<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-19T20:23:35Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/128332" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/128332</identifier><datestamp>2026-06-16T18:14:38Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131022</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">William T. Freeman and Joshua B. Tenenbaum.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Wu, Jiajun,Ph.D.Massachusetts Institute of Technology.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department" lang="en_US">Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2020-11-03T20:31:21Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2020-11-03T20:31:21Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2020</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2020</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">https://hdl.handle.net/1721.1/128332</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">1201541074</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2020</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Cataloged from PDF of thesis.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (pages 271-303).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">Human intelligence is beyond pattern recognition. From a single image, we are able to explain what we see, reconstruct the scene in 3D, predict what's going to happen, and plan our actions accordingly. Artificial intelligence, in particular deep learning, still falls short in some preeminent aspects when compared with human intelligence, despite its phenomenal development in the past decade: they in general tackle specific problems, require large amounts of training data, and easily break when generalizing to new tasks or environments. In this dissertation, we study the problem of physical scene understanding-building versatile, data-efficient, and generalizable machines that learn to see, reason about, and interact with the physical world. The core idea is to exploit the generic, causal structure behind the world, including knowledge from computer graphics, physics, and language, in the form of approximate simulation engines, and to integrate them with deep learning.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">Here, learning plays a multifaceted role: models may learn to invert simulation engines for efficient inference; they may also learn to approximate or augment simulation engines for more powerful forward simulation. This dissertation consists of three parts, where we investigate the use of such a hybrid model for perception, dynamics modeling, and cognitive reasoning, respectively. In Part I, we use learning in conjunction with graphics engines to build an object-centered scene representation for object shape, pose, and texture. In Part II, in addition to graphics engines, we pair learning with physics engines to simultaneously infer physical object properties. We also explore learning approximate simulation engines for better flexibility and expressiveness. In Part III, we leverage and extend the models introduced in Parts I and II for concept discovery and cognitive reasoning by looping in a program execution engine.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">The enhanced models discover program-like structures in objects and scenes and, in turn, exploit them for downstream tasks such as visual question answering and scene manipulation.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Jiajun Wu.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">Ph.D.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="collection" lang="en_US">Ph.D. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">xviii, 303 pages</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">MIT theses may be protected by copyright. Please reuse MIT thesis content according to the MIT Libraries Permissions Policy, which is available through the URL provided.</dim:field>
   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Electrical Engineering and Computer Science.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">Learning to see the physical world</dim:field>
   <dim:field mdschema="dc" element="type" lang="en_US">Thesis</dim:field>
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   <dim:field mdschema="dspace" element="imported" lang="en_US">2020-11-03T20:31:18Z</dim:field>
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   	&lt;Title>Learning to see the physical world&lt;/Title>
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   	&lt;PublicationDate>2020&lt;/PublicationDate>
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        	&lt;DisplayName>Wu, Jiajun,Ph.D.Massachusetts Institute of Technology.&lt;/DisplayName>
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    &lt;Keyword>Electrical Engineering and Computer Science.&lt;/Keyword>
   	&lt;Abstract>Human intelligence is beyond pattern recognition. From a single image, we are able to explain what we see, reconstruct the scene in 3D, predict what&amp;apos;s going to happen, and plan our actions accordingly. Artificial intelligence, in particular deep learning, still falls short in some preeminent aspects when compared with human intelligence, despite its phenomenal development in the past decade: they in general tackle specific problems, require large amounts of training data, and easily break when generalizing to new tasks or environments. In this dissertation, we study the problem of physical scene understanding-building versatile, data-efficient, and generalizable machines that learn to see, reason about, and interact with the physical world. The core idea is to exploit the generic, causal structure behind the world, including knowledge from computer graphics, physics, and language, in the form of approximate simulation engines, and to integrate them with deep learning.&lt;/Abstract>
   	&lt;Abstract>Here, learning plays a multifaceted role: models may learn to invert simulation engines for efficient inference; they may also learn to approximate or augment simulation engines for more powerful forward simulation. This dissertation consists of three parts, where we investigate the use of such a hybrid model for perception, dynamics modeling, and cognitive reasoning, respectively. In Part I, we use learning in conjunction with graphics engines to build an object-centered scene representation for object shape, pose, and texture. In Part II, in addition to graphics engines, we pair learning with physics engines to simultaneously infer physical object properties. We also explore learning approximate simulation engines for better flexibility and expressiveness. In Part III, we leverage and extend the models introduced in Parts I and II for concept discovery and cognitive reasoning by looping in a program execution engine.&lt;/Abstract>
   	&lt;Abstract>The enhanced models discover program-like structures in objects and scenes and, in turn, exploit them for downstream tasks such as visual question answering and scene manipulation.&lt;/Abstract>
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