6 research outputs found
Deep Learning for Free-Hand Sketch: A Survey
Free-hand sketches are highly illustrative, and have been widely used by
humans to depict objects or stories from ancient times to the present. The
recent prevalence of touchscreen devices has made sketch creation a much easier
task than ever and consequently made sketch-oriented applications increasingly
popular. The progress of deep learning has immensely benefited free-hand sketch
research and applications. This paper presents a comprehensive survey of the
deep learning techniques oriented at free-hand sketch data, and the
applications that they enable. The main contents of this survey include: (i) A
discussion of the intrinsic traits and unique challenges of free-hand sketch,
to highlight the essential differences between sketch data and other data
modalities, e.g., natural photos. (ii) A review of the developments of
free-hand sketch research in the deep learning era, by surveying existing
datasets, research topics, and the state-of-the-art methods through a detailed
taxonomy and experimental evaluation. (iii) Promotion of future work via a
discussion of bottlenecks, open problems, and potential research directions for
the community.Comment: This paper is accepted by IEEE TPAM
DifferSketching: How Differently Do People Sketch 3D Objects?
Multiple sketch datasets have been proposed to understand how people draw 3D
objects. However, such datasets are often of small scale and cover a small set
of objects or categories. In addition, these datasets contain freehand sketches
mostly from expert users, making it difficult to compare the drawings by expert
and novice users, while such comparisons are critical in informing more
effective sketch-based interfaces for either user groups. These observations
motivate us to analyze how differently people with and without adequate drawing
skills sketch 3D objects. We invited 70 novice users and 38 expert users to
sketch 136 3D objects, which were presented as 362 images rendered from
multiple views. This leads to a new dataset of 3,620 freehand multi-view
sketches, which are registered with their corresponding 3D objects under
certain views. Our dataset is an order of magnitude larger than the existing
datasets. We analyze the collected data at three levels, i.e., sketch-level,
stroke-level, and pixel-level, under both spatial and temporal characteristics,
and within and across groups of creators. We found that the drawings by
professionals and novices show significant differences at stroke-level, both
intrinsically and extrinsically. We demonstrate the usefulness of our dataset
in two applications: (i) freehand-style sketch synthesis, and (ii) posing it as
a potential benchmark for sketch-based 3D reconstruction. Our dataset and code
are available at https://chufengxiao.github.io/DifferSketching/.Comment: SIGGRAPH Asia 2022 (Journal Track
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Learning to See with Minimal Human Supervision
Deep learning has significantly advanced computer vision in the past decade, paving the way for practical applications such as facial recognition and autonomous driving. However, current techniques depend heavily on human supervision, limiting their broader deployment. This dissertation tackles this problem by introducing algorithms and theories to minimize human supervision in three key areas: data, annotations, and neural network architectures, in the context of various visual understanding tasks such as object detection, image restoration, and 3D generation.
First, we present self-supervised learning algorithms to handle in-the-wild images and videos that traditionally require time-consuming manual curation and labeling. We demonstrate that when a deep network is trained to be invariant to geometric and photometric transformations, representations from its intermediate layers are highly predictive of object semantic parts such as eyes and noses. This insight offers a simple unsupervised learning framework that significantly improves the efficiency and accuracy of few-shot landmark prediction and matching. We then present a technique for learning single-view 3D object pose estimation models by utilizing in-the-wild videos where objects turn (e.g., cars in roundabouts). This technique achieves competitive performance with respect to existing state-of-the-art without requiring any manual labels during training. We also contribute an Accidental Turntables Dataset, containing a challenging set of 41,212 images of cars in cluttered backgrounds, motion blur, and illumination changes that serve as a benchmark for 3D pose estimation.
Second, we address variations in labeling styles across different annotators, which leads to a type of noisy label referred to as heterogeneous label. This variability in human annotation can cause subpar performance during both the training and testing phases. To mitigate this, we have developed a framework that models the labeling styles of individual annotators, reducing the impact of human annotation variations and enhancing the performance of standard object detection models. We have also applied this framework to analyze ecological data, which are often collected opportunistically across different case studies without consistent annotation guidelines. Through this application, we have obtained several insightful observations into large-scale bird migration behaviors and their relationship to climate change.
Our next study explores the challenges of designing neural networks, an area that lacks a comprehensive theoretical understanding. By linking deep neural networks with Gaussian processes, we propose a novel Bayesian interpretation of the deep image prior, which parameterizes a natural image as the output of a convolutional network with random parameters and random input. This approach offers valuable insights to optimize the design of neural networks for various image restoration tasks.
Lastly, we introduce several machine-learning techniques to reconstruct and edit 3D shapes from 2D images with minimal human effort. We first present a generic multi-modal generative model that bridges 2D images and 3D shapes via a shared latent space, and demonstrate its applications on versatile 3D shape generation and manipulation tasks. Additionally, we develop a framework for joint estimation of 3D neural scene representation and camera poses. This approach outperforms prior works and allows us to operate in the general SE(3) camera pose setting, unlike the baselines. The results also indicate this method can be complementary to classical structure-from-motion (SfM) pipelines as it compares favorably to SfM on low-texture and low-resolution images