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Scaling Face Interaction Graph Networks to Real World Scenes
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Accurately simulating real world object dynamics is essential for various applications such as robotics, engineering, graphics, and design. To better capture complex real dynamics such as contact and friction, learned simulators based on graph networks have recently shown great promise. However, applying these learned simulators to real scenes comes with two major challenges: first, scaling learned simulators to handle the complexity of real world scenes which can involve hundreds of objects each with complicated 3D shapes, and second, handling inputs from perception rather than 3D state information. Here we introduce a method which substantially reduces the memory required to run graph-based learned simulators. Based on this memory-efficient simulation model, we then present a perceptual interface in the form of editable NeRFs which can convert real-world scenes into a structured representation that can be processed by graph network simulator. We show that our method uses substantially less memory than previous graph-based simulators while retaining their accuracy, and that the simulators learned in synthetic environments can be applied to real world scenes captured from multiple camera angles. This paves the way for expanding the application of learned simulators to settings where only perceptual information is available at inference time.
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Cited by 1 Pith paper
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Transfer learning in Scalable Graph Neural Network for Improved Physical Simulation
Pre-training a scalable graph U-net on 20,000 simulated CAD deformations lets it match or beat a from-scratch model on small benchmark datasets, with the paper reporting up to an 11.05% lower position RMSE when fine-t...
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