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Synthesizing 3D Worlds 
-Baskar Rethinasabapathi
Why do we need this? 
-laborious task; saves designer time 
-Building an avgscene takes upto20 minutes
Why do we need this? 
-laborious task; saves designer time 
-Building an avgscene takes upto20 minutes 
-constant need for variety
Why do we need this? 
-laborious task; saves designer time 
-Building an avgscene takes upto20 minutes 
-constant need for variety 
Systems find it difficult 
-High dimensional ; complex to model 
-Object properties differ 
-Constraints based 
-Interactive and dependent
Existing approaches 
-Procedural modeling 
-Should have a structural grammar 
-Component based 
-Not suited for scenes 
-Evolutionary 
-Repetitive; less creative 
-Probabilistic 
-To be discussed
Potential application 
–Creating indefinite virtual worldsNo man’s sky –Procedural http://youtu.be/ZVl1Hmth3HE?t=28s
Problem domains addressed 
System 1-Example-based Synthesis of 3D Object Arrangements 
-focus on local arrangementsSystem 2 -Synthesizing open worlds with constraints using locally annealed reversible jump MCMC 
-focus on open world arrangementsPaper Source 
1.http://dl.acm.org/citation.cfm?id=2366154 
2.http://dl.acm.org/citation.cfm?id=2185552
High-Level Challenges-output should be highly plausible/agreeable 
-should generate a very large variety 
-Users should not be involved much
General approaches1. Example based 
2. Constraints basedDataset 
-Objects created 
-from Google 3D warehouse 
-by users and annotated
Goal of System 1 
-Users should judge synthesized scenes to be highly plausible compared to hand created ones 
-At least one out of every three synthesized results should be usable
System design 1 
Scene-> Contextual + User example -> Learneddatabase Categories Input scenes Mixed ModelProbabilistic Mixed Model = 
Occurrence model + Arrangement model
Goal of System 2 
-Should be more applicable on open world layouts 
-Optimal object arrangements which is diverse enough
System design 2 
Scene database -> Extract system of constraints -> Generate Factor graphsRepeated constraints in Scene -> novel MCMC method -> new scenes
System 1 -Algorithm 
-Build a bipartite matching graph between objects in image 
-Edge cost proportional to = same basic category+ smaller distance 
-Max weight = Scene’s static support + Size of Objects + Edge costClustering from the database 
-Randomly choose anchor object –initialize a basic cluster 
-Align with = neighborhood similarity + geometric features 
-Merge clusters
Interesting sub problems 
System 1 
-Finding contextual neighborhood 
-How do we find a cookie on a plate in image A is interchangeable with bread on image B? 
-Look for forks and knives around 
-Similar in type and arrangement 
-Finding hierarchical static support 
-Cookie should be on a plate, not on the bed 
-Filling gaps in user examples 
-Construct a Bayesian network from database
System 2 -Algorithm 
System 2 
-Defining constraints (π1) 
-numPlates= randInt(1,10) 
-Size_Table= Uniform(15,25) 
-Position_Plates= uniform(-10,10),uniform(-10,10) 
-Size_Plate= uniform(0.1,2) 
-Building factor graphs 
-70% of the table should be occupied (π2) 
-softEq(0.7, total_area(plates)/ area(table)) 
-Plates should be inside the table (π3) 
-For all i, softEq(0.0, area_outside_table(plate_i)) 
-Total constraints model = π1*π2*π3
System 2 -Algorithm 
System 2 
-Markov Chain 
-Next state is dependent only on present state 
-Monte Carlo Markov Chain 
-The system of Markov chains attains an equilibrium eventually 
-Reversible Jump MCMC 
-Should accommodate trans-dimensional constraints 
-Locally annealed Reversible Jump MCMC 
-Do not accept/reject new constraints immediately
Demo
Analogy with other papers 
Bricolage -example based learning
Discussion 
-How usable are the scenes generated from both systems? 
-Why can’t System 1 be scaled to open world layouts? Or, vice versa. Can you apply System 2 for local arrangements?
Discussion 
-Consider the Coffee Shop Layout. If I want all kinds of fabric in the scene to be changed to leather, how do I achieve? 
-Which of the two systems is more suitable for this problem?
Results 
-Yes. Goals achieved 
-output should be highly plausible/agreeable 
-Should generate a very large variety 
-Users should not be involved much 
-Users agreed with synthesized results of System 1 
-No evaluation in System 2 
-Focus on optimization compared to other greedy algorithms
Critique

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Synthesizing 3d worlds

  • 1. Synthesizing 3D Worlds -Baskar Rethinasabapathi
  • 2. Why do we need this? -laborious task; saves designer time -Building an avgscene takes upto20 minutes
  • 3. Why do we need this? -laborious task; saves designer time -Building an avgscene takes upto20 minutes -constant need for variety
  • 4. Why do we need this? -laborious task; saves designer time -Building an avgscene takes upto20 minutes -constant need for variety Systems find it difficult -High dimensional ; complex to model -Object properties differ -Constraints based -Interactive and dependent
  • 5. Existing approaches -Procedural modeling -Should have a structural grammar -Component based -Not suited for scenes -Evolutionary -Repetitive; less creative -Probabilistic -To be discussed
  • 6. Potential application –Creating indefinite virtual worldsNo man’s sky –Procedural http://youtu.be/ZVl1Hmth3HE?t=28s
  • 7. Problem domains addressed System 1-Example-based Synthesis of 3D Object Arrangements -focus on local arrangementsSystem 2 -Synthesizing open worlds with constraints using locally annealed reversible jump MCMC -focus on open world arrangementsPaper Source 1.http://dl.acm.org/citation.cfm?id=2366154 2.http://dl.acm.org/citation.cfm?id=2185552
  • 8. High-Level Challenges-output should be highly plausible/agreeable -should generate a very large variety -Users should not be involved much
  • 9. General approaches1. Example based 2. Constraints basedDataset -Objects created -from Google 3D warehouse -by users and annotated
  • 10. Goal of System 1 -Users should judge synthesized scenes to be highly plausible compared to hand created ones -At least one out of every three synthesized results should be usable
  • 11. System design 1 Scene-> Contextual + User example -> Learneddatabase Categories Input scenes Mixed ModelProbabilistic Mixed Model = Occurrence model + Arrangement model
  • 12. Goal of System 2 -Should be more applicable on open world layouts -Optimal object arrangements which is diverse enough
  • 13. System design 2 Scene database -> Extract system of constraints -> Generate Factor graphsRepeated constraints in Scene -> novel MCMC method -> new scenes
  • 14. System 1 -Algorithm -Build a bipartite matching graph between objects in image -Edge cost proportional to = same basic category+ smaller distance -Max weight = Scene’s static support + Size of Objects + Edge costClustering from the database -Randomly choose anchor object –initialize a basic cluster -Align with = neighborhood similarity + geometric features -Merge clusters
  • 15. Interesting sub problems System 1 -Finding contextual neighborhood -How do we find a cookie on a plate in image A is interchangeable with bread on image B? -Look for forks and knives around -Similar in type and arrangement -Finding hierarchical static support -Cookie should be on a plate, not on the bed -Filling gaps in user examples -Construct a Bayesian network from database
  • 16. System 2 -Algorithm System 2 -Defining constraints (π1) -numPlates= randInt(1,10) -Size_Table= Uniform(15,25) -Position_Plates= uniform(-10,10),uniform(-10,10) -Size_Plate= uniform(0.1,2) -Building factor graphs -70% of the table should be occupied (π2) -softEq(0.7, total_area(plates)/ area(table)) -Plates should be inside the table (π3) -For all i, softEq(0.0, area_outside_table(plate_i)) -Total constraints model = π1*π2*π3
  • 17. System 2 -Algorithm System 2 -Markov Chain -Next state is dependent only on present state -Monte Carlo Markov Chain -The system of Markov chains attains an equilibrium eventually -Reversible Jump MCMC -Should accommodate trans-dimensional constraints -Locally annealed Reversible Jump MCMC -Do not accept/reject new constraints immediately
  • 18. Demo
  • 19. Analogy with other papers Bricolage -example based learning
  • 20. Discussion -How usable are the scenes generated from both systems? -Why can’t System 1 be scaled to open world layouts? Or, vice versa. Can you apply System 2 for local arrangements?
  • 21. Discussion -Consider the Coffee Shop Layout. If I want all kinds of fabric in the scene to be changed to leather, how do I achieve? -Which of the two systems is more suitable for this problem?
  • 22. Results -Yes. Goals achieved -output should be highly plausible/agreeable -Should generate a very large variety -Users should not be involved much -Users agreed with synthesized results of System 1 -No evaluation in System 2 -Focus on optimization compared to other greedy algorithms