Single-view 3D shape reconstruction is an important but challenging problem, mainly for two reasons. First, as shape annotation is very expensive to acquire, current methods rely on synthetic data, in which ground-truth 3D annotation is easy to obtain. However, this results in domain adaptation problem when applied to natural images. The second challenge is that there are multiple shapes that can explain a given 2D image. In this paper, we propose a framework to improve over these challenges using adversarial training. On one hand, we impose domain confusion between natural and synthetic image representations to reduce the distribution gap. On the other hand, we impose the reconstruction to be realistic' by forcing it to lie on a (learned) manifold of realistic object shapes. Our experiments show that these constraints improve performance by a large margin over baseline reconstruction models. We achieve results competitive with the state of the art with a much simpler architecture.
We study the problem of 3D object generation. We propose a novel framework, namely 3D Generative Adversarial Network (3D-GAN), which generates 3D objects from a probabilistic space by leveraging recent advances in volumetric convolutional networks and generative adversarial nets. The benefits of our model are three-fold: first, the use of an adversarial criterion, instead of traditional heuristic criteria, enables the generator to capture object structure implicitly and to synthesize high-quality 3D objects; second, the generator establishes a mapping from a low-dimensional probabilistic space to the space of 3D objects, so that we can sample objects without a reference image or CAD models, and explore the 3D object manifold; third, the adversarial discriminator provides a powerful 3D shape descriptor which, learned without supervision, has wide applications in 3D object recognition. Experiments demonstrate that our method generates high-quality 3D objects, and our unsupervisedly learned features achieve impressive performance on 3D object recognition, comparable with those of supervised learning methods. We propose a new framework for estimating generative models via an adversarial process, in which we simultaneously train two models: a generative model G that captures the data distribution, and a discriminative model D that estimates the probability that a sample came from the training data rather than G. The training procedure for G is to maximize the probability of D making a mistake. This framework corresponds to a minimax two-player game. In the space of arbitrary functions G and D, a unique solution exists, with G recovering the training data distribution and D equal to ½ everywhere. In the case where G and D are defined by multilayer perceptrons, the entire system can be trained with backpropagation. There is no need for any Markov chains or unrolled approximate inference networks during either training or generation of samples. Experiments demonstrate the potential of the framework through qualitative and quantitative evaluation of the generated samples. Object reconstruction from a single image - in the wild - is a problem where we can make progress and get meaningful results today. This is the main message of this paper, which introduces an automated pipeline with pixels as inputs and 3D surfaces of various rigid categories as outputs in images of realistic scenes. At the core of our approach are deformable 3D models that can be learned from 2D annotations available in existing object detection datasets, that can be driven by noisy automatic object segmentations and which we complement with a bottom-up module for recovering high-frequency shape details. We perform a comprehensive quantitative analysis and ablation study of our approach using the recently introduced PASCAL 3D+ dataset and show very encouraging automatic reconstructions on PASCAL VOC. Both 3D models and 2D images contain a wealth of information about everyday objects in our environment. However, it is difficult to semantically link together these two media forms, even when they feature identical or very similar objects. We propose a joint embedding space populated by both 3D shapes and 2D images of objects, where the distances between embedded entities reflect similarity between the underlying objects. This joint embedding space facilitates comparison between entities of either form, and allows for cross-modality retrieval. We construct the embedding space using 3D shape similarity measure, as 3D shapes are more pure and complete than their appearance in images, leading to more robust distance metrics. We then employ a Convolutional Neural Network (CNN) to "purify" images by muting distracting factors. The CNN is trained to map an image to a point in the embedding space, so that it is close to a point attributed to a 3D model of a similar object to the one depicted in the image. This purifying capability of the CNN is accomplished with the help of a large amount of training data consisting of images synthesized from 3D shapes. Our joint embedding allows cross-view image retrieval, image-based shape retrieval, as well as shape-based image retrieval. We evaluate our method on these retrieval tasks and show that it consistently out-performs state-of-the-art methods, and demonstrate the usability of a joint embedding in a number of additional applications. What is a good vector representation of an object? We believe that it should be generative in 3D, in the sense that it can produce new 3D objects; as well as be predictable from 2D, in the sense that it can be perceived from 2D images. We propose a novel architecture, called the TL-embedding network, to learn an embedding space with these properties. The network consists of two components: (a) an autoencoder that ensures the representation is generative; and (b) a convolutional network that ensures the representation is predictable. This enables tackling a number of tasks including voxel prediction from 2D images and 3D model retrieval. Extensive experimental analysis demonstrates the usefulness and versatility of this embedding.  A key goal of computer vision is to recover the underlying 3D structure that gives rise to 2D observations of the world. If endowed with 3D understanding, agents can abstract away from the complexity of the rendering process to form stable, disentangled representations of scene elements. In this paper we learn strong deep generative models of 3D structures, and recover these structures from 2D images via probabilistic inference. We demonstrate high-quality samples and report log-likelihoods on several datasets, including ShapeNet, and establish the first benchmarks in the literature. We also show how these models and their inference networks can be trained jointly, end-to-end, and directly from 2D images without any use of ground-truth 3D labels. This demonstrates for the first time the feasibility of learning to infer 3D representations of the world in a purely unsupervised manner. In this paper, a new technique for modeling textured 3D faces is introduced. 3D faces can either be generated automatically from one or more photographs, or modeled directly through an intuitive user interface. Users are assisted in two key problems of computer aided face modeling. First, new face images or new 3D face models can be registered automatically by computing dense one-to-one correspondence to an internal face model. Second, the approach regulates the naturalness of modeled faces avoiding faces with an “unlikely” appearance. Starting from an example set of 3D face models, we derive a morphable face model by transforming the shape and texture of the examples into a vector space representation. New faces and expressions can be modeled by forming linear combinations of the prototypes. Shape and texture constraints derived from the statistics of our example faces are used to guide manual modeling or automated matching algorithms. We show 3D face reconstructions from single images and their applications for photo-realistic image manipulations. We also demonstrate face manipulations according to complex parameters such as gender, fullness of a face or its distinctiveness. This paper introduces a new probabilistic framework for Space Carving. In this framework each voxel is assigned a probability, which is computed by comparing the likelihoods for the voxel existing and not existing. This new framework avoids many of the difficulties associated with the original Space Carving algorithm. Specifically, it does not need a global threshold parameter, and it guarantees that no holes will be carved in the model. This paper also proposes that a voxel-based thick texture is a realistic and efficient representation for scenes which contain dominant planes. The algorithm is tested using both real and synthetic data, and both qualitative and quantitative results are presented. 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 representation 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.