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Yulia Rubanova

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11 papers
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Possible papers

11

ICML Conference 2025 Conference Paper

Direct Motion Models for Assessing Generated Videos

  • Kelsey R. Allen
  • Carl Doersch
  • Guangyao Zhou
  • Mohammed Suhail
  • Danny Driess
  • Ignacio Rocco
  • Yulia Rubanova
  • Thomas Kipf

A current limitation of video generative video models is that they generate plausible looking frames, but poor motion — an issue that is not well captured by FVD and other popular methods for evaluating generated videos. Here we go beyond FVD by developing a metric which better measures plausible object interactions and motion. Our novel approach is based on auto-encoding point tracks and yields motion features that can be used to not only compare distributions of videos (as few as one generated and one ground truth, or as many as two datasets), but also for evaluating motion of single videos. We show that using point tracks instead of pixel reconstruction or action recognition features results in a metric which is markedly more sensitive to temporal distortions in synthetic data, and can predict human evaluations of temporal consistency and realism in generated videos obtained from open-source models better than a wide range of alternatives. We also show that by using a point track representation, we can spatiotemporally localize generative video inconsistencies, providing extra interpretability of generated video errors relative to prior work. An overview of the results and link to the code can be found on the project page: trajan-paper. github. io.

ICLR Conference 2024 Conference Paper

Learning 3D Particle-based Simulators from RGB-D Videos

  • William F. Whitney
  • Tatiana Lopez-Guevara
  • Tobias Pfaff
  • Yulia Rubanova
  • Thomas Kipf
  • Kimberly L. Stachenfeld
  • Kelsey R. Allen

Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning.

NeurIPS Conference 2024 Conference Paper

Learning rigid-body simulators over implicit shapes for large-scale scenes and vision

  • Yulia Rubanova
  • Tatiana Lopez-Guevara
  • Kelsey R. Allen
  • William F. Whitney
  • Kimberly Stachenfeld
  • Tobias Pfaff

Simulating large scenes with many rigid objects is crucial for a variety of applications, such as robotics, engineering, film and video games. Rigid interactions are notoriously hard to model: small changes to the initial state or the simulation parameters can lead to large changes in the final state. Recently, learned simulators based on graph networks (GNNs) were developed as an alternative to hand-designed simulators like MuJoCo and Bullet. They are able to accurately capture dynamics of real objects directly from real-world observations. However, current state-of-the-art learned simulators operate on meshes and scale poorly to scenes with many objects or detailed shapes. Here we present SDF-Sim, the first learned rigid-body simulator designed for scale. We use learned signed-distance functions (SDFs) to represent the object shapes and to speed up distance computation. We design the simulator to leverage SDFs and avoid the fundamental bottleneck of the previous simulators associated with collision detection. For the first time in literature, we demonstrate that we can scale the GNN-based simulators to scenes with hundreds of objects and up to 1. 1 million nodes, where mesh-based approaches run out of memory. Finally, we show that SDF-Sim can be applied to real world scenes by extracting SDFs from multi-view images.

NeurIPS Conference 2024 Conference Paper

Moving Off-the-Grid: Scene-Grounded Video Representations

  • Sjoerd van Steenkiste
  • Daniel Zoran
  • Yi Yang
  • Yulia Rubanova
  • Rishabh Kabra
  • Carl Doersch
  • Dilara Gokay
  • Joseph Heyward

Current vision models typically maintain a fixed correspondence between their representation structure and image space. Each layer comprises a set of tokens arranged “on-the-grid, ” which biases patches or tokens to encode information at a specific spatio(-temporal) location. In this work we present Moving Off-the-Grid (MooG), a self-supervised video representation model that offers an alternative approach, allowing tokens to move “off-the-grid” to better enable them to represent scene elements consistently, even as they move across the image plane through time. By using a combination of cross-attention and positional embeddings we disentangle the representation structure and image structure. We find that a simple self-supervised objective—next frame prediction—trained on video data, results in a set of latent tokens which bind to specific scene structures and track them as they move. We demonstrate the usefulness of MooG’s learned representation both qualitatively and quantitatively by training readouts on top of the learned representation on a variety of downstream tasks. We show that MooG can provide a strong foundation for different vision tasks when compared to “on-the-grid” baselines.

NeurIPS Conference 2024 Conference Paper

Neural Assets: 3D-Aware Multi-Object Scene Synthesis with Image Diffusion Models

  • Ziyi Wu
  • Yulia Rubanova
  • Rishabh Kabra
  • Drew A. Hudson
  • Igor Gilitschenski
  • Yusuf Aytar
  • Sjoerd van Steenkiste
  • Kelsey R. Allen

We address the problem of multi-object 3D pose control in image diffusion models. Instead of conditioning on a sequence of text tokens, we propose to use a set of per-object representations, Neural Assets, to control the 3D pose of individual objects in a scene. Neural Assets are obtained by pooling visual representations of objects from a reference image, such as a frame in a video, and are trained to reconstruct the respective objects in a different image, e. g. , a later frame in the video. Importantly, we encode object visuals from the reference image while conditioning on object poses from the target frame, which enables learning disentangled appearance and position features. Combining visual and 3D pose representations in a sequence-of-tokens format allows us to keep the text-to-image interface of existing models, with Neural Assets in place of text tokens. By fine-tuning a pre-trained text-to-image diffusion model with this information, our approach enables fine-grained 3D pose and placement control of individual objects in a scene. We further demonstrate that Neural Assets can be transferred and recomposed across different scenes. Our model achieves state-of-the-art multi-object editing results on both synthetic 3D scene datasets, as well as two real-world video datasets (Objectron, Waymo Open).

ICLR Conference 2023 Conference Paper

Learning rigid dynamics with face interaction graph networks

  • Kelsey R. Allen
  • Yulia Rubanova
  • Tatiana Lopez-Guevara
  • William F. Whitney
  • Alvaro Sanchez-Gonzalez
  • Peter W. Battaglia
  • Tobias Pfaff

Simulating rigid collisions among arbitrary shapes is notoriously difficult due to complex geometry and the strong non-linearity of the interactions. While graph neural network (GNN)-based models are effective at learning to simulate complex physical dynamics, such as fluids, cloth and articulated bodies, they have been less effective and efficient on rigid-body physics, except with very simple shapes. Existing methods that model collisions through the meshes' nodes are often inaccurate because they struggle when collisions occur on faces far from nodes. Alternative approaches that represent the geometry densely with many particles are prohibitively expensive for complex shapes. Here we introduce the ``Face Interaction Graph Network'' (FIGNet) which extends beyond GNN-based methods, and computes interactions between mesh faces, rather than nodes. Compared to learned node- and particle-based methods, FIGNet is around 4x more accurate in simulating complex shape interactions, while also 8x more computationally efficient on sparse, rigid meshes. Moreover, FIGNet can learn frictional dynamics directly from real-world data, and can be more accurate than analytical solvers given modest amounts of training data. FIGNet represents a key step forward in one of the few remaining physical domains which have seen little competition from learned simulators, and offers allied fields such as robotics, graphics and mechanical design a new tool for simulation and model-based planning.

ICML Conference 2022 Conference Paper

Constraint-based graph network simulator

  • Yulia Rubanova
  • Alvaro Sanchez-Gonzalez
  • Tobias Pfaff
  • Peter W. Battaglia

In the area of physical simulations, nearly all neural-network-based methods directly predict future states from the input states. However, many traditional simulation engines instead model the constraints of the system and select the state which satisfies them. Here we present a framework for constraint-based learned simulation, where a scalar constraint function is implemented as a graph neural network, and future predictions are computed by solving the optimization problem defined by the learned constraint. Our model achieves comparable or better accuracy to top learned simulators on a variety of challenging physical domains, and offers several unique advantages. We can improve the simulation accuracy on a larger system by applying more solver iterations at test time. We also can incorporate novel hand-designed constraints at test time and simulate new dynamics which were not present in the training data. Our constraint-based framework shows how key techniques from traditional simulation and numerical methods can be leveraged as inductive biases in machine learning simulators.

ICLR Conference 2022 Conference Paper

Simple GNN Regularisation for 3D Molecular Property Prediction and Beyond

  • Jonathan Godwin
  • Michael Schaarschmidt
  • Alex Gaunt
  • Alvaro Sanchez-Gonzalez
  • Yulia Rubanova
  • Petar Velickovic
  • James Kirkpatrick
  • Peter W. Battaglia

In this paper we show that simple noisy regularisation can be an effective way to address oversmoothing. We first argue that regularisers ad-dressing oversmoothing should both penalise node latent similarity and encourage meaningful node representations. From this observation we derive “Noisy Nodes”,a simple technique in which we corrupt the input graph with noise, and add a noise correcting node-level loss. The diverse node level loss encourages latent node diversity, and the denoising objective encourages graph manifold learning. Our regulariser applies well-studied methods in simple, straightforward ways which allow even generic architectures to overcome oversmoothing and achieve state of the art results on quantum chemistry tasks such as QM9 and Open Catalyst, and improve results significantly on Open Graph Benchmark (OGB) datasets. Our results suggest Noisy Nodes can serve as a complementary building block in the GNN toolkit.

UAI Conference 2020 Conference Paper

Amortized Bayesian Optimization over Discrete Spaces

  • Kevin Swersky
  • Yulia Rubanova
  • David Dohan
  • Kevin Murphy 0002

Bayesian optimization is a principled approach for globally optimizing expensive, black-box functions by using a surrogate model of the objective. However, each step of Bayesian optimization involves solving an inner optimization problem, in which we maximize an acquisition function derived from the surrogate model to decide where to query next. This inner problem can be challenging to solve, particularly in discrete spaces, such as protein sequences or molecular graphs, where gradient-based optimization cannot be used. Our key insight is that we can train a generative model to generate candidates that maximize the acquisition function. This is faster than standard model-free local search methods, since we can amortize the cost of learning the model across multiple rounds of Bayesian optimization. We therefore call this Amortized Bayesian Optimization. On several challenging discrete design problems, we show this method generally outperforms other methods at optimizing the inner acquisition function, resulting in more efficient optimization of the outer black-box objective.

NeurIPS Conference 2019 Conference Paper

Latent Ordinary Differential Equations for Irregularly-Sampled Time Series

  • Yulia Rubanova
  • Ricky T. Q. Chen
  • David Duvenaud

Time series with non-uniform intervals occur in many applications, and are difficult to model using standard recurrent neural networks (RNNs). We generalize RNNs to have continuous-time hidden dynamics defined by ordinary differential equations (ODEs), a model we call ODE-RNNs. Furthermore, we use ODE-RNNs to replace the recognition network of the recently-proposed Latent ODE model. Both ODE-RNNs and Latent ODEs can naturally handle arbitrary time gaps between observations, and can explicitly model the probability of observation times using Poisson processes. We show experimentally that these ODE-based models outperform their RNN-based counterparts on irregularly-sampled data.

NeurIPS Conference 2018 Conference Paper

Neural Ordinary Differential Equations

  • Ricky T. Q. Chen
  • Yulia Rubanova
  • Jesse Bettencourt
  • David Duvenaud

We introduce a new family of deep neural network models. Instead of specifying a discrete sequence of hidden layers, we parameterize the derivative of the hidden state using a neural network. The output of the network is computed using a blackbox differential equation solver. These continuous-depth models have constant memory cost, adapt their evaluation strategy to each input, and can explicitly trade numerical precision for speed. We demonstrate these properties in continuous-depth residual networks and continuous-time latent variable models. We also construct continuous normalizing flows, a generative model that can train by maximum likelihood, without partitioning or ordering the data dimensions. For training, we show how to scalably backpropagate through any ODE solver, without access to its internal operations. This allows end-to-end training of ODEs within larger models.

v2026.09.13