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Learning Gradient Fields for Shape Generation (2008.06520v2)

Published 14 Aug 2020 in cs.CV and cs.LG

Abstract: In this work, we propose a novel technique to generate shapes from point cloud data. A point cloud can be viewed as samples from a distribution of 3D points whose density is concentrated near the surface of the shape. Point cloud generation thus amounts to moving randomly sampled points to high-density areas. We generate point clouds by performing stochastic gradient ascent on an unnormalized probability density, thereby moving sampled points toward the high-likelihood regions. Our model directly predicts the gradient of the log density field and can be trained with a simple objective adapted from score-based generative models. We show that our method can reach state-of-the-art performance for point cloud auto-encoding and generation, while also allowing for extraction of a high-quality implicit surface. Code is available at https://github.com/RuojinCai/ShapeGF.

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Authors (7)
  1. Ruojin Cai (10 papers)
  2. Guandao Yang (29 papers)
  3. Hadar Averbuch-Elor (43 papers)
  4. Zekun Hao (9 papers)
  5. Serge Belongie (125 papers)
  6. Noah Snavely (86 papers)
  7. Bharath Hariharan (82 papers)
Citations (261)

Summary

Learning Gradient Fields for Shape Generation

The paper "Learning Gradient Fields for Shape Generation" introduces an innovative approach to shape generation from point cloud data by leveraging stochastic gradient ascent techniques on unnormalized probability densities. This novel methodology addresses key challenges associated with existing generative models and offers superior performance in point cloud auto-encoding and generation tasks.

Problem Statement and Motivation

Point clouds, which are collections of discrete points in 3D space, are an increasingly important representation in 3D modeling, given their close alignment with data acquisition from devices like LiDARs and depth cameras. Traditional approaches to point cloud generation often suffer from generating a fixed number of points or rely on models that assume an ordering of points, which can be limiting. Additionally, these approaches may either require heavy computation or suffer from instability issues during training.

Methodological Advances

This work proposes a model that predicts the gradient of the log density field, enabling the use of stochastic gradient ascent (Langevin dynamics) to move points from low density to high density regions, effectively growing a point cloud that represents a shape. This approach eschews the need for a normalized probability distribution and leverages a simple optimization objective derived from denoising score matching frameworks.

In practical terms, the method comprises two key components:

  1. Learning a gradient field using a simple L2 objective that aligns predicted gradients with those predicted by a Monte Carlo approximation of the true data distribution.
  2. Integrating a latent variable model to capture the distribution of shapes, subsequently using this representation to generate point clouds representative of different shapes.

Experimental Validation

The technique was validated on the ShapeNet dataset, among others, showing competitive to superior performance on various metrics like Chamfer Distance (CD) and Earth Mover's Distance (EMD) when compared to prior state-of-the-art methods such as PointFlow, GAN-based models, and AtlasNet.

The experimental results underscore the efficacy of the method not only in generating high-quality point clouds but also in its capacity to extract implicit shape surfaces using the learned gradient fields. This aspect is particularly advantageous given the lack of need for additional supervision from ground truth meshes, which is a prerequisite for traditional implicit models like DeepSDF and OccupancyNet.

Implications and Future Directions

From a theoretical standpoint, this approach contributes a new dimension to generative model learning by effectively modeling unnormalized distributions and operating directly on the gradient fields. Practically, it highlights possible paths forward in efficiently and flexibly generating and manipulating 3D content, with potential applications ranging from virtual reality to autonomous systems.

Future work might explore scaling these methods to capture texture and scene-level interactions beyond the single object or shape generation, possibly integrating multimodal data representations to achieve more comprehensive modeling capabilities.

This research paves a promising path for embedding generative modeling into applications requiring efficient representation and generation of 3D geometry, essentially expanding the boundaries of what's feasible with point cloud data in computational geometry.

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