Sanja Fidler
Research Subjects
Sanja Fidler has a total of 140 co-authors. Here are the top co-authors by number of shared publications:
- Zian Wang
NVIDIA
7 shared publications - Antonio Torralba
CSAIL, MIT, Cambridge, Massachusetts, USA
6 shared publications - Tianchang Shen
Nvidia, Toronto, Canada
5 shared publications - Jonah Philion
University of Toronto
4 shared publications - Jun Gao
NVIDIA, Toronto, Canada and University of Toronto, Toronto, Canada
4 shared publications - Jun Gao
University of Toronto
4 shared publications
Latest Publications
- Open Access
- 3 December 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
SpaceMesh: A Continuous Representation for Learning Manifold Surface Meshes
- 3 December 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessSpaceMesh: A Continuous Representation for Learning Manifold Surface Meshes
- Top Cited PapersOpen Access
- 19 November 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (6) , 1-19
3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.
- 19 November 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (6) , 1-19
Top Cited PapersOpen Access3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.
- 29 October 2024
- Published by Springer Nature
- p. 305-322
LATTE3D: Large-scale Amortized Text-To-Enhanced3D Synthesis
- 29 October 2024
- Published by Springer Nature
- p. 305-322
LATTE3D: Large-scale Amortized Text-To-Enhanced3D Synthesis
- Open Access
- 19 July 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (4) , 1-15
fVDB : A Deep-Learning Framework for Sparse, Large Scale, and High Performance Spatial Intelligence
We present f VDB, a novel GPU-optimized framework for deep learning on large-scale 3D data. f VDB provides a complete set of differentiable primitives to build deep learning architectures for common tasks in 3D learning such as convolution, pooling, attention, ray-tracing, meshing, etc. f VDB simultaneously provides a much larger feature set (primitives and operators) than established frameworks with no loss in efficiency: our operators match or exceed the performance of other frameworks with narrower scope. Furthermore, f VDB can process datasets with much larger footprint and spatial resolution than prior works, while providing a competitive memory footprint on small inputs. To achieve this combination of versatility and performance, f VDB relies on a single novel VDB index grid acceleration structure paired with several key innovations including GPU accelerated sparse grid construction, convolution using tensorcores, fast ray tracing kernels using a Hierarchical Digital Differential Analyzer algorithm (HDDA), and jagged tensors. Our framework is fully integrated with PyTorch enabling interoperability with existing pipelines, and we demonstrate its effectiveness on a number of representative tasks such as large-scale point-cloud segmentation, high resolution 3D generative modeling, unbounded scale Neural Radiance Fields, and large-scale point cloud reconstruction.
- 19 July 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (4) , 1-15
Open AccessfVDB : A Deep-Learning Framework for Sparse, Large Scale, and High Performance Spatial Intelligence
We present f VDB, a novel GPU-optimized framework for deep learning on large-scale 3D data. f VDB provides a complete set of differentiable primitives to build deep learning architectures for common tasks in 3D learning such as convolution, pooling, attention, ray-tracing, meshing, etc. f VDB simultaneously provides a much larger feature set (primitives and operators) than established frameworks with no loss in efficiency: our operators match or exceed the performance of other frameworks with narrower scope. Furthermore, f VDB can process datasets with much larger footprint and spatial resolution than prior works, while providing a competitive memory footprint on small inputs. To achieve this combination of versatility and performance, f VDB relies on a single novel VDB index grid acceleration structure paired with several key innovations including GPU accelerated sparse grid construction, convolution using tensorcores, fast ray tracing kernels using a Hierarchical Digital Differential Analyzer algorithm (HDDA), and jagged tensors. Our framework is fully integrated with PyTorch enabling interoperability with existing pipelines, and we demonstrate its effectiveness on a number of representative tasks such as large-scale point-cloud segmentation, high resolution 3D generative modeling, unbounded scale Neural Radiance Fields, and large-scale point cloud reconstruction.
- Open Access
- 13 July 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
SuperPADL: Scaling Language-Directed Physics-Based Control with Progressive Supervised Distillation
Physically-simulated models for human motion can generate high-quality responsive character animations, often in real-time. Natural language serves as a flexible interface for controlling these models, allowing expert and non-expert users to quickly create and edit their animations. Many recent physics-based animation methods, including those that use text interfaces, train control policies using reinforcement learning (RL). However, scaling these methods beyond several hundred motions has remained challenging. Meanwhile, kinematic animation models are able to successfully learn from thousands of diverse motions by leveraging supervised learning methods. Inspired by these successes, in this work we introduce SuperPADL, a scalable framework for physics-based text-to-motion that leverages both RL and supervised learning to train controllers on thousands of diverse motion clips. SuperPADL is trained in stages using progressive distillation, starting with a large number of specialized experts using RL. These experts are then iteratively distilled into larger, more robust policies using a combination of reinforcement learning and supervised learning. Our final SuperPADL controller is trained on a dataset containing over 5000 skills and runs in real time on a consumer GPU. Moreover, our policy can naturally transition between skills, allowing for users to interactively craft multi-stage animations. We experimentally demonstrate that SuperPADL significantly outperforms RL-based baselines at this large data scale.
- 13 July 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessSuperPADL: Scaling Language-Directed Physics-Based Control with Progressive Supervised Distillation
Physically-simulated models for human motion can generate high-quality responsive character animations, often in real-time. Natural language serves as a flexible interface for controlling these models, allowing expert and non-expert users to quickly create and edit their animations. Many recent physics-based animation methods, including those that use text interfaces, train control policies using reinforcement learning (RL). However, scaling these methods beyond several hundred motions has remained challenging. Meanwhile, kinematic animation models are able to successfully learn from thousands of diverse motions by leveraging supervised learning methods. Inspired by these successes, in this work we introduce SuperPADL, a scalable framework for physics-based text-to-motion that leverages both RL and supervised learning to train controllers on thousands of diverse motion clips. SuperPADL is trained in stages using progressive distillation, starting with a large number of specialized experts using RL. These experts are then iteratively distilled into larger, more robust policies using a combination of reinforcement learning and supervised learning. Our final SuperPADL controller is trained on a dataset containing over 5000 skills and runs in real time on a consumer GPU. Moreover, our policy can naturally transition between skills, allowing for users to interactively craft multi-stage animations. We experimentally demonstrate that SuperPADL significantly outperforms RL-based baselines at this large data scale.
- Open Access
Trajeglish: Traffic Modeling as Next-Token Prediction
A longstanding challenge for self-driving development is simulating dynamic driving scenarios seeded from recorded driving logs. In pursuit of this functionality, we apply tools from discrete sequence modeling to model how vehicles, pedestrians and cyclists interact in driving scenarios. Using a simple data-driven tokenization scheme, we discretize trajectories to centimeter-level resolution using a small vocabulary. We then model the multi-agent sequence of discrete motion tokens with a GPT-like encoder-decoder that is autoregressive in time and takes into account intra-timestep interaction between agents. Scenarios sampled from our model exhibit state-of-the-art realism; our model tops the Waymo Sim Agents Benchmark, surpassing prior work along the realism meta metric by 3.3% and along the interaction metric by 9.9%. We ablate our modeling choices in full autonomy and partial autonomy settings, and show that the representations learned by our model can quickly be adapted to improve performance on nuScenes. We additionally evaluate the scalability of our model with respect to parameter count and dataset size, and use density estimates from our model to quantify the saliency of context length and intra-timestep interaction for the traffic modeling task.
Open AccessTrajeglish: Traffic Modeling as Next-Token Prediction
A longstanding challenge for self-driving development is simulating dynamic driving scenarios seeded from recorded driving logs. In pursuit of this functionality, we apply tools from discrete sequence modeling to model how vehicles, pedestrians and cyclists interact in driving scenarios. Using a simple data-driven tokenization scheme, we discretize trajectories to centimeter-level resolution using a small vocabulary. We then model the multi-agent sequence of discrete motion tokens with a GPT-like encoder-decoder that is autoregressive in time and takes into account intra-timestep interaction between agents. Scenarios sampled from our model exhibit state-of-the-art realism; our model tops the Waymo Sim Agents Benchmark, surpassing prior work along the realism meta metric by 3.3% and along the interaction metric by 9.9%. We ablate our modeling choices in full autonomy and partial autonomy settings, and show that the representations learned by our model can quickly be adapted to improve performance on nuScenes. We additionally evaluate the scalability of our model with respect to parameter count and dataset size, and use density estimates from our model to quantify the saliency of context length and intra-timestep interaction for the traffic modeling task.
- Open Access
Augmented Reality based Simulated Data (ARSim) with multi-view consistency for AV perception networks
Detecting a diverse range of objects under various driving scenarios is essential for the effectiveness of autonomous driving systems. However, the real-world data collected often lacks the necessary diversity presenting a long-tail distribution. Although synthetic data has been utilized to overcome this issue by generating virtual scenes, it faces hurdles such as a significant domain gap and the substantial efforts required from 3D artists to create realistic environments. To overcome these challenges, we present ARSim, a fully automated, comprehensive, modular framework designed to enhance real multi-view image data with 3D synthetic objects of interest. The proposed method integrates domain adaptation and randomization strategies to address covariate shift between real and simulated data by inferring essential domain attributes from real data and employing simulation-based randomization for other attributes. We construct a simplified virtual scene using real data and strategically place 3D synthetic assets within it. Illumination is achieved by estimating light distribution from multiple images capturing the surroundings of the vehicle. Camera parameters from real data are employed to render synthetic assets in each frame. The resulting augmented multi-view consistent dataset is used to train a multi-camera perception network for autonomous vehicles. Experimental results on various AV perception tasks demonstrate the superior performance of networks trained on the augmented dataset.
Open AccessAugmented Reality based Simulated Data (ARSim) with multi-view consistency for AV perception networks
Detecting a diverse range of objects under various driving scenarios is essential for the effectiveness of autonomous driving systems. However, the real-world data collected often lacks the necessary diversity presenting a long-tail distribution. Although synthetic data has been utilized to overcome this issue by generating virtual scenes, it faces hurdles such as a significant domain gap and the substantial efforts required from 3D artists to create realistic environments. To overcome these challenges, we present ARSim, a fully automated, comprehensive, modular framework designed to enhance real multi-view image data with 3D synthetic objects of interest. The proposed method integrates domain adaptation and randomization strategies to address covariate shift between real and simulated data by inferring essential domain attributes from real data and employing simulation-based randomization for other attributes. We construct a simplified virtual scene using real data and strategically place 3D synthetic assets within it. Illumination is achieved by estimating light distribution from multiple images capturing the surroundings of the vehicle. Camera parameters from real data are employed to render synthetic assets in each frame. The resulting augmented multi-view consistent dataset is used to train a multi-camera perception network for autonomous vehicles. Experimental results on various AV perception tasks demonstrate the superior performance of networks trained on the augmented dataset.
- Open Access
- 10 December 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-10
Compact Neural Graphics Primitives with Learned Hash Probing
Neural graphics primitives are faster and achieve higher quality when their neural networks are augmented by spatial data structures that hold trainable features arranged in a grid. However, existing feature grids either come with a large memory footprint (dense or factorized grids, trees, and hash tables) or slow performance (index learning and vector quantization). In this paper, we show that a hash table with learned probes has neither disadvantage, resulting in a favorable combination of size and speed. Inference is faster than unprobed hash tables at equal quality while training is only 1.2–2.6 × slower, significantly outperforming prior index learning approaches. We arrive at this formulation by casting all feature grids into a common framework: they each correspond to a lookup function that indexes into a table of feature vectors. In this framework, the lookup functions of existing data structures can be combined by simple arithmetic combinations of their indices, resulting in Pareto optimal compression and speed.
- 10 December 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-10
Open AccessCompact Neural Graphics Primitives with Learned Hash Probing
Neural graphics primitives are faster and achieve higher quality when their neural networks are augmented by spatial data structures that hold trainable features arranged in a grid. However, existing feature grids either come with a large memory footprint (dense or factorized grids, trees, and hash tables) or slow performance (index learning and vector quantization). In this paper, we show that a hash table with learned probes has neither disadvantage, resulting in a favorable combination of size and speed. Inference is faster than unprobed hash tables at equal quality while training is only 1.2–2.6 × slower, significantly outperforming prior index learning approaches. We arrive at this formulation by casting all feature grids into a common framework: they each correspond to a lookup function that indexes into a table of feature vectors. In this framework, the lookup functions of existing data structures can be combined by simple arithmetic combinations of their indices, resulting in Pareto optimal compression and speed.
- Open Access
- 5 December 2023
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 42 (6) , 1-15
Adaptive Shells for Efficient Neural Radiance Field Rendering
Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS [Wang et al. 2021] formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.
- 5 December 2023
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 42 (6) , 1-15
Open AccessAdaptive Shells for Efficient Neural Radiance Field Rendering
Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS [Wang et al. 2021] formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.
- Open Access
Adaptive Shells for Efficient Neural Radiance Field Rendering
Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.
Open AccessAdaptive Shells for Efficient Neural Radiance Field Rendering
Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.