Notes on Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
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Link to paper: https://arxiv.org/abs/2307.05473
Paper published on: 2023-07-11
Paper's authors: Tom Monnier, Jake Austin, Angjoo Kanazawa, Alexei A. Efros, Mathieu Aubry
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Understanding 3D Scene Decomposition Using Primitives
The core idea of the research is the proposition of a unique method for decomposing a 3D scene into compact and interpretable representations using 3D primitives. Instead of the conventional practice of fitting primitives to 3D point clouds, the approach operates directly on images through differentiable rendering. This method provides a more interpretable and actionable model compared to existing approaches.
To illustrate, imagine you have a 3D scene of a room, composed of several objects, such as a table, chairs, and a lamp. This method allows you to break down this scene into individual 3D primitives, which can then be manipulated and optimized independently.
The Approach: From Images to 3D Primitives
The research introduces a novel approach to 3D scene decomposition. The method involves modeling primitives as textured superquadric meshes. These primitives' parameters are then optimized using an image rendering loss. This approach is robust and can handle real-life captures from different datasets, making it a practical tool for real-world applications.
The primitives are designed to handle varying numbers of objects in a scene, thanks to the inclusion of transparency modeling. This feature is crucial for dealing with occlusions. The textured primitives accurately reconstruct the input images and model the visible 3D points.
Scene Modeling and Optimization
The researchers use a variety of techniques to model and optimize the scene. The background dome is used to model things far from the cameras that can be approximated with a planar surface at infinity. The planar ground and the blocks are used to model the scene close to the cameras.
Rigid transformations are used to model the locations of the blocks and the ground plane. Superquadric meshes are used to model the shape of the blocks. Texture mapping is used to model scene appearance.
Differentiable rendering is used to optimize the scene parameters. Regularization terms are used to encourage parsimony, smoothness in the texture maps, and penalize overlap between primitives. Gaussian noise is injected into the transparency values to prevent bad local minima. A two-stage curriculum learning scheme is used to prevent the planar ground from modeling the entire scene.
Evaluation and Comparison
The researchers evaluate their approach on 10 scenes with different geometries and a relatively intuitive 3D decomposition. They compare their approach to state-of-the-art 3D decomposition methods and show that their approach outperforms them in terms of Chamfer distance and number of primitives.
The model achieves good results on the DTU benchmark dataset, with a mean Chamfer Distance of 5.82 and an average number of primitives smaller than 10. They also demonstrate the robustness of their approach on real-life captures from different scene types.
Application and Potential Uses
The resulting 3D scene decompositions can be used for scene editing and physical simulations. For example, the decomposed primitives can be individually manipulated to edit the scene or used as inputs for physics-based simulations.
The researchers highlight the advantages of their approach, including amodal scene completion, scene editing, and physics-based simulations.
Ablation Study and Further Details
The researchers conduct an ablation study to analyze the key components of their model and show that each component improves the quality of the 3D reconstruction and renderings.
Additional details include information on icosphere and superquadric UV mapping, design choices, and optimization details. These can be found in the supplementary document provided by the researchers, along with additional results, including videos for view synthesis, physical simulations, and amodal completion, which can be found on the project webpage.
Conclusion and Future Directions
This research presents a novel and effective approach to 3D scene decomposition, opening up new possibilities for scene editing and physical simulations. It also provides a more interpretable and actionable model compared to existing approaches, making it a potentially valuable tool for various applications in computer graphics, robotics, and scene understanding.
The researchers acknowledge funding support from the European Research Council, ANR project EnHerit, and gifts from Adobe. This support underscores the potential impact and importance of this research in the field of 3D scene decomposition and related areas.




