Grant: Discovery Grants Program - Individual
Simon Fraser University
$128,000.00
Learning Generative Models of 3D Shapes and Environments
FY 2023-24
Summary
One of the most intriguing and reoccurring questions in AI and computer science is when a machine can be considered to possess human-level intelligence. In its best-known version, the Turing Test judges the humanness of a machine by its ability to make natural language conversations. In 2014, a chatbot named Eugene was considered by many to have passed the test. So is Turing Test the best choice? Is it too easy? In the lesser-known "Lovelace Test", named after Lady Ada Lovelace, machines are judged by their creativity or originality. Lovelace pre-dated Turing by about 100 years and is often credited as the world's first computer programmer. In 1843, she remarked that computers cannot be thought to possess human intelligence until they can generate something original, which they were not programmed to do. Can a machine truly become creative? That is the ultimate question and the long-term pursuit would be to close the gap between machines and humans in creativity. In the shorter term, and as a computer graphics researcher, I want to tackle a more tangible problem first: to train machines to learn and execute generative models of 3D shapes and environments, where the outcomes do not have to be creative. While classical graphics mainly focuses on realistic image synthesis from explicit scene descriptions, in the new era of graphics, we wish to synthesize all forms of visual contents, where the inputs can be abstract (e.g., texts) or consist of only a set of exemplars. My current research objective is to advance data-driven visual content creation and geometric deep learning, making "big 3D data" a reality and fulfilling my four V's for data generation. Namely, the generated data should be in large volume and with cross-category variety, intra-category variation, and novelty - and ultimately, originality, to pass the Lovelace Test. In the next five years, I will advance the state of the art in developing and training generative models for 3D shapes and environments, enriching visual contents and design prototypes to serve applications in AR/VR, robotics, education, health, smart homes, and design and manufacturing. As well, I will keep pushing the boundary of computational creativity.
Program
Discovery Grants Program - Individual
Recipient
Location
British Columbia, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data
As published
Application id
RGPIN-2019-07098
Name nom
Zhang, Hao
Department département
Computing Science, School of - Computing Science, School of
Organization id
5
Institution établissement
Simon Fraser University
Province en
British Columbia
Province fr
Colombie-Britannique
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2023
Competition year année de concours
2019
Award amount
128000
Program id
RGPIN
Program name en
Discovery Grants Program - Individual
Program name fr
Programme de subventions à la découverte - individuelles
Group en
DISCOVERY RESEARCH
Group fr
RECHERCHE AXÉE SUR LA DÉCOUVERTE
Committee code
1507
Committee name en
Computer Science
Committee name fr
Sciences informatiques
Area of application code
1207
Area of application group en
Advancement of knowledge
Area of application group fr
Avancement des connaissances
Area of application en
Information, computer and communication technologies
Area of application fr
Technologie de l'information, des ordinateurs et des réseaux de communications
Research subject code
9999
Research subject group en
Not available
Research subject group fr
Not available
Research subject en
Non disponible
Research subject fr
Non disponible
Application title
Learning Generative Models of 3D Shapes and Environments
Keyword
Data-driven visual computing; Generative models; Geometric modelling; Machine learning; Shape and scene analysis and understanding; Visual content creation
Application summary
One of the most intriguing and reoccurring questions in AI and computer science is when a machine can be considered to possess human-level intelligence. In its best-known version, the Turing Test judges the humanness of a machine by its ability to make natural language conversations. In 2014, a chatbot named Eugene was considered by many to have passed the test. So is Turing Test the best choice? Is it too easy? In the lesser-known "Lovelace Test", named after Lady Ada Lovelace, machines are judged by their creativity or originality. Lovelace pre-dated Turing by about 100 years and is often credited as the world's first computer programmer. In 1843, she remarked that computers cannot be thought to possess human intelligence until they can generate something original, which they were not programmed to do. Can a machine truly become creative? That is the ultimate question and the long-term pursuit would be to close the gap between machines and humans in creativity. In the shorter term, and as a computer graphics researcher, I want to tackle a more tangible problem first: to train machines to learn and execute generative models of 3D shapes and environments, where the outcomes do not have to be creative. While classical graphics mainly focuses on realistic image synthesis from explicit scene descriptions, in the new era of graphics, we wish to synthesize all forms of visual contents, where the inputs can be abstract (e.g., texts) or consist of only a set of exemplars. My current research objective is to advance data-driven visual content creation and geometric deep learning, making "big 3D data" a reality and fulfilling my four V's for data generation. Namely, the generated data should be in large volume and with cross-category variety, intra-category variation, and novelty - and ultimately, originality, to pass the Lovelace Test. In the next five years, I will advance the state of the art in developing and training generative models for 3D shapes and environments, enriching visual contents and design prototypes to serve applications in AR/VR, robotics, education, health, smart homes, and design and manufacturing. As well, I will keep pushing the boundary of computational creativity.