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    <article-meta>
      <title-group>
        <article-title>Neurosymbolic Generation of 3D Animal Shapes through Semantic Controls</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vivian Liu</string-name>
          <email>vivian@cs.columbia.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lydia Chilton</string-name>
          <email>chilton@cs.columbia.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Columbia University</institution>
          ,
          <addr-line>New York</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Joint Proceedings of the ACM IUI 2021 Workshops</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>While there have been many advancements in generative models for 3D design, there has been a limited amount of user interface work in this co-creation domain. The user interface controls and interaction paradigms emerging in this field tend to be unintuitive and hard to standardize, as they are often based upon complicated work related to latent space disentanglement, dimensionality reduction, and other bespoke computational techniques. We demo a user interface that provides intuitive controls for the generation of basic 3D animal shapes. These controls, a set of semantic sliders, map to simple and universal operations such as scale and rotation. By adjusting these parameters over animal limbs, users can semantically guide generative models towards their goals, optimizing the mapping between AI action and user intention. Our user interface operates over a generative model that implements Wei et. al.'s semi-supervised architecture for learning semantically meaningful embeddings [1]. To train it, we collected artist data and generated synthetic data by authoring a parametric animal shape generator. This generator produces low-fidelity, abstracted animal shapes we refer to as metashapes. Our system is an instance of a neurosymbolic generative system, which is when the generative system learns dually from data as well as from symbolic, algorithmic constraints. We conclude with an analysis of the benefits and drawbacks of neurosymbolic generation for 3D animal shapes and the utility of metashapes for user control over AI.</p>
      </abstract>
      <kwd-group>
        <kwd>neurosymbolic</kwd>
        <kwd>generative models</kwd>
        <kwd>semantic controls</kwd>
        <kwd>human-AI interaction</kwd>
        <kwd>3D user interfaces</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>1.1. Related Work</p>
      <sec id="sec-1-1">
        <title>Prior work has shown that generative net</title>
        <p>works such as variational autoencoders and
GANs can learn latent spaces and generatively
produce 3D shapes [2]. However, the
dimensions of these latent spaces are often highly
entangled and too hyperdimensional to be
human interpretable. Reverse engineering
meaningful signals from latent spaces has become
an active area of research. Techniques such
as beta-variational autoencoders, InfoGAN [3],
and latent space factorization have been
developed for the purposes of disentangling the
latent space. However, all these methods work
to varying degrees of success and tend to be
contingent upon the curation and training of
large datasets.</p>
        <p>Recently, Wei et. al. (2020) proposed an
architecture that challenges latent spaces with
a semi-supervised model that learns a
semantic space. A semantic space can generate
instances of 3D object classes after being trained
jointly on synthetic and real data; within this
space, users can carry out 3D shape editing
operations [1].</p>
        <p>The demo we present implements the
ar2. System
chitecture and methods proposed by Wei et.
al on the domain of quadruped animals. Wei
et. al. demonstrate the success of their method Our system utilizes point clouds as our 3D
using state of the art academic datasets on shape representations, as neural networks have
well-established generative task domains such shown success on a number of 3D tasks
inas chairs, airplanes, and human bodies. We volving point clouds from instance
segmenchoose to focus on the domain of animals, be- tation [4] to shape editing to interpolation
cause animals are one of the most common [2].
classes of 3D assets created. They display a To create a dataset of animals, we first
webhigh variance in their shapes, which make scraped 228 3D mesh assets made public on
them far harder to statistically parameterize Sketchfab by artists [5] and sampled point
than easier shapes like human silhouettes. In clouds from these assets. Using open3d, a
spite of this variance, animals share struc- Python package for 3D graphics, we rotated,
tural similarities that humans can intuitively normalized, and scaled our data to fit within
characterize. For example, we can generalize a unit sphere, center around the 3D origin,
quadrupeds to be four-legged animals with a and face the same direction.
head, neck, and a tail, and teach this
abstraction to our system. We refer to this abstrac- 2.1. Metashape Generator
tion as a metashape: a generic, low-fidelity
shape that can abstractly characterize a class
of 3D objects. We utilize these metashapes
and the aforementioned architecture for our
neurosymbolic generative system.</p>
        <p>To create a synthetic dataset of 20,000
animal metashapes in accordance with Wei et.
al’s architecture, we utilized Blender’s
module for Python scripting to spawn metaballs
that coagulate into basic animal shapes.
Metaballs are 3D primitives common to computer
graphics software that can additively or sub- are all in accordance with best practices
protractively react to one another to form organic- posed by Llano et. al. for explainable
compulooking shapes. Our metashapes were sym- tational creativity systems [8].
bolically parameterized by vector directions, Author interactions with the system
efilimb lengths, and limb rotations. Our inspi- ciently exposed the generative model’s
abilration for this approach comes from an idea ities and shortcomings. It was moderately
long theorized by cognitive science that 3D successful at learning from its semantic
sushapes can be decomposed into more basic pervision and able to produce transformations
primitives known as geons [6]. in scale and rotation over torso length, neck</p>
        <p>We created two versions of the generative length, and tail length. Exploration through
model for this demo that work with one con- the user interface produced the varied results
sistent user interface. The first is parame- as pictured in Figure 1. However, the model,
terized by six semantic axes, the second by in its first iteration with six semantic
paramtwenty one semantic axes. These parameters eters, failed to completely disentangle the
secorresponded to length, width, height, rota- mantic space. The model showed an on and
tion, radius, position, spacing and other la- of ability to control parameters such as neck
bels that characterized the primitives corre- rotation, tail rotation, leg length, and tail length.
sponding to parts of the animal metashape. By on and of, we mean that while in
cerThe exact labels can be found in the appendix. tain clusters of parameters the 3D
transfor</p>
        <p>These labels supervise the learning of the mations over rotation and scale were
accusemantic space and teach the model 3D oper- rate, in other clusters the sliders produced
ations such as scale and rotation over specific suboptimal behavior. For example, one
speparts. While generating a synthetic dataset cific problem was that the model sometimes
from a template is a source of inductive bias, mixed up the posterior extrusion of the neck
we attempted to mitigate this by informing with the anterior extrusion of the tail.
Anour template with results from Superquadrics, other problem was that the model seemed
una recent part-segmentation model that was able to capture the extreme ends of our
synapplied successfully to animal meshes [7]. thetic training data (i.e. long legs). More
examples of malformed edits are illustrated and
captioned in Figure 2.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. Results</title>
      <p>We present a user interface designed in the 4. Discussion
Unity3D game engine, which abstracts over
the generative model and allows users to in- In this section, we discuss the following
learnteract with it in real-time using semantic slid- ings from this demo.
ers. These sliders map to the original axes of
the semantic supervision and ofer explain- 4.0.1. Eficient design space exploration
ability for the model’s actions. We
additionally demo preliminary features for direct ma- Though many generative models can now be
nipulation, camera view movement, user his- interacted with in realtime [9, 10], it is often
tory, generative AI history, and transparency. still intractable to completely visualize the
deThe real-time nature of the interactions, the sign space these models sample over.
Howexplainability of the model through the se- ever, our design space is low-dimensional;
sixmantic sliders, and the concept of memory dimensional in one version, 21-dimensional
in another. Users have access to the entire de- over the design space with universal concepts
sign space and can traverse through it within like scale and rotation, mental operations that
minutes. They can find best and worst case are intuitive and shared by everyone. The
seoutputs within seconds. The eficient explo- mantic meaning attached to each slider
optiration that we allow implements the follow- mized the translation of user intention into
ing principle established by Gero et. al.: in- AI output. While metashapes are 3D
conteractions between humans and AI are im- cepts, they translated well to a user interface
proved when humans can eficiently explore that would be intuitive even to non-technical
and understand the global knowledge distri- end users. The minimal interface is a good
butions underlying generative models [11]. counterexample to the many heavier
generative model user interfaces which encourage
4.0.2. Using metashapes as abstractions users to interact with lower-level
complexibetween users and AI ties like data distributions [12] and
hyperparameters [10].</p>
      <sec id="sec-2-1">
        <title>We argue that metashapes are an ideal abstraction between users and AI. In our system, metashapes gave users ways to operate</title>
        <sec id="sec-2-1-1">
          <title>4.0.3. Challenges for neurosymbolic</title>
          <p>generation</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>5. Conclusion</title>
      <p>We present a demo of a neurosymbolic
generative system that allows users to create 3D
animal shapes with semantically meaningful
controls. Additionally, we illustrate how
symbolically generated metashapes can be a
useful abstraction going forward for human-AI
interaction.</p>
      <sec id="sec-3-1">
        <title>We acknowledge that there are limitations to</title>
        <p>neurosymbolic generation with metashapes.</p>
        <p>One of the most significant challenges is
finding the right metashape abstraction to
encapsulate a class of 3D shapes. While methods
to find these abstractions do exist [13, 14, 7],
it is hard to evaluate the correctness of their
abstractions. Furthermore, these methods do
not often lend to intuitive user interface con- Acknowledgments
trols and metaphors.</p>
        <p>Additionally, by incorporating symbolic con- Vivian Liu is supported by a National Science
straints from a template, we put a concrete Foundation Graduate Research Fellowship. The
number on the degrees of freedom users may authors thank Panos Achlioptas (@optas) for
access. While we set this number to generate open-sourcing the loss function used for model
a tractable low-dimensional design space, a training, Felix Herbst (@herbst) for
contributnumber that is too small limits users and a ing to the coloring function on the point clouds,
number that is too big can overwhelm them. and David O’Reilly for open sourcing a large
Even if we gave users an exorbitant number pack of 3D animal assets.
of degrees of freedom, users could still very
well want to go beyond what is ofered and</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>References</title>
      <p>define their own axes.</p>
      <p>The neurosymbolic generation in this
system could also benefit from understanding the
interplay between real artist and synthetic data.
For example, the synthetic dataset behind our
ifrst iteration of the generative model created
straight legs that pointed downwards.
However, the generative model altered the
parameter of leg length by extending them not only
downwards but also outwards, reproducing
patterns present in the shapes of amphibians
and reptiles. We optimistically believe that
the model was able to generalize some
natural variance and establish some correlation
between real and synthetic data. However,
there were certainly corner cases in which
the output was distinctly “real” or “synthetic”.
More work could be done to figure out how
to investigate and mitigate overfitting, as the
generative model was built on a highly
asymmetric composition of datasets.
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13799.</p>
      <sec id="sec-4-1">
        <title>Iteration 1 with 6 semantic parameters consisted of the following parameters: torso length, neck length, neck rotation, tail rotation, leg length, tail length.</title>
        <sec id="sec-4-1-1">
          <title>A.0.2. Generative model: Iteration 2</title>
          <p>Iteration 2 with 21 semantic parameters from
the following set of parameters: torso length,
(front) torso width , (front) torso height, (back)
torso width, (back) torso height, a choice
between head type 1 (which emphasizes ear
variation) and head type 2 (which emphasizes jaw
variation), head size, head feature (ear / jaw)
prominence, mouth angle, neck length, neck
rotation, neck size, leg length, position of front
legs, position of back legs, leg gap, leg angle,
tail length, tail rotation, tail radius, tail
variance, a choice between a tail that increases in
width or decreases, and leg radius.</p>
        </sec>
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