Messing Up 3D Virtual Environments: Transferable Adversarial 3D Objects
- URL: http://arxiv.org/abs/2109.08465v1
- Date: Fri, 17 Sep 2021 11:06:23 GMT
- Title: Messing Up 3D Virtual Environments: Transferable Adversarial 3D Objects
- Authors: Enrico Meloni, Matteo Tiezzi, Luca Pasqualini, Marco Gori, Stefano
Melacci
- Abstract summary: We study how to craft adversarial 3D objects by altering their textures, using a tool chain composed of easily accessible elements.
We show that it is possible, and indeed simple, to create adversarial objects using off-the-shelf limited surrogates.
We propose a saliency-based attack that intersects the two classes of adversarials in order to focus the alteration to those texture elements that are estimated to be effective in the target engine.
- Score: 21.86544028303682
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: In the last few years, the scientific community showed a remarkable and
increasing interest towards 3D Virtual Environments, training and testing
Machine Learning-based models in realistic virtual worlds. On one hand, these
environments could also become a mean to study the weaknesses of Machine
Learning algorithms, or to simulate training settings that allow Machine
Learning models to gain robustness to 3D adversarial attacks. On the other
hand, their growing popularity might also attract those that aim at creating
adversarial conditions to invalidate the benchmarking process, especially in
the case of public environments that allow the contribution from a large
community of people. Most of the existing Adversarial Machine Learning
approaches are focused on static images, and little work has been done in
studying how to deal with 3D environments and how a 3D object should be altered
to fool a classifier that observes it. In this paper, we study how to craft
adversarial 3D objects by altering their textures, using a tool chain composed
of easily accessible elements. We show that it is possible, and indeed simple,
to create adversarial objects using off-the-shelf limited surrogate renderers
that can compute gradients with respect to the parameters of the rendering
process, and, to a certain extent, to transfer the attacks to more advanced 3D
engines. We propose a saliency-based attack that intersects the two classes of
renderers in order to focus the alteration to those texture elements that are
estimated to be effective in the target engine, evaluating its impact in
popular neural classifiers.
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