# slotguided_volumetric_object_radiance_fields__60e0f061.pdf Slot-guided Volumetric Object Radiance Fields Di Qi MEGVII Technology Inc. qidi@megvii.com Tong Yang MEGVII Technology Inc. yangtong@megvii.com Xiangyu Zhang MEGVII Technology Inc. zhangxiangyu@megvii.com We present a novel framework for 3D object-centric representation learning. Our approach effectively decomposes complex scenes into individual objects from a single image in an unsupervised fashion. This method, called slot-guided Volumetric Object Radiance Fields (s VORF), composes volumetric object radiance fields with object slots as a guidance to implement unsupervised 3D scene decomposition. Specifically, s VORF obtains object slots from a single image via a transformer module, maps these slots to volumetric object radiance fields with a hypernetwork and composes object radiance fields with the guidance of object slots at a 3D location. Moreover, s VORF significantly reduces memory requirement due to small-sized pixel rendering during training. We demonstrate the effectiveness of our approach by showing top results in scene decomposition and generation tasks of complex synthetic datasets (e.g., Room-Diverse). Furthermore, we also confirm the potential of s VORF to segment objects in real-world scenes (e.g., the LLFF dataset). We hope our approach can provide preliminary understanding of the physical world and help ease future research in 3D object-centric representation learning. 1 Introduction As humans, we can understand scenes, perceive discrete objects within it, and interact with these objects in a 3D environment. This object-centric, geometric understanding of the 3D world is a fundamental ability in human vision [1]. In computer vision, researchers attempt to replicate this fundamental ability in machine learning models with a high interest, due to its wide application ranging from robotics [2] to autonomous navigation. To this end, machine learning models should bear two characteristics: unsupervised representation learning manner and 3D-aware generative mode [3]. Recently, with the advances of neural radiance fields (Ne RFs) [4] and representation learning [5, 6, 7], there are some works [8, 9, 3] to achieve these two characteristics. These works learn to decompose objects and understand 3D scene geometry from RGB supervision via novel view synthesis in an unsupervised manner. To this end, volumetric-based methods [8] utilize volume rendering mechanism to implement a 3D-aware differentiable generative process without supervision. To avoid high computational cost of volumetric-based methods, light-field based methods [9, 3] use light field formulation [10] to scale its application to large numbers of objects in a scene. However, existing works suffer from some limitations. Light-field based methods lack strict multi-view consistency [10] and fall into mask bleeding issues [3], which are harmful for object-centric representation learning. Besides, volumetric-based methods fail to decompose scenes caused by attention rank collapse [8] and do not perform well in complex multi-object scenes. In this paper, we propose a novel framework for 3D object-centric representation learning, alleviating the issues of existing works. Our method, called slot-guided Volumetric Object Radiance Corresponding author. 37th Conference on Neural Information Processing Systems (Neur IPS 2023). Fields (s VORF), adopts volumetric rendering to synthesis novel views and use object slots as a guidance to compose volumetric object radiance fields. Concretely, we firstly use an efficient transformer module to extract object slots from a single image and learn object-aware slot features with the help of self-attention mechanisms [11]. Then we utilize a hypernetwork to map these slots to volumetric object radiance fields. Finally, at each 3D location, we compose object radiance fields with the guidance of object slots for volumetric rendering. Thus, s VORF can avoid instinctive limits of light field formulation and resolve mask bleeding issues. Meanwhile, with the benefits from the guidance of object slots, s VORF can learn 3D-aware slot features and facilitate network optimization, alleviating the issues faced by existing volumetric-based methods. Moreover, instead of rendering whole image [8, 9], s VORF only render a small amount of image pixels during the training phase, which significantly reduces the demand for training resources. To validate the effectiveness of s VORF, we conduct experiments on four synthetic datasets to assess the ability of scene decomposition (e.g., segmentation in 3D) and scene generation(e.g., novel view sythesis, scene editing in 3D). Our results demonstrate that s VORF can precisely decompose 3D scenes into individual objects and produce high-quality novel view images. Specially, s VORF outperforms other state-of-the-art methods by a significant margin in complex multi-object scenes. In ablation experiments, we also analyze the effects of core components and show their strength. Besides, we show the robustness of s VORF on unseen object appearance and unfamiliar spatial arrangements. Furthermore, we extend our validation process to complex real-world LLFF data, confirming that our approach can segment objects in complex scenes with high accuracy. To sum up, our contributions are three fold. First, we introduce a novel approach for 3D-centric representation learning, named s VORF, that effectively decompose objects from a single image. Second, our slot-guided scene composition method avoids the shortcomings of existing methods and significantly reduces the memory requirements during training phase. Third, we validate the effectiveness of our proposed method on synthetic datasets and confirm the extendability of our approach on real-world scenes. 2 Related Work 2.1 Neural Scene Representation and Rendering Neural scene representations parameterize 3D scenes with a deep network that map xyz coordinates to signed distance functions or occupancy fields. Equipped with differentiable rendering functions, they can be optimized using only 2D images, relaxing the requirement of 3D ground truth. In particular, Neural Radiance Fields (Ne RFs) [4] can use an MLP to compute radiance values (color and density) for a given 5D coordinate (spatial location (x, y, z) and viewing direction (θ, ϕ)) and produce novel views with remarkably fine details. Numerous subsequent works have been introduced to address some its shortcomings and expand its applications, including rendering acceleration [12, 13, 14, 15, 16, 17, 18, 19, 20], Ne RF with few images [21, 22, 23, 24], 3D reconstruction [25, 26, 27, 28, 29] and 3D scene semantic understanding [30, 31, 32, 33, 34]. However, these volumetric methods need hundreds of evaluations for a ray, leading to an expensive cost for rendering. To address this issue, Light Field Networks (LFN) [10, 24] directly map an input ray to an output color, making only a single evaluation of the MLP per ray. 2.2 3D Object-centric Representation Learning Driven by the effectiveness of Ne RF, recent research has attempted to combine 2D self-supervised object-centric models [5, 6, 7] with neural scene representations to decompose a 3D scene to individual objects. Earlier work [35] utilizes a slot-based encoder and Ne RFs as 3D representations to decompose 3D scene with extra multi-view dense depth supervision. Likewise, u ORF [8] explicitly model the separation of objects and background with only images in training to address complex scenes. In order to avoid expensive cost of volume rendering, OSRT [3] and COLF [9] further replace the volumetric parametrization with a light field formulation. However, existing methods face some limitations. Ob Su RF [35] need dense depth as supervision and can not handle complex scenes, while u ORF [8] encounters expensive computation cost during training. Although light field formulation method [3, 9] resolve computation cost issues, they lack strict multi-view consistency [10] and easily fall into mask bleeding issues [3]. Hyper network MLP MLP MLP MLP Aggregation (𝜎1, 𝒄1) (𝜎𝐾, 𝒄𝐾) Scene Composition Global pooling Self-Attention Cross-Attention Scene Decomposition Target View : Sum : Mul Volume Rendering Target View Positional Encodings Figure 1: s VORF overview. The image encoder Eθ(I) processes the source view of a scene to generate 2D image features that serve as a prior. Next, these features are fed into the Scene Decomposition module to infer object and background slots. A hypernetwork then maps these slots to volumetric object radiance fields. Finally, the object slots provide guidance for the recombination of object radiance fields to render arbitrary views with 3D-consistent object decomposition. Different from the above methods, our method adopts volume representation to parameterize 3D scenes, avoiding the limits of light field formulation. Also, our approach has low computation cost by only sampling a small amount of rays and avoids using depth supervision during training. Moreover, our method can be applied to object segmentation in real-world scenes (e.g. LLFF dataset) [36]. The aim of our method is to decompose a scene to a set of object-centric 3D representations given a single input image. An overview of our approach is provided in Figure 1. We firstly extract image features from an input image and decompose object slots from image features. Then we map these slots to volumetric object radiance fields and compose these object radiance fields with the guidance of object slots for novel view synthesis. 3.1 Preliminaries: Ne RF We begin by briefly reviewing the Neural Radiance Fields (Ne RFs). A radiance field encodes a scene as a continuous volumetric radiance field f. The input to f is a location x R3 and a viewing direction d R2, while the output is an RGB color value c R3 and a volume density σ R+. Ne RFs parameterize f as an MLP Φϕ. To make MLP learns high-frequency functions, the input coordinates x and viewing directions d are mapped into a higher dimensional space with sinusoids function γ( ) before being passed into the MLP [37]. This process, known as positional encoding, allows the MLP to better capture high-frequency scene content. Therefore, the function Φϕ can be formulated as: Φϕ : (γ(x), γ(d)) 7 (σ, c) (1) Given N sampled points along a ray r and its predicted color and volume density {(ci, σi), i {1, . . . , N}}, the expected color C(r) of camera ray r can be derived from volume rendering: i=1 Ti (1 exp ( σiδi)) ci, Ti = exp where δi indicates the distance between adjacent samples. The reconstruction loss between the rendered and true pixel colors is used during training to optimize the parameters ϕ of MLP. 3.2 Scene Decomposition from 2D Prior Following [35, 9], we define the scene as a combination of K entities, where the first K 1 represent the objects and the last one represents the background. To obtain these entities, we first extract image feature as a 2D prior using an encoder E(I) from a scene image I. Instead of using slot attention module as existing methods, we adopt an efficient transformer module T to infer object and background slots from image feature, termed as S = {si}K i=1. Compared to slot attention module, this transformer module is simple and easy to train without Gated Recurrent Unit (GRU) block. For this transformer module, we take a global image feature v = avg_pool(E(I)) as initial object slots Z = {zi}K i=1. Combining with K learned positional encodings, these slots explicitly model all pairwise interactions between all slots and learn object-aware features via self-attention, which avoids inherent ambiguities in estimating color and geometry at occluded views, see Section 4.4 for details. Then these slots bind and explain the input image representation with cross-attention to image feature. Finally, the slots are transformed to S = {si}K i=1 via feed forward network (FFN). The whole process can be formulated as follows: S = T(Z, E(I)) (3) 3.3 Scene Composition Given the infered slots S = {si}K i=1, we recompose these slots to novel views of the same scene, which is critical for achieving 3D object-centric representation learning. To achieve it, there are two forms: Spatial Broadcast (SB) [35, 8, 9, 3] and Slot Mixers (SM) [3]. SB and SM do scene composition on RGB space and feature space, respectively. SB can utilize 3D geometric bias (3D point or 3D ray) in the scene composition, facilitating the network optimization. Conversely, due to composition on feature space, SM is hard to optimize without 3D geometric bias. But SM can learn 3D-aware slot features, which is useful for scene decomposition. Combining the advantages of two forms, we propose a new method for scene composition. We transform slots into volumetric neural radiance fields to utilize explicit geometric bias and avoid the limits of light field formulation [10]. Then, we compose all volumetric neural radiance fields with the guidance of slots, making slot features 3D-aware. Objects as Neural Radiance Fields To transform a slot to its radiance field, we utilize a hypernetwork [38, 39] H to map the slot si directly to the parameters ϕi of the associated object Neural Radiance Field. The mapping process is formulated as: ϕi = H(si) (4) where i = 1, , K, K is the number of object slots. With the radiance field Φϕi, we can map a location x R3 with a viewing direction d R2 to a tuple of color ci and density σi of corresponding object: Φϕi : (γ(x), γ(d)) 7 (σi, ci) (5) In this way, we transform feature space to RGB space, introducing 3D geometric bias for scene composition. Composing Mechanism Given K Object Ne RFs {Φϕi}K i=1, we compose their outputs {σi}K i=1 and {ci}K i=1 at a 3D location with the guidance of object slots. Specifically, we firstly leverage a feature aggregation block Dc to gather object slots and obtain an aggregate feature z for query location γ(x): z = Dc(γ(x), S) (6) where Dc is a cross-attention layer [40] network. Then we pass z to an attention block Da and compute a normalized dot-product similarity between z and each slot feature in S: m = Da(z, S) (7) where m = (m1, , m K), Da is a cross-attention layer without linear operation. Finally, we compute the combined density σ and color c as follows: i=0 miσi, c = i=0 mici (8) Note that our model can train with a small amount of sample rays, leading to a significant reduction for computation and memory cost during training. We speculate that this characteristic benefits from our composing mechanism. In order to decompose small objects from a scene, it is essential to sample much more rays to cover the regions of these small objects, resulting in heavy training cost. However, our composing mechanism can perform well on small objects with a small amount of rays, addressing this large sampling cost, see Section 4.4. 3.4 Loss Functions Reconstruction Loss We train our model across multiple scenes and only take view images as the supervisory signal. The reconstruction loss is formulated as: r R C(r) Cgt(r) 2 (9) where R is the set of rays in each batch, and Cgt(r) is the groundtruth color. Connectivity Regularization We observe that some object radiance fields exist semi-transparent clouds, especially when the number of slots is much larger than the total number of objects in a scene. To solve this issue, we apply a connectivity regularization Lconnect to each Φϕi by referring to the distortion loss presented in Mip-Ne RF360 [41]: Lconnect (t, w) = X 2 tj + tj+1 i w2 i (ti+1 ti) (10) where w = {Ti (1 exp ( σiδi))}N i=1 is the weights along a ray and t is the normalized ray distance. Total Loss The overall training loss function is formulated as follows: L = Lrecon + λconnect Lconnect (11) where λconnect is the scale to balance the connectivity regularization Lconnect, which is set to be 0.01 in our experiments. 4 Experiments Datasets Following u ORF [8], we experiment on several datasets in increasing order of complexity. CLEVR-567 [8]: The CLEVR [42] dataset is a widely used benchmark for evaluating object decomposition in computer vision. CLEVR-567 is a multicamera variant of this dataset with 1,000 scenes for training and 500 scenes for testing. Each scene consists of with 5-7 CLEVR objects that randomly positioned and oriented with a clean background. The objects in the scenes are comprised of three geometric primitives: cubes, spheres, and cylinders. We follow u ORF s setup in using a Rubber material with largely diffuse properties. CLEVR-3D [35]: This dataset is also a variant of CLEVR dataset, in which each scene consists of 3-6 basic geometric shapes of 2 sizes and 8 colors. In particular, each scene includes 3 fixed views: the two target views are the default CLEVR input view rotated by 120 and 240 , respectively. Following Ob Su RF [35], we train 35k scenes and test on the first 320 scenes of each validation set [43, 6]. Room-Chair [8]: This dataset contains 1,000 scenes designated for training and 500 for testing. In this dataset, each scene includes 3-4 chairs of identical shape with 3 different textures background. Room-Diverse [8]: This dataset is an upgraded Room-Chair. Each scene contains 4 distinct chairs, whose shape chosen randomly from Shape Net [44] chair shapes, and a range of background that is selected from 50 unique textures. There are 5,000 scenes for training and 500 for testing. Multi Shape Net (MSN) [35]: This dataset comprises 11,733 distinct shapes, with each scene populated by 2-4 objects with different categories sourced from the Shape Net V2 3D model dataset. Local Light Field Fusion (LLFF) [36]: This dataset includes real scene scenarios with complex forground and background, making it highly challenging. We specifically utilize the forward-facing scenes Flower and Fortress from the LLFF dataset, with each scene consisting of 27 training images and 6 testing images. Baselines We compare our model with a 2D object-centric learning method Slot-Attention [43] and four competitive 3D methods, namely u ORF [8], COLF [9], Ob Su RF [35] and OSRT [3], in terms of scene decomposition and novel view synthesis. Both COLF and OSRT are based on light field, while u ORF and Ob Su RF employ volumetric parameterization, which is similar to our approach. Table 1: Scene segmentation results. Bold and Underline indicate state-of-the-art (SOTA) and the second best. CLEVR-567 Room-Chair Room-Diverse 3D metric 2D metric 3D metric 2D metric 3D metric 2D metric NV-ARI ARI Fg-ARI NV-ARI ARI Fg-ARI NV-ARI ARI Fg-ARI Slot Attention [43] N/A 3.5 93.2 N/A 38.4 40.2 N/A 17.4 43.8 u ORF [8] 83.8 86.3 87.4 74.3 78.8 88.8 56.9 65.6 67.9 COLF [9] 46.6 59.5 92.6 83.5 83.9 92.4 54.5 70.7 71.7 s VORF 81.5 82.7 92.0 87.0 87.8 92.4 75.6 78.4 86.6 Table 2: Results on CLEVR-3D dataset. Model is re-evaluated using the unified test set for a fair comparison. Bold and Underline indicate state-of-the-art (SOTA) and the second best. (a) 3D Segmentation. Model Supervision ARI Fg-ARI Ob Su RF [35] image+depth 94.6 95.7 OSRT [3] image 42.7 97.0 s VORF image 86.0 96.3 (b) Novel View Synthesis. Model LPIPS SSIM PSNR Ob Su RF [35] N/A N/A 33.69 OSRT [3] 0.0367 0.9719 36.74 s VORF 0.0258 0.9759 37.52 Metrics To evaluate the quality of novel view synthesis, we use Learned Perceptual Image Patch Similarity (LPIPS) [45], Structural Similarity Index (SSIM) [46], and Peak Signal-to-Noise Ratio (PSNR). For scene segmentation in 3D, we measure clustering similarity using Adjusted Rand Index (ARI). The ARI score ranges from 0 to 1, with a score of 0 indicating random segmentation and a score of 1 indicating perfect segmentation. For a fair comparison, we evaluate two types of 2D ARI metrics: ARI and FG-ARI, as well as three types of 3D ARI metrics: NV-ARI, ARI , and FG-ARI . Specifically, both ARI and FG-ARI are computed on the source image to facilitate comparison with 2D methods. The FG-ARI is further calculated solely on the foreground regions, using ground-truth data. Similarly, ARI and FG-ARI are calculated on all images. Lastly, the NV-ARI is computed on synthesized novel views. 4.1 Scene Segmentation in 3D Setup Given the soft slot masks of 3D locations, 2D segmentation masks are inferred through volume rendering. To clarify, we begin by mapping the pixel p in the rendered view to a ray r for sampling N points along it. Then, we calculate the soft mask m of each sampling point x at all object Ne RFs and derive the composite density σ using the mask information. Finally, we render the segmentation mask along the ray based on the composite density to yield the segmentation of pixel p. Results We compare our method with u ORF and COLF, and present the results in Table 1. The comparison reveal that our method outperforms all baselines in terms of NV-ARI and ARI values, particularly the NV-ARI, in both Room-Chair and Room-Diverse scenes. It provides evidence that s VORF can effectively identify 3D objects from a single image with better multi-view consistency. Furthermore, in the more complex Room-Diverse scene, our approach achieves comprehensive and distinct improvements over other methods, indicating the robustness of our design. Moreover, we report the performance on CLEVR-3D in Table 2a to ensure equitable comparisons with Ob Su RF and OSRT. Compared with OSRT, s VORF achieves significantly higher ARI and similar FG-ARI without using depth information, which further proves that our volume parameterization can alleviate mask bleeding problems, as shown in Figure 3. However, we encounter exceptions in the ARI and NV-ARI scores on the CLEVR-567 dataset, and the ARI on CLEVR-3D dataset. Our benchmark scores are slightly lower than those of u ORF and Ob Su RF. We attribute this to the penalty imposed on reconstructing shadows of foreground objects, which are not included in the ground truth object masks. This inadequacy is illustrated in Figure 3. Since the light source remains fixed in the CLEVR dataset, it is straightforward to model the shadow as a translucent layer belonging to the object. Nonetheless, the high FG-ARI indicates that our proposed method is proficient in forming factorized representations, which can segment objects in a scene effectively. Table 3: Comparison on novel view synthesis from a single image. Model CLEVR-567 Room-Chair Room-Diverse LPIPS SSIM PSNR LPIPS SSIM PSNR LPIPS SSIM PSNR u ORF [8] 0.0859 0.8971 29.28 0.0821 0.8722 29.60 0.1729 0.7094 25.96 COLF [9] 0.0608 0.9346 31.81 0.0485 0.8934 30.93 0.1274 0.7308 26.02 s VORF 0.0211 0.9701 37.20 0.0824 0.8992 33.04 0.1637 0.7825 29.41 Furthermore, to validate our method on more challenging scenarios, we conduct experiments on the MSN dataset and show the results in Table 4. Compared with Ob Su RF, s VORF achieves significantly higher Fg-ARI and comparable ARI without using depth information, which demonstrates the model s ability to decouple more complex scenarios. Qualitative results are shown in Figure 2. Reconstruction Segmentation Figure 2: Qualitative results of s VORF on MSN. Table 4: Comparison on MSN dataset. Model ARI Fg-ARI PSNR Ob Su RF [35] 64.1 81.4 27.41 s VORF 63.4 84.1 30.51 4.2 Novel View Synthesis Setup For each test scene, we reserve one view as an input and use the other views to evaluate the the quality of reconstruction. Results In Table 3, s VORF outperforms all baselines on most metrics, despite not employing the coarse-to-fine training schedule. These findings suggest that our method is effective in producing high-quality images. The slightly lower LPIPS performance on Room-Chair and Room-Diverse can be attributed to the lack of perceptual loss in the s VORF training process, which does not explicitly optimize the LPIPS performance. Moreover, there exists a trade-off between structural and perceptual loss within the model. The excellent SSIM performance of our model indicates that the s VORF can generate complex object shapes. Specifically, as illustrated in Figure 3, our method generated diverse chair shapes with higher accuracy than COLF and u ORF, even though it did not fully recover the background texture. In addition, the results presented in Table 2b indicate that s VORF outperforms OSRT in all metrics, despite using nearly half of the parameters as OSRT (48.73M v.s. 83.11M). Without the addition of depth information, our method synthesizes multi-view images with higher quality than obsurf, as shown in Table 4. 4.3 Scene Design and Editing in 3D Move Change Bg Input image Input view Novel view GT Figure 4: 3D scene manipulation for moving object and changing background. Setup We examine the potential of our method for basic scene editing on the Room-Chair dataset. Following u ORF, our investigation involves two types of modifications, namely, moving objects and changing backgrounds. For editing the position of a foreground object, we move all query point coordinates on its object Ne RF, based on the targeted movement. In order to relocate the slot, an affine transformation is applied to the 3D sample points before passing them to the corresponding object Ne RF. Meanwhile, for changing the background, we substitute the original background texture by replacing the original background slot feature with that of the target image. GT Ours u ORF COLF Input view Novel view Novel seg. GT Ours u ORF COLF Novel view Novel seg. GT Ours u ORF COLF GT Ours OSRT Figure 3: Qualitative Comparison. We compare the reconstructions of the input view, a novel view, as well as the novel view segmentation using the u ORF [8], COLF [9], OSRT [3], and our method on four datasets. Our method produces a finer segmentation and more precise shapes. Results Figure 4 shows that edited images maintain a harmonious quality while accurately executing object movement and background replacement, affirming the strong correlation between slots and 3D objects in s VORF, as well as the accuracy of our model in 3D scene segmentation. 4.4 Ablation Studies Table 5: Ablation studies on the CLEVR-567 dataset. Model NV-ARI FG-ARI s VORF (w/o NVS) 15.1 31.2 s VORF (w/o CR) 81.1 89.3 s VORF (density-weighted) 81.4 88.6 s VORF (w/o SA) 79.6 85.4 s VORF (ours) 81.5 92.0 In this section, we conduct ablation studies on the CLEVR-567 dataset to gain a deeper understanding of how the various parts contribute to the overall effectiveness of our approach. More ablation studies on architectures are detailed in Appendix C. Role of Novel View Synthesis To investigate the influence of the novel view synthesis setup on the training process, we modify our reconstructed target view to equal with the input view, i.e. , we turns s VORF into a 2D image auto-encoder. As shown in Figure 5, the model divides images based on areas rather than objects. This division led to substantially lower ARI results, presented in Table 5. Above observations confirm the crucial role of viewpoint changes in scene decomposition. Specifically, the mapping between slots and 3D representations captures changes occurring in various regions due to differences in viewing angles between the target and source views. Changes that occur within regions belonging to the same object are more closely approximated, which allows the model to converge to K slots based on object clustering. Connectivity Regularization As previously mentioned, novel view synthesis setup ensures distinctiveness between objects, while implementing Connectivity Regularization guarantees connectivity within the same objects. These two factors work together to achieve a clear decomposition of the scene. Figure 5 visualizes that our Connectivity Regularization ensures that points on an object belong to the same slot by preventing semi-transparent clouds from being modeled by object Ne RFs. Numerically, as shown in Table 5, the model s FG-ARI displays a significant increase from 89.3 to 92.0 when implementing connectivity regularization compared to the model without it. Composing Mechanism As described in Section 3.3, our composing mechanism can perform well on small objects with few rays. To verify this, we implement the common density-weighted mean combination mode on our model and present the visualization in Figure 5. Our composing mechanism outperforms the density-weighted mean combination mode in decoupling effect, especially for small objects that may otherwise be segmented into attachments of other objects. Self-Attention in Scene Decomposition If an object in the input image is occluded, it may be mistakenly segmented into the slot of another object that corresponds to the occluded area. This issue can be resolved by leveraging the self-attention layer in the decomposition module as it facilitates the interaction between slots. As illustrated in the Figure 5, removing the self-attention layer leads to incorrect division of the occluded object, highlighting the importance of inter-slot interaction in preventing the collapse of the corresponding slot of the occluded object. Input view Novel view Image Ours w/o NVS w/o CR Density-weighted w/o SA Figure 5: Qualitative comparison of ablation studies on CLEVR-567 dataset. Specifically, we evaluate the impact of four techniques - Novel View Synthesis (NVS), Connectivity Regularization (CR), Composing Mechanism, and Self-Attention (SA). 4.5 Generalization We conduct three sets of generalization experiments. The three subsets assess the ability of s VORF to generalize to unseen object appearances, unfamiliar spatial arrangements and grayscale images respectively. Table 6: Object Appearance Model ARI Fg-ARI Slot-Attention [43] 2.2 N/A u ORF [8] 85.5 N/A s VORF 82.0 92.6 s VORF(567) 83.9 95.8 Object Appearance For unseen object appearance, we follow the dataset in u ORF, which is similar to CLEVR-567. The training set of this dataset excludes red cylinders and blue spheres, while the testing set includes only these types of objects. The results are presented in Table 6. It is noteworthy that our approach has never encountered the appearance of test objects but achieves comparable results to the models trained on a standard CLEVR-567 dataset. Table 7: Spatial Arrangements Model ARI Fg-ARI Slot-Attention [43] 5.7 N/A u ORF [8] 83.2 N/A s VORF 81.0 85.5 Spatial Arrangements To assess the model s ability to generalize to a greater number of objects with unseen, challenging arrangements, we train our method using 11 slots on the CLEVR-567 dataset and evaluate on the packed-CLEVR-11 dataset provided by u ORF. During training, we randomly mask off four slots to prevent slot collapse, but we utilize all slots during testing. The performance of our method on the unseen object arrangements test set is shown in Table 7 and is found to be reasonably well. RGB color To explore whether the s VORF mainly relies on RGB color for scene decomposition, we conduct an evaluation on a grayscale version of CLEVR-567 dataset. The model used in the evaluation is only trained on RGB CLEVR-567 dataset. The model achieves 87.5 FG-ARI on the grayscale test set, which is on par with 92.0 FG-ARI on the default RGB images. The evaluation results demonstrate that s VORF really learns to decompose the scene intrinsically. For qualitative results, see details in Appendix D. 4.6 Object Segmentation on Real Images Input view Novel view Figure 6: Object segmentation on real images. We demonstrate the effectiveness of our approach in real-world scenarios by validating it on LLFF datasets. To handle complex scenarios, we implement VIT-Base [47] as the backbone instead of Res Net34 [48] and train the network from scratch. Qualitative visualizations displayed in Figure 6 show that s VORF effectively segments the object within the scene, demonstrating the potential of our approach to understand general real scenarios. 4.7 Training Speed and Memory Consumption Setup We compare s VORF with u ORF [8] and COLF [9] in terms of memory consumption and training speed. For all three methods, we train models on the CLEVR-567 dataset using a batch size of 1 on V100 and record their memory usage and time taken for one epoch. Since both COLF and u ORF render and supervise images at 64 64 resolution to learn the coarse structure first before supervising them at 128 128 resolution, we record their performance during both stages. Table 8: Memory Consumption and Performance Comparison. Volumetric Field Light Field s VORF u ORF [8] COLF [9] coarse fine coarse fine Memory 4.6G 23.6G 23.7G 2.8G 3.8G Training Time 3m24s 8m42s 9m2s 1m56s 2m22s Results As shown in Table 8, s VORF offers substantially shorter training time (3m24s vs. 9m2s) and lower memory consumption (4.6G vs. 23.7G) than the volumetric-decoder based u ORF method, while displaying comparable performance to the light field-based COLF. In terms of total training time, for the CLEVR-567 and Room-Chair datasets, we train s VORF for approximately 7 hours using 8 Nvidia RTX 2080 Ti GPUs with batch size 16. The u ORF and COLF models are trained on an Nvidia RTX V100 GPU for approximately 7 and 2 days, respectively, with a batch size of 1. For the CLEVR3D dataset, s VORF is trained for approximately 2 days using 8 Nvidia RTX V100 GPUs with batch size 16, while OSRT is trained for approximately 1 day on 8 A100 GPUs with a batch size of 256. These results demonstrate the effectiveness of s VORF in overcoming the challenges of volumetric decoders that demand extensive resources, while also contributing to enhanced training efficiency. 5 Conclusion We present s VORF, a novel method for 3D object-centric representation learning. By adopting volumetric rendering to synthesis novel views and using object slots as a guidance to compose volumetric object radiance fields, s VORF precisely decompose 3D scenes into individual objects with limited training resources. It significantly outperforms existing SOTA methods, particularly in complex multi-object scenes. In addition, we demonstrate s VORF s ability for realistic scenario decomposition, indicating a promising direction for understanding the physical world. 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Additionally, we implement learning rate warm-up for the initial 1,000 iterations. The minimum number K of objects in each scene is customized separately as follows: K = 8, 7, 5, 5, 2, and 5 for the CLEVR-567, CLEVR-3D, Room-Chair, Room-Diverse, LLFF, and MSN datasets, respectively. To allow training on a high resolution, such as 256 256, we render individual pixels instead of large-sized patches. Specifically, we randomly sample a batch of 64 rays from the set of all pixels in the dataset, and then follow the hierarchical volume sampling [4] to query 64 samples from the coarse network and 128 samples from the fine network. In addition, we train our model from scratch, with the exception of the Room-Diverse dataset. The Room-Diverse dataset is more complex and requires an incremental learning approach. Specifically, we initialize our models for Room-Diverse using weights from a model that have previously been trained on the CLEVR-567 dataset. A.2 Architecture details Image encoder For the image encoder E, we utilize the well-known Res Net34 [48] architecture as the backbone, followed by three upsampling layers. Specifically, given the source image I R256 256 3, we extract features F1 R128 128 64, F2 R64 64 128, and F3 R32 32 256 from the conv2, conv3 and conv4 layer of the Res Net34 architecture, respectively. Note that the max-pooling layer in conv2 is not used. Subsequently, these features are fed into the following three up-sampling layers within a U-net expansive path, resulting in the feature F R128 128 512. The architecture of upsample layers is shown in Table 9. Table 9: The architecture of upsample layers.All convolutional kernel sizes are 3 3. All activation functions for convolutional layers are Re LU. "+" indicates channel concatenation with a feature map of same resolution sourced from Res Net34. Layer name Input shape Output shape Stride Conv1 32 32 256 32 32 512 1 Bilinear Upsampler 32 32 512 64 64 512 Conv2 64 64 (512 + 128) 64 64 512 1 Bilinear Upsampler 64 64 512 128 128 512 Conv3 128 128 (512 + 64) 128 128 512 1 Object Ne RF To represent each object Ne RF, we employ a simple 4-layer MLP that each layer has 128 channels and is followed by a Re LU activation. In addition, we use skip connection mechanism that add the first layer s activation to the third layer s activation. Note that the last layer outputs the RGB value with a sigmoid activation function. Transformer-based module The efficient transformer module is a standard transformer decoder. Specifically, we firstly use each slot zi as query and interact with other object slots with multi-head self-attention operation. Then we employ multi-head cross-attention operation to attend into and aggregate features from the flattend image features E(I). Finally, we pass the resulting slot features into a feed forward network (FFN) to get the final slots. This transformer module is simple and easy to train than the slot attention module, as it does not contain a Gated Recurrent Unit (GRU) block. Composition module The aggregation block performs a cross-attention operation, which aggregates object representations S with the 3D location x as the query to obtain the corresponding feature z. The attention block computes the similarity between S and z after mapping them into the same space through a linear layer, thus obtaining the probability distribution of x belonging to each slot. In the initial stages of our experiments, we observed that utilizing both modules simultaneously yielded superior results. We speculate that this improvement may be attributed to a good feature space alignment between 3D points and slot features using the proposed aggregation block. B Object Segmentation on Real Images Setup In this study, we use VIT-Base [47] as the feature extractor for complex datasets of size 1008 756 with intricate textures. The adopted backbone networks are trained from scratch, and the method strictly follows unsupervised learning. To conserve memory, we resize the source image to 256 256 and select only 7168 rays from the target view during each training iteration. Moreover, we define the task as foreground-background segmentation. As such, we set the number of slots to 2 and map it to two Ne RFs. Each Ne RF consists of a simple 4-layer MLP. Unlike the setup on other datasets, we train s VORF on both LLFF scenes as two separate models Following the setup in Ne RF-SOS, we divide the data of each scene into training and testing sets, ensuring there is no overlap between these two sets. Results Figure 7 shows the complete segmentation results of s VORF on both Flower and Fortress datasets. The results demonstrate the potential of s VORF for 3D segmentation on non-object-centric real scenes with cluttered backgrounds. Additionally, we use Res Net34 as the backbone and provide the segmentation results in Figure 8. Unlike s VORF with Vi T-Base, s VORF with Res Net34 produces a coarse segmentation and still segments foreground object from complex scenes. Novel views Input view Color Images Ours GT Color Images GT Ours Figure 7: Qualitative results of 3D segmentation on real images. C More Ablation Studies This section provides more ablation studies on architecture, assessing the efficacy of the transformerbased module (Section 3.2), hypernetwork (Section 3.3) and combination module (Section 3.3), respectively. The quantitative results are reported in Table 10. Transformer-based module We substitute the transformer with slot attention and observe that slot attention fails to achieve the decomposition task in our model, as shown in the second row of Table 10. Reconstructions Segmentations Figure 8: Qualitative results of s VORF with Res Net-34 on LLFF dataset. Table 10: Ablation studies on the CLEVR-567 dataset. Model NV-ARI FG-ARI s VORF (w/o Hypernetwork) 21.6 65.9 s VORF (w Slot-Attention) 14.1 76.8 s VORF (w SM) 28.4 71.2 s VORF (ours) 81.5 92.0 Based on this comparison, we can conclude that our transformer-based module has a better scene decomposition than slot attention in our training setting. Hypernetwork We replace the hypernetwork with directly using the slots for conditioning the radiance fields per object like u ORF [8]. As shown in the first row of Table 10, the model s performance significantly decreases. We speculate that using hypernetwork can provide stronger 3D geometric bias than directly using the slots for conditioning the radiance fields per object. Our composition module v.s. Slot Mixers To compare our composition method with Slot Mixers decoder, we have some modifications on the SM decoder [3]. First, we use a 3D point x instead of the target ray as the query to aggregate the weighted slot feature. Second, we transform the weighted slot feature into the corresponding radiance field. Third, based on the radiance field, we can obtain the density and color of the 3D point x. In the experiment, we find that the composition performance of the SM method is lower than our proposed composition method. Specifically, the SM method exhibits 3D-inconsistent segmentation results, as shown in the third row of Table 10. It proves that the introduction of 3D geometric bias is really important for scene decomposition. D More Qualitative Results Depth maps We illustrate the depth maps of s VORF on different datasets in Figure 9. The results show that our method can learn a high quality of 3D geometry. Figure 9: Reconstructed depth maps of s VORF on different datasets. Object-level radiance fields. We provide the visualization of learned object-level radiance fields on CLEVR-567 dataset in Figure 10. It is further demonstrated that our method can achieve very clean scene decomposition. Reconstruction Figure 10: Visualization of learned object-level radiance fields. Grayscale images. We provide the multi-view results of the qualitative evaluation of the model on a grayscale version of the CLEVR-567 dataset in Figure 11. Figure 11: Multi-view qualitative results on a grayscale version of the CLEVR-567 dataset. E Limitations There are three limitations in s VORF. First, although s VORF can generalize to more objects at test time, as shown in Section 4.7, the maximum slot number of test scenes is restricted by the training setting. In other words, we need know the maximum number of objects/slots in the scene, and ensure that the number of slots set is equal to or exceeds this maximum value. Second, like other 3D representation learning methods, the model s training process requires curated multi-view images, which are difficult to obtain and necessitate specialized equipment, particularly in real scenes. Finally, although our method performs well on some complex scenes, such as MSN, it is still a challenge for our method to decompose and understand real-world scenes like a human. Addressing the limitations related to the slot number, training dataset and the generalization capabilities on real scenes is a potential area for future research.