. With the recent availability of inexpensive 2.5D depth sensors (e.g. Microsoft Kinect), it is becoming increasingly important to have a powerful 3D shape representation in the loop. Apart from category recognition, recovering full 3D shapes from view-based 2.5D depth maps is also a critical part of visual understanding. To this end, we propose to represent a geometric 3D shape as a probability distribution of binary variables on a 3D voxel grid, using a Convolutional Deep Belief Network. Our model, 3D ShapeNets, learns the distribution of complex 3D shapes across different object categories and arbitrary poses from raw CAD data, and discovers hierarchical compositional part representations automatically. It naturally supports joint object recognition and shape completion from 2.5D depth maps, and it enables active object recognition through view planning. To train our 3D deep learning model, we construct ModelNet -- a large-scale 3D CAD model dataset. Extensive experiments show that our 3D deep representation enables significant performance improvement over the-state-of-the-arts in a variety of tasks.
The great generative power of deep learning models has allowed researchers to build deep generative models for 2D shapes: most notably the DBN @cite_12 to generate handwritten digits and ShapeBM @cite_17 to generate horses, etc. These models are able to effectively capture intra-class variations. We also desire this generative ability for shape reconstruction but we focus on more complex real world object shapes in 3D. For 2.5D deep learning, @cite_34 and @cite_21 build discriminative convolutional neural nets to model images and depth maps. Although their algorithms are applied to depth maps, they use depth as an extra 2D channel instead of modeling full 3D. Unlike @cite_34 , our model learns a shape distribution over a voxel grid. To the best of our knowledge, we are the first work to build 3D deep learning models. To deal with the dimensionality of high resolution voxels, inspired by @cite_39 The model is precisely a convolutional DBM where all the connections are undirected, while ours is a convolutional DBN. , we apply the same convolution technique in our model.
@cite_21 @cite_39 @cite_34 @cite_12 @cite_17
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There has been much interest in unsupervised learning of hierarchical generative models such as deep belief networks (DBNs); however, scaling such models to full-sized, high-dimensional images remains a difficult problem. To address this problem, we present the convolutional deep belief network, a hierarchical generative model that scales to realistic image sizes. This model is translation-invariant and supports efficient bottom-up and top-down probabilistic inference. Key to our approach is probabilistic max-pooling, a novel technique that shrinks the representations of higher layers in a probabilistically sound way. Our experiments show that the algorithm learns useful high-level visual features, such as object parts, from unlabeled images of objects and natural scenes. We demonstrate excellent performance on several visual recognition tasks and show that our model can perform hierarchical (bottom-up and top-down) inference over full-sized images. Recent deep learning based approaches have shown promising results for the challenging task of inpainting large missing regions in an image. These methods can generate visually plausible image structures and textures, but often create distorted structures or blurry textures inconsistent with surrounding areas. This is mainly due to ineffectiveness of convolutional neural networks in explicitly borrowing or copying information from distant spatial locations. On the other hand, traditional texture and patch synthesis approaches are particularly suitable when it needs to borrow textures from the surrounding regions. Motivated by these observations, we propose a new deep generative model-based approach which can not only synthesize novel image structures but also explicitly utilize surrounding image features as references during network training to make better predictions. The model is a feedforward, fully convolutional neural network which can process images with multiple holes at arbitrary locations and with variable sizes during the test time. Experiments on multiple datasets including faces (CelebA, CelebA-HQ), textures (DTD) and natural images (ImageNet, Places2) demonstrate that our proposed approach generates higher-quality inpainting results than existing ones. Code, demo and models are available at: https: github.com JiahuiYu generative_inpainting. Extracting local features from 3D shapes is an important and challenging task that usually requires carefully designed 3D shape descriptors. However, these descriptors are hand-crafted and require intensive human intervention with prior knowledge. To tackle this issue, we propose a novel deep learning model, namely circle convolutional restricted Boltzmann machine (CCRBM), for unsupervised 3D local feature learning. CCRBM is specially designed to learn from raw 3D representations. It effectively overcomes obstacles such as irregular vertex topology, orientation ambiguity on the 3D surface, and rigid or slightly non-rigid transformation invariance in the hierarchical learning of 3D data that cannot be resolved by the existing deep learning models. Specifically, by introducing the novel circle convolution, CCRBM holds a novel ring-like multi-layer structure to learn 3D local features in a structure preserving manner. Circle convolution convolves across 3D local regions via rotating a novel circular sector convolution window in a consistent circular direction. In the process of circle convolution, extra points are sampled in each 3D local region and projected onto the tangent plane of the center of the region. In this way, the projection distances in each sector window are employed to constitute a novel local raw 3D representation called projection distance distribution (PDD). In addition, to eliminate the initial location ambiguity of a sector window, the Fourier transform modulus is used to transform the PDD into the Fourier domain, which is then conveyed to CCRBM. Experiments using the learned local features are conducted on three aspects: global shape retrieval, partial shape retrieval, and shape correspondence. The experimental results show that the learned local features outperform other state-of-the-art 3D shape descriptors. The convolutional neural network (ConvNet or CNN) has proven to be very successful in many tasks such as those in computer vision. In this conceptual paper, we study the generative perspective of the discriminative CNN. In particular, we propose to learn the generative FRAME (Filters, Random field, And Maximum Entropy) model using the highly expressive filters pre-learned by the CNN at the convolutional layers. We show that the learning algorithm can generate realistic and rich object and texture patterns in natural scenes. We explain that each learned model corresponds to a new CNN unit at a layer above the layer of filters employed by the model. We further show that it is possible to learn a new layer of CNN units using a generative CNN model, which is a product of experts model, and the learning algorithm admits an EM interpretation with binary latent variables.