skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Search for: All records

Creators/Authors contains: "Durand, Frédo"

Note: When clicking on a Digital Object Identifier (DOI) number, you will be taken to an external site maintained by the publisher. Some full text articles may not yet be available without a charge during the embargo (administrative interval).
What is a DOI Number?

Some links on this page may take you to non-federal websites. Their policies may differ from this site.

  1. Denoising diffusion models have emerged as a powerful class of generative models capable of capturing the distributions of complex, real-world signals. However, current approaches can only model distributions for which training samples are directly accessible, which is not the case in many real-world tasks. In inverse graphics, for instance, we seek to sample from a distribution over 3D scenes consistent with an image but do not have access to ground-truth 3D scenes, only 2D images. We present a new class of denoising diffusion probabilistic models that learn to sample from distributions of signals that are never observed directly, but instead are only measured through a known differentiable forward model that generates partial observations of the unknown signal. To accomplish this, we directly integrate the forward model into the denoising process. At test time, our approach enables us to sample from the distribution over underlying signals consistent with some partial observation. We demonstrate the efficacy of our approach on three challenging computer vision tasks. For instance, in inverse graphics, we demonstrate that our model enables us to directly sample from the distribution 3D scenes consistent with a single 2D input image. 
    more » « less
  2. Denoising diffusion models have emerged as a powerful class of generative models capable of capturing the distributions of complex, real-world signals. However, current approaches can only model distributions for which training samples are directly accessible, which is not the case in many real-world tasks. In inverse graphics, for instance, we seek to sample from a distribution over 3D scenes consistent with an image but do not have access to ground-truth 3D scenes, only 2D images. We present a new class of denoising diffusion probabilistic models that learn to sample from distributions of signals that are never observed directly, but instead are only measured through a known differentiable forward model that generates partial observations of the unknown signal. To accomplish this, we directly integrate the forward model into the denoising process. At test time, our approach enables us to sample from the distribution over underlying signals consistent with some partial observation. We demonstrate the efficacy of our approach on three challenging computer vision tasks. For instance, in inverse graphics, we demonstrate that our model enables us to directly sample from the distribution 3D scenes consistent with a single 2D input image. 
    more » « less
  3. Larochelle, Hugo; Kamath, Gautam; Hadsell, Raia; Cho, Kyunghyun (Ed.)
    Neural scene representations, both continuous and discrete, have recently emerged as a powerful new paradigm for 3D scene understanding. Recent efforts have tackled unsupervised discovery of object-centric neural scene representations. However, the high cost of ray-marching, exacerbated by the fact that each object representation has to be ray-marched separately, leads to insufficiently sampled radiance fields and thus, noisy renderings, poor framerates, and high memory and time complexity during training and rendering. Here, we propose to represent objects in an object-centric, compositional scene representation as light fields. We propose a novel light field compositor module that enables reconstructing the global light field from a set of object-centric light fields. Dubbed Compositional Object Light Fields (COLF), our method enables unsupervised learning of object-centric neural scene representations, state-of-the-art reconstruction and novel view synthesis performance on standard datasets, and rendering and training speeds at orders of magnitude faster than existing 3D approaches. 
    more » « less
  4. We introduce SLANG.D, an extension to the Slang shading language that incorporates first-class automatic differentiation support. The new shading language allows us to transform a Direct3D-based path tracer to be fully differentiable with minor modifications to existing code. SLANG.D enables a shared ecosystem between machine learning frameworks and pre-existing graphics hardware API-based rendering systems, promoting the interchange of components and ideas across these two domains. Our contributions include a differentiable type system designed to ensure type safety and semantic clarity in codebases that blend differentiable and non-differentiable code, language primitives that automatically generate both forward and reverse gradient propagation methods, and a compiler architecture that generates efficient derivative propagation shader code for graphics pipelines. Our compiler supports differentiating code that involves arbitrary control-flow, dynamic dispatch, generics and higher-order differentiation, while providing developers flexible control of checkpointing and gradient aggregation strategies for best performance. Our system allows us to differentiate an existing real-time path tracer, Falcor, with minimal change to its shader code. We show that the compiler-generated derivative kernels perform as efficiently as handwritten ones. In several benchmarks, the SLANG.D code achieves significant speedup when compared to prior automatic differentiation systems. 
    more » « less
  5. High-resolution simulations can deliver great visual quality, but they are often limited by available memory, especially on GPUs. We present a compiler for physical simulation that can achieve both high performance and significantly reduced memory costs, by enabling flexible and aggressivequantization.Low-precision (quantized) numerical data types are used and packed to represent simulation states, leading to reduced memory space and bandwidth consumption. Quantized simulation allows higher resolution simulation with less memory, which is especially attractive on GPUs. Implementing a quantized simulator that has high performance and packs the data tightly for aggressive storage reduction would be extremely labor-intensive and error-prone using a traditional programming language. To make the creation of quantized simulation practical, we have developed a new set of language abstractions and a compilation system. A suite of tailored domain-specific optimizations ensure quantized simulators often run as fast as the full-precision simulators, despite the overhead of encoding-decoding the packed quantized data types. Our programming language and compiler, based onTaichi, allow developers to effortlessly switch between different full-precision and quantized simulators, to explore the full design space of quantization schemes, and ultimately to achieve a good balance between space and precision. The creation of quantized simulation with our system has large benefits in terms of memory consumption and performance, on a variety of hardware, from mobile devices to workstations with high-end GPUs. We can simulate with levels of resolution that were previously only achievable on systems with much more memory, such as multiple GPUs. For example, on asingleGPU, we can simulate a Game of Life with 20 billion cells (8× compression per pixel), an Eulerian fluid system with 421 million active voxels (1.6× compression per voxel), and a hybrid Eulerian-Lagrangian elastic object simulation with 235 million particles (1.7× compression per particle). At the same time, quantized simulations create physically plausible results. Our quantization techniques arecomplementaryto existing acceleration approaches of physical simulation: they can be used in combination with these existing approaches, such as sparse data structures, for even higher scalability and performance. 
    more » « less
  6. We present DiffTaichi, a new differentiable programming language tailored for building high-performance differentiable physical simulators. Based on an imperative programming language, DiffTaichi generates gradients of simulation steps using source code transformations that preserve arithmetic intensity and parallelism. A light-weight tape is used to record the whole simulation program structure and replay the gradient kernels in a reversed order, for end-to-end backpropagation. We demonstrate the performance and productivity of our language in gradient-based learning and optimization tasks on 10 different physical simulators. For example, a differentiable elastic object simulator written in our language is 4.2x shorter than the hand-engineered CUDA version yet runs as fast, and is 188x faster than the TensorFlow implementation. Using our differentiable programs, neural network controllers are typically optimized within only tens of iterations. 
    more » « less