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SubscribeInstance-aware Dynamic Prompt Tuning for Pre-trained Point Cloud Models
Pre-trained point cloud models have found extensive applications in 3D understanding tasks like object classification and part segmentation. However, the prevailing strategy of full fine-tuning in downstream tasks leads to large per-task storage overhead for model parameters, which limits the efficiency when applying large-scale pre-trained models. Inspired by the recent success of visual prompt tuning (VPT), this paper attempts to explore prompt tuning on pre-trained point cloud models, to pursue an elegant balance between performance and parameter efficiency. We find while instance-agnostic static prompting, e.g. VPT, shows some efficacy in downstream transfer, it is vulnerable to the distribution diversity caused by various types of noises in real-world point cloud data. To conquer this limitation, we propose a novel Instance-aware Dynamic Prompt Tuning (IDPT) strategy for pre-trained point cloud models. The essence of IDPT is to develop a dynamic prompt generation module to perceive semantic prior features of each point cloud instance and generate adaptive prompt tokens to enhance the model's robustness. Notably, extensive experiments demonstrate that IDPT outperforms full fine-tuning in most tasks with a mere 7% of the trainable parameters, providing a promising solution to parameter-efficient learning for pre-trained point cloud models. Code is available at https://github.com/zyh16143998882/ICCV23-IDPT.
Dynamic Head: Unifying Object Detection Heads with Attentions
The complex nature of combining localization and classification in object detection has resulted in the flourished development of methods. Previous works tried to improve the performance in various object detection heads but failed to present a unified view. In this paper, we present a novel dynamic head framework to unify object detection heads with attentions. By coherently combining multiple self-attention mechanisms between feature levels for scale-awareness, among spatial locations for spatial-awareness, and within output channels for task-awareness, the proposed approach significantly improves the representation ability of object detection heads without any computational overhead. Further experiments demonstrate that the effectiveness and efficiency of the proposed dynamic head on the COCO benchmark. With a standard ResNeXt-101-DCN backbone, we largely improve the performance over popular object detectors and achieve a new state-of-the-art at 54.0 AP. Furthermore, with latest transformer backbone and extra data, we can push current best COCO result to a new record at 60.6 AP. The code will be released at https://github.com/microsoft/DynamicHead.
Dynamic Perceiver for Efficient Visual Recognition
Early exiting has become a promising approach to improving the inference efficiency of deep networks. By structuring models with multiple classifiers (exits), predictions for ``easy'' samples can be generated at earlier exits, negating the need for executing deeper layers. Current multi-exit networks typically implement linear classifiers at intermediate layers, compelling low-level features to encapsulate high-level semantics. This sub-optimal design invariably undermines the performance of later exits. In this paper, we propose Dynamic Perceiver (Dyn-Perceiver) to decouple the feature extraction procedure and the early classification task with a novel dual-branch architecture. A feature branch serves to extract image features, while a classification branch processes a latent code assigned for classification tasks. Bi-directional cross-attention layers are established to progressively fuse the information of both branches. Early exits are placed exclusively within the classification branch, thus eliminating the need for linear separability in low-level features. Dyn-Perceiver constitutes a versatile and adaptable framework that can be built upon various architectures. Experiments on image classification, action recognition, and object detection demonstrate that our method significantly improves the inference efficiency of different backbones, outperforming numerous competitive approaches across a broad range of computational budgets. Evaluation on both CPU and GPU platforms substantiate the superior practical efficiency of Dyn-Perceiver. Code is available at https://www.github.com/LeapLabTHU/Dynamic_Perceiver.
Dynamic Spectrum Mixer for Visual Recognition
Recently, MLP-based vision backbones have achieved promising performance in several visual recognition tasks. However, the existing MLP-based methods directly aggregate tokens with static weights, leaving the adaptability to different images untouched. Moreover, Recent research demonstrates that MLP-Transformer is great at creating long-range dependencies but ineffective at catching high frequencies that primarily transmit local information, which prevents it from applying to the downstream dense prediction tasks, such as semantic segmentation. To address these challenges, we propose a content-adaptive yet computationally efficient structure, dubbed Dynamic Spectrum Mixer (DSM). The DSM represents token interactions in the frequency domain by employing the Discrete Cosine Transform, which can learn long-term spatial dependencies with log-linear complexity. Furthermore, a dynamic spectrum weight generation layer is proposed as the spectrum bands selector, which could emphasize the informative frequency bands while diminishing others. To this end, the technique can efficiently learn detailed features from visual input that contains both high- and low-frequency information. Extensive experiments show that DSM is a powerful and adaptable backbone for a range of visual recognition tasks. Particularly, DSM outperforms previous transformer-based and MLP-based models, on image classification, object detection, and semantic segmentation tasks, such as 83.8 \% top-1 accuracy on ImageNet, and 49.9 \% mIoU on ADE20K.
Neural Foundations of Mental Simulation: Future Prediction of Latent Representations on Dynamic Scenes
Humans and animals have a rich and flexible understanding of the physical world, which enables them to infer the underlying dynamical trajectories of objects and events, plausible future states, and use that to plan and anticipate the consequences of actions. However, the neural mechanisms underlying these computations are unclear. We combine a goal-driven modeling approach with dense neurophysiological data and high-throughput human behavioral readouts to directly impinge on this question. Specifically, we construct and evaluate several classes of sensory-cognitive networks to predict the future state of rich, ethologically-relevant environments, ranging from self-supervised end-to-end models with pixel-wise or object-centric objectives, to models that future predict in the latent space of purely static image-based or dynamic video-based pretrained foundation models. We find strong differentiation across these model classes in their ability to predict neural and behavioral data both within and across diverse environments. In particular, we find that neural responses are currently best predicted by models trained to predict the future state of their environment in the latent space of pretrained foundation models optimized for dynamic scenes in a self-supervised manner. Notably, models that future predict in the latent space of video foundation models that are optimized to support a diverse range of sensorimotor tasks, reasonably match both human behavioral error patterns and neural dynamics across all environmental scenarios that we were able to test. Overall, these findings suggest that the neural mechanisms and behaviors of primate mental simulation are thus far most consistent with being optimized to future predict on dynamic, reusable visual representations that are useful for embodied AI more generally.
DiT: Efficient Vision Transformers with Dynamic Token Routing
Recently, the tokens of images share the same static data flow in many dense networks. However, challenges arise from the variance among the objects in images, such as large variations in the spatial scale and difficulties of recognition for visual entities. In this paper, we propose a data-dependent token routing strategy to elaborate the routing paths of image tokens for Dynamic Vision Transformer, dubbed DiT. The proposed framework generates a data-dependent path per token, adapting to the object scales and visual discrimination of tokens. In feed-forward, the differentiable routing gates are designed to select the scaling paths and feature transformation paths for image tokens, leading to multi-path feature propagation. In this way, the impact of object scales and visual discrimination of image representation can be carefully tuned. Moreover, the computational cost can be further reduced by giving budget constraints to the routing gate and early-stopping of feature extraction. In experiments, our DiT achieves superior performance and favorable complexity/accuracy trade-offs than many SoTA methods on ImageNet classification, object detection, instance segmentation, and semantic segmentation. Particularly, the DiT-B5 obtains 84.8\% top-1 Acc on ImageNet with 10.3 GFLOPs, which is 1.0\% higher than that of the SoTA method with similar computational complexity. These extensive results demonstrate that DiT can serve as versatile backbones for various vision tasks.
Learning Dynamic Robot-to-Human Object Handover from Human Feedback
Object handover is a basic, but essential capability for robots interacting with humans in many applications, e.g., caring for the elderly and assisting workers in manufacturing workshops. It appears deceptively simple, as humans perform object handover almost flawlessly. The success of humans, however, belies the complexity of object handover as collaborative physical interaction between two agents with limited communication. This paper presents a learning algorithm for dynamic object handover, for example, when a robot hands over water bottles to marathon runners passing by the water station. We formulate the problem as contextual policy search, in which the robot learns object handover by interacting with the human. A key challenge here is to learn the latent reward of the handover task under noisy human feedback. Preliminary experiments show that the robot learns to hand over a water bottle naturally and that it adapts to the dynamics of human motion. One challenge for the future is to combine the model-free learning algorithm with a model-based planning approach and enable the robot to adapt over human preferences and object characteristics, such as shape, weight, and surface texture.
Consistent4D: Consistent 360° Dynamic Object Generation from Monocular Video
In this paper, we present Consistent4D, a novel approach for generating 4D dynamic objects from uncalibrated monocular videos. Uniquely, we cast the 360-degree dynamic object reconstruction as a 4D generation problem, eliminating the need for tedious multi-view data collection and camera calibration. This is achieved by leveraging the object-level 3D-aware image diffusion model as the primary supervision signal for training Dynamic Neural Radiance Fields (DyNeRF). Specifically, we propose a Cascade DyNeRF to facilitate stable convergence and temporal continuity under the supervision signal which is discrete along the time axis. To achieve spatial and temporal consistency, we further introduce an Interpolation-driven Consistency Loss. It is optimized by minimizing the discrepancy between rendered frames from DyNeRF and interpolated frames from a pre-trained video interpolation model. Extensive experiments show that our Consistent4D can perform competitively to prior art alternatives, opening up new possibilities for 4D dynamic object generation from monocular videos, whilst also demonstrating advantage for conventional text-to-3D generation tasks. Our project page is https://consistent4d.github.io/.
Dyna-DM: Dynamic Object-aware Self-supervised Monocular Depth Maps
Self-supervised monocular depth estimation has been a subject of intense study in recent years, because of its applications in robotics and autonomous driving. Much of the recent work focuses on improving depth estimation by increasing architecture complexity. This paper shows that state-of-the-art performance can also be achieved by improving the learning process rather than increasing model complexity. More specifically, we propose (i) disregarding small potentially dynamic objects when training, and (ii) employing an appearance-based approach to separately estimate object pose for truly dynamic objects. We demonstrate that these simplifications reduce GPU memory usage by 29% and result in qualitatively and quantitatively improved depth maps. The code is available at https://github.com/kieran514/Dyna-DM.
Bi-LRFusion: Bi-Directional LiDAR-Radar Fusion for 3D Dynamic Object Detection
LiDAR and Radar are two complementary sensing approaches in that LiDAR specializes in capturing an object's 3D shape while Radar provides longer detection ranges as well as velocity hints. Though seemingly natural, how to efficiently combine them for improved feature representation is still unclear. The main challenge arises from that Radar data are extremely sparse and lack height information. Therefore, directly integrating Radar features into LiDAR-centric detection networks is not optimal. In this work, we introduce a bi-directional LiDAR-Radar fusion framework, termed Bi-LRFusion, to tackle the challenges and improve 3D detection for dynamic objects. Technically, Bi-LRFusion involves two steps: first, it enriches Radar's local features by learning important details from the LiDAR branch to alleviate the problems caused by the absence of height information and extreme sparsity; second, it combines LiDAR features with the enhanced Radar features in a unified bird's-eye-view representation. We conduct extensive experiments on nuScenes and ORR datasets, and show that our Bi-LRFusion achieves state-of-the-art performance for detecting dynamic objects. Notably, Radar data in these two datasets have different formats, which demonstrates the generalizability of our method. Codes are available at https://github.com/JessieW0806/BiLRFusion.
Object as Query: Lifting any 2D Object Detector to 3D Detection
3D object detection from multi-view images has drawn much attention over the past few years. Existing methods mainly establish 3D representations from multi-view images and adopt a dense detection head for object detection, or employ object queries distributed in 3D space to localize objects. In this paper, we design Multi-View 2D Objects guided 3D Object Detector (MV2D), which can lift any 2D object detector to multi-view 3D object detection. Since 2D detections can provide valuable priors for object existence, MV2D exploits 2D detectors to generate object queries conditioned on the rich image semantics. These dynamically generated queries help MV2D to recall objects in the field of view and show a strong capability of localizing 3D objects. For the generated queries, we design a sparse cross attention module to force them to focus on the features of specific objects, which suppresses interference from noises. The evaluation results on the nuScenes dataset demonstrate the dynamic object queries and sparse feature aggregation can promote 3D detection capability. MV2D also exhibits a state-of-the-art performance among existing methods. We hope MV2D can serve as a new baseline for future research.
GMS-VINS:Multi-category Dynamic Objects Semantic Segmentation for Enhanced Visual-Inertial Odometry Using a Promptable Foundation Model
Visual-inertial odometry (VIO) is widely used in various fields, such as robots, drones, and autonomous vehicles, due to its low cost and complementary sensors. Most VIO methods presuppose that observed objects are static and time-invariant. However, real-world scenes often feature dynamic objects, compromising the accuracy of pose estimation. These moving entities include cars, trucks, buses, motorcycles, and pedestrians. The diversity and partial occlusion of these objects present a tough challenge for existing dynamic object removal techniques. To tackle this challenge, we introduce GMS-VINS, which integrates an enhanced SORT algorithm along with a robust multi-category segmentation framework into VIO, thereby improving pose estimation accuracy in environments with diverse dynamic objects and frequent occlusions. Leveraging the promptable foundation model, our solution efficiently tracks and segments a wide range of object categories. The enhanced SORT algorithm significantly improves the reliability of tracking multiple dynamic objects, especially in urban settings with partial occlusions or swift movements. We evaluated our proposed method using multiple public datasets representing various scenes, as well as in a real-world scenario involving diverse dynamic objects. The experimental results demonstrate that our proposed method performs impressively in multiple scenarios, outperforming other state-of-the-art methods. This highlights its remarkable generalization and adaptability in diverse dynamic environments, showcasing its potential to handle various dynamic objects in practical applications.
6DOPE-GS: Online 6D Object Pose Estimation using Gaussian Splatting
Efficient and accurate object pose estimation is an essential component for modern vision systems in many applications such as Augmented Reality, autonomous driving, and robotics. While research in model-based 6D object pose estimation has delivered promising results, model-free methods are hindered by the high computational load in rendering and inferring consistent poses of arbitrary objects in a live RGB-D video stream. To address this issue, we present 6DOPE-GS, a novel method for online 6D object pose estimation \& tracking with a single RGB-D camera by effectively leveraging advances in Gaussian Splatting. Thanks to the fast differentiable rendering capabilities of Gaussian Splatting, 6DOPE-GS can simultaneously optimize for 6D object poses and 3D object reconstruction. To achieve the necessary efficiency and accuracy for live tracking, our method uses incremental 2D Gaussian Splatting with an intelligent dynamic keyframe selection procedure to achieve high spatial object coverage and prevent erroneous pose updates. We also propose an opacity statistic-based pruning mechanism for adaptive Gaussian density control, to ensure training stability and efficiency. We evaluate our method on the HO3D and YCBInEOAT datasets and show that 6DOPE-GS matches the performance of state-of-the-art baselines for model-free simultaneous 6D pose tracking and reconstruction while providing a 5times speedup. We also demonstrate the method's suitability for live, dynamic object tracking and reconstruction in a real-world setting.
NVFi: Neural Velocity Fields for 3D Physics Learning from Dynamic Videos
In this paper, we aim to model 3D scene dynamics from multi-view videos. Unlike the majority of existing works which usually focus on the common task of novel view synthesis within the training time period, we propose to simultaneously learn the geometry, appearance, and physical velocity of 3D scenes only from video frames, such that multiple desirable applications can be supported, including future frame extrapolation, unsupervised 3D semantic scene decomposition, and dynamic motion transfer. Our method consists of three major components, 1) the keyframe dynamic radiance field, 2) the interframe velocity field, and 3) a joint keyframe and interframe optimization module which is the core of our framework to effectively train both networks. To validate our method, we further introduce two dynamic 3D datasets: 1) Dynamic Object dataset, and 2) Dynamic Indoor Scene dataset. We conduct extensive experiments on multiple datasets, demonstrating the superior performance of our method over all baselines, particularly in the critical tasks of future frame extrapolation and unsupervised 3D semantic scene decomposition.
EmerNeRF: Emergent Spatial-Temporal Scene Decomposition via Self-Supervision
We present EmerNeRF, a simple yet powerful approach for learning spatial-temporal representations of dynamic driving scenes. Grounded in neural fields, EmerNeRF simultaneously captures scene geometry, appearance, motion, and semantics via self-bootstrapping. EmerNeRF hinges upon two core components: First, it stratifies scenes into static and dynamic fields. This decomposition emerges purely from self-supervision, enabling our model to learn from general, in-the-wild data sources. Second, EmerNeRF parameterizes an induced flow field from the dynamic field and uses this flow field to further aggregate multi-frame features, amplifying the rendering precision of dynamic objects. Coupling these three fields (static, dynamic, and flow) enables EmerNeRF to represent highly-dynamic scenes self-sufficiently, without relying on ground truth object annotations or pre-trained models for dynamic object segmentation or optical flow estimation. Our method achieves state-of-the-art performance in sensor simulation, significantly outperforming previous methods when reconstructing static (+2.93 PSNR) and dynamic (+3.70 PSNR) scenes. In addition, to bolster EmerNeRF's semantic generalization, we lift 2D visual foundation model features into 4D space-time and address a general positional bias in modern Transformers, significantly boosting 3D perception performance (e.g., 37.50% relative improvement in occupancy prediction accuracy on average). Finally, we construct a diverse and challenging 120-sequence dataset to benchmark neural fields under extreme and highly-dynamic settings.
Geometry Distributions
Neural representations of 3D data have been widely adopted across various applications, particularly in recent work leveraging coordinate-based networks to model scalar or vector fields. However, these approaches face inherent challenges, such as handling thin structures and non-watertight geometries, which limit their flexibility and accuracy. In contrast, we propose a novel geometric data representation that models geometry as distributions-a powerful representation that makes no assumptions about surface genus, connectivity, or boundary conditions. Our approach uses diffusion models with a novel network architecture to learn surface point distributions, capturing fine-grained geometric details. We evaluate our representation qualitatively and quantitatively across various object types, demonstrating its effectiveness in achieving high geometric fidelity. Additionally, we explore applications using our representation, such as textured mesh representation, neural surface compression, dynamic object modeling, and rendering, highlighting its potential to advance 3D geometric learning.
MPI-Flow: Learning Realistic Optical Flow with Multiplane Images
The accuracy of learning-based optical flow estimation models heavily relies on the realism of the training datasets. Current approaches for generating such datasets either employ synthetic data or generate images with limited realism. However, the domain gap of these data with real-world scenes constrains the generalization of the trained model to real-world applications. To address this issue, we investigate generating realistic optical flow datasets from real-world images. Firstly, to generate highly realistic new images, we construct a layered depth representation, known as multiplane images (MPI), from single-view images. This allows us to generate novel view images that are highly realistic. To generate optical flow maps that correspond accurately to the new image, we calculate the optical flows of each plane using the camera matrix and plane depths. We then project these layered optical flows into the output optical flow map with volume rendering. Secondly, to ensure the realism of motion, we present an independent object motion module that can separate the camera and dynamic object motion in MPI. This module addresses the deficiency in MPI-based single-view methods, where optical flow is generated only by camera motion and does not account for any object movement. We additionally devise a depth-aware inpainting module to merge new images with dynamic objects and address unnatural motion occlusions. We show the superior performance of our method through extensive experiments on real-world datasets. Moreover, our approach achieves state-of-the-art performance in both unsupervised and supervised training of learning-based models. The code will be made publicly available at: https://github.com/Sharpiless/MPI-Flow.
DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular Videos
View-predictive generative models provide strong priors for lifting object-centric images and videos into 3D and 4D through rendering and score distillation objectives. A question then remains: what about lifting complete multi-object dynamic scenes? There are two challenges in this direction: First, rendering error gradients are often insufficient to recover fast object motion, and second, view predictive generative models work much better for objects than whole scenes, so, score distillation objectives cannot currently be applied at the scene level directly. We present DreamScene4D, the first approach to generate 3D dynamic scenes of multiple objects from monocular videos via 360-degree novel view synthesis. Our key insight is a "decompose-recompose" approach that factorizes the video scene into the background and object tracks, while also factorizing object motion into 3 components: object-centric deformation, object-to-world-frame transformation, and camera motion. Such decomposition permits rendering error gradients and object view-predictive models to recover object 3D completions and deformations while bounding box tracks guide the large object movements in the scene. We show extensive results on challenging DAVIS, Kubric, and self-captured videos with quantitative comparisons and a user preference study. Besides 4D scene generation, DreamScene4D obtains accurate 2D persistent point track by projecting the inferred 3D trajectories to 2D. We will release our code and hope our work will stimulate more research on fine-grained 4D understanding from videos.
HOSNeRF: Dynamic Human-Object-Scene Neural Radiance Fields from a Single Video
We introduce HOSNeRF, a novel 360{\deg} free-viewpoint rendering method that reconstructs neural radiance fields for dynamic human-object-scene from a single monocular in-the-wild video. Our method enables pausing the video at any frame and rendering all scene details (dynamic humans, objects, and backgrounds) from arbitrary viewpoints. The first challenge in this task is the complex object motions in human-object interactions, which we tackle by introducing the new object bones into the conventional human skeleton hierarchy to effectively estimate large object deformations in our dynamic human-object model. The second challenge is that humans interact with different objects at different times, for which we introduce two new learnable object state embeddings that can be used as conditions for learning our human-object representation and scene representation, respectively. Extensive experiments show that HOSNeRF significantly outperforms SOTA approaches on two challenging datasets by a large margin of 40% ~ 50% in terms of LPIPS. The code, data, and compelling examples of 360{\deg} free-viewpoint renderings from single videos will be released in https://showlab.github.io/HOSNeRF.
SV4D: Dynamic 3D Content Generation with Multi-Frame and Multi-View Consistency
We present Stable Video 4D (SV4D), a latent video diffusion model for multi-frame and multi-view consistent dynamic 3D content generation. Unlike previous methods that rely on separately trained generative models for video generation and novel view synthesis, we design a unified diffusion model to generate novel view videos of dynamic 3D objects. Specifically, given a monocular reference video, SV4D generates novel views for each video frame that are temporally consistent. We then use the generated novel view videos to optimize an implicit 4D representation (dynamic NeRF) efficiently, without the need for cumbersome SDS-based optimization used in most prior works. To train our unified novel view video generation model, we curated a dynamic 3D object dataset from the existing Objaverse dataset. Extensive experimental results on multiple datasets and user studies demonstrate SV4D's state-of-the-art performance on novel-view video synthesis as well as 4D generation compared to prior works.
Novel-view Synthesis and Pose Estimation for Hand-Object Interaction from Sparse Views
Hand-object interaction understanding and the barely addressed novel view synthesis are highly desired in the immersive communication, whereas it is challenging due to the high deformation of hand and heavy occlusions between hand and object. In this paper, we propose a neural rendering and pose estimation system for hand-object interaction from sparse views, which can also enable 3D hand-object interaction editing. We share the inspiration from recent scene understanding work that shows a scene specific model built beforehand can significantly improve and unblock vision tasks especially when inputs are sparse, and extend it to the dynamic hand-object interaction scenario and propose to solve the problem in two stages. We first learn the shape and appearance prior knowledge of hands and objects separately with the neural representation at the offline stage. During the online stage, we design a rendering-based joint model fitting framework to understand the dynamic hand-object interaction with the pre-built hand and object models as well as interaction priors, which thereby overcomes penetration and separation issues between hand and object and also enables novel view synthesis. In order to get stable contact during the hand-object interaction process in a sequence, we propose a stable contact loss to make the contact region to be consistent. Experiments demonstrate that our method outperforms the state-of-the-art methods. Code and dataset are available in project webpage https://iscas3dv.github.io/HO-NeRF.
ReferEverything: Towards Segmenting Everything We Can Speak of in Videos
We present REM, a framework for segmenting a wide range of concepts in video that can be described through natural language. Our method capitalizes on visual-language representations learned by video diffusion models on Internet-scale datasets. A key insight of our approach is preserving as much of the generative model's original representation as possible, while fine-tuning it on narrow-domain Referral Object Segmentation datasets. As a result, our framework can accurately segment and track rare and unseen objects, despite being trained on object masks from a limited set of categories. Additionally, it can generalize to non-object dynamic concepts, such as waves crashing in the ocean, as demonstrated in our newly introduced benchmark for Referral Video Process Segmentation (Ref-VPS). Our experiments show that REM performs on par with state-of-the-art approaches on in-domain datasets, like Ref-DAVIS, while outperforming them by up to twelve points in terms of region similarity on out-of-domain data, leveraging the power of Internet-scale pre-training.
Vivid-ZOO: Multi-View Video Generation with Diffusion Model
While diffusion models have shown impressive performance in 2D image/video generation, diffusion-based Text-to-Multi-view-Video (T2MVid) generation remains underexplored. The new challenges posed by T2MVid generation lie in the lack of massive captioned multi-view videos and the complexity of modeling such multi-dimensional distribution. To this end, we propose a novel diffusion-based pipeline that generates high-quality multi-view videos centered around a dynamic 3D object from text. Specifically, we factor the T2MVid problem into viewpoint-space and time components. Such factorization allows us to combine and reuse layers of advanced pre-trained multi-view image and 2D video diffusion models to ensure multi-view consistency as well as temporal coherence for the generated multi-view videos, largely reducing the training cost. We further introduce alignment modules to align the latent spaces of layers from the pre-trained multi-view and the 2D video diffusion models, addressing the reused layers' incompatibility that arises from the domain gap between 2D and multi-view data. In support of this and future research, we further contribute a captioned multi-view video dataset. Experimental results demonstrate that our method generates high-quality multi-view videos, exhibiting vivid motions, temporal coherence, and multi-view consistency, given a variety of text prompts.
DynaVol: Unsupervised Learning for Dynamic Scenes through Object-Centric Voxelization
Unsupervised learning of object-centric representations in dynamic visual scenes is challenging. Unlike most previous approaches that learn to decompose 2D images, we present DynaVol, a 3D scene generative model that unifies geometric structures and object-centric learning in a differentiable volume rendering framework. The key idea is to perform object-centric voxelization to capture the 3D nature of the scene, which infers the probability distribution over objects at individual spatial locations. These voxel features evolve over time through a canonical-space deformation function, forming the basis for global representation learning via slot attention. The voxel features and global features are complementary and are both leveraged by a compositional NeRF decoder for volume rendering. DynaVol remarkably outperforms existing approaches for unsupervised dynamic scene decomposition. Once trained, the explicitly meaningful voxel features enable additional capabilities that 2D scene decomposition methods cannot achieve: it is possible to freely edit the geometric shapes or manipulate the motion trajectories of the objects.
LEIA: Latent View-invariant Embeddings for Implicit 3D Articulation
Neural Radiance Fields (NeRFs) have revolutionized the reconstruction of static scenes and objects in 3D, offering unprecedented quality. However, extending NeRFs to model dynamic objects or object articulations remains a challenging problem. Previous works have tackled this issue by focusing on part-level reconstruction and motion estimation for objects, but they often rely on heuristics regarding the number of moving parts or object categories, which can limit their practical use. In this work, we introduce LEIA, a novel approach for representing dynamic 3D objects. Our method involves observing the object at distinct time steps or "states" and conditioning a hypernetwork on the current state, using this to parameterize our NeRF. This approach allows us to learn a view-invariant latent representation for each state. We further demonstrate that by interpolating between these states, we can generate novel articulation configurations in 3D space that were previously unseen. Our experimental results highlight the effectiveness of our method in articulating objects in a manner that is independent of the viewing angle and joint configuration. Notably, our approach outperforms previous methods that rely on motion information for articulation registration.
VideoTetris: Towards Compositional Text-to-Video Generation
Diffusion models have demonstrated great success in text-to-video (T2V) generation. However, existing methods may face challenges when handling complex (long) video generation scenarios that involve multiple objects or dynamic changes in object numbers. To address these limitations, we propose VideoTetris, a novel framework that enables compositional T2V generation. Specifically, we propose spatio-temporal compositional diffusion to precisely follow complex textual semantics by manipulating and composing the attention maps of denoising networks spatially and temporally. Moreover, we propose an enhanced video data preprocessing to enhance the training data regarding motion dynamics and prompt understanding, equipped with a new reference frame attention mechanism to improve the consistency of auto-regressive video generation. Extensive experiments demonstrate that our VideoTetris achieves impressive qualitative and quantitative results in compositional T2V generation. Code is available at: https://github.com/YangLing0818/VideoTetris
GraspSplats: Efficient Manipulation with 3D Feature Splatting
The ability for robots to perform efficient and zero-shot grasping of object parts is crucial for practical applications and is becoming prevalent with recent advances in Vision-Language Models (VLMs). To bridge the 2D-to-3D gap for representations to support such a capability, existing methods rely on neural fields (NeRFs) via differentiable rendering or point-based projection methods. However, we demonstrate that NeRFs are inappropriate for scene changes due to their implicitness and point-based methods are inaccurate for part localization without rendering-based optimization. To amend these issues, we propose GraspSplats. Using depth supervision and a novel reference feature computation method, GraspSplats generates high-quality scene representations in under 60 seconds. We further validate the advantages of Gaussian-based representation by showing that the explicit and optimized geometry in GraspSplats is sufficient to natively support (1) real-time grasp sampling and (2) dynamic and articulated object manipulation with point trackers. With extensive experiments on a Franka robot, we demonstrate that GraspSplats significantly outperforms existing methods under diverse task settings. In particular, GraspSplats outperforms NeRF-based methods like F3RM and LERF-TOGO, and 2D detection methods.
Dynamic-Resolution Model Learning for Object Pile Manipulation
Dynamics models learned from visual observations have shown to be effective in various robotic manipulation tasks. One of the key questions for learning such dynamics models is what scene representation to use. Prior works typically assume representation at a fixed dimension or resolution, which may be inefficient for simple tasks and ineffective for more complicated tasks. In this work, we investigate how to learn dynamic and adaptive representations at different levels of abstraction to achieve the optimal trade-off between efficiency and effectiveness. Specifically, we construct dynamic-resolution particle representations of the environment and learn a unified dynamics model using graph neural networks (GNNs) that allows continuous selection of the abstraction level. During test time, the agent can adaptively determine the optimal resolution at each model-predictive control (MPC) step. We evaluate our method in object pile manipulation, a task we commonly encounter in cooking, agriculture, manufacturing, and pharmaceutical applications. Through comprehensive evaluations both in the simulation and the real world, we show that our method achieves significantly better performance than state-of-the-art fixed-resolution baselines at the gathering, sorting, and redistribution of granular object piles made with various instances like coffee beans, almonds, corn, etc.
Dynamic Hyperbolic Attention Network for Fine Hand-object Reconstruction
Reconstructing both objects and hands in 3D from a single RGB image is complex. Existing methods rely on manually defined hand-object constraints in Euclidean space, leading to suboptimal feature learning. Compared with Euclidean space, hyperbolic space better preserves the geometric properties of meshes thanks to its exponentially-growing space distance, which amplifies the differences between the features based on similarity. In this work, we propose the first precise hand-object reconstruction method in hyperbolic space, namely Dynamic Hyperbolic Attention Network (DHANet), which leverages intrinsic properties of hyperbolic space to learn representative features. Our method that projects mesh and image features into a unified hyperbolic space includes two modules, ie. dynamic hyperbolic graph convolution and image-attention hyperbolic graph convolution. With these two modules, our method learns mesh features with rich geometry-image multi-modal information and models better hand-object interaction. Our method provides a promising alternative for fine hand-object reconstruction in hyperbolic space. Extensive experiments on three public datasets demonstrate that our method outperforms most state-of-the-art methods.
DynaMITe: Dynamic Query Bootstrapping for Multi-object Interactive Segmentation Transformer
Most state-of-the-art instance segmentation methods rely on large amounts of pixel-precise ground-truth annotations for training, which are expensive to create. Interactive segmentation networks help generate such annotations based on an image and the corresponding user interactions such as clicks. Existing methods for this task can only process a single instance at a time and each user interaction requires a full forward pass through the entire deep network. We introduce a more efficient approach, called DynaMITe, in which we represent user interactions as spatio-temporal queries to a Transformer decoder with a potential to segment multiple object instances in a single iteration. Our architecture also alleviates any need to re-compute image features during refinement, and requires fewer interactions for segmenting multiple instances in a single image when compared to other methods. DynaMITe achieves state-of-the-art results on multiple existing interactive segmentation benchmarks, and also on the new multi-instance benchmark that we propose in this paper.
WildRefer: 3D Object Localization in Large-scale Dynamic Scenes with Multi-modal Visual Data and Natural Language
We introduce the task of 3D visual grounding in large-scale dynamic scenes based on natural linguistic descriptions and online captured multi-modal visual data, including 2D images and 3D LiDAR point clouds. We present a novel method, dubbed WildRefer, for this task by fully utilizing the rich appearance information in images, the position and geometric clues in point cloud as well as the semantic knowledge of language descriptions. Besides, we propose two novel datasets, i.e., STRefer and LifeRefer, which focus on large-scale human-centric daily-life scenarios accompanied with abundant 3D object and natural language annotations. Our datasets are significant for the research of 3D visual grounding in the wild and has huge potential to boost the development of autonomous driving and service robots. Extensive experiments and ablation studies demonstrate that our method achieves state-of-the-art performance on the proposed benchmarks. The code is provided in https://github.com/4DVLab/WildRefer.
Efficient Transformer-based 3D Object Detection with Dynamic Token Halting
Balancing efficiency and accuracy is a long-standing problem for deploying deep learning models. The trade-off is even more important for real-time safety-critical systems like autonomous vehicles. In this paper, we propose an effective approach for accelerating transformer-based 3D object detectors by dynamically halting tokens at different layers depending on their contribution to the detection task. Although halting a token is a non-differentiable operation, our method allows for differentiable end-to-end learning by leveraging an equivalent differentiable forward-pass. Furthermore, our framework allows halted tokens to be reused to inform the model's predictions through a straightforward token recycling mechanism. Our method significantly improves the Pareto frontier of efficiency versus accuracy when compared with the existing approaches. By halting tokens and increasing model capacity, we are able to improve the baseline model's performance without increasing the model's latency on the Waymo Open Dataset.
Language-Grounded Dynamic Scene Graphs for Interactive Object Search with Mobile Manipulation
To fully leverage the capabilities of mobile manipulation robots, it is imperative that they are able to autonomously execute long-horizon tasks in large unexplored environments. While large language models (LLMs) have shown emergent reasoning skills on arbitrary tasks, existing work primarily concentrates on explored environments, typically focusing on either navigation or manipulation tasks in isolation. In this work, we propose MoMa-LLM, a novel approach that grounds language models within structured representations derived from open-vocabulary scene graphs, dynamically updated as the environment is explored. We tightly interleave these representations with an object-centric action space. The resulting approach is zero-shot, open-vocabulary, and readily extendable to a spectrum of mobile manipulation and household robotic tasks. We demonstrate the effectiveness of MoMa-LLM in a novel semantic interactive search task in large realistic indoor environments. In extensive experiments in both simulation and the real world, we show substantially improved search efficiency compared to conventional baselines and state-of-the-art approaches, as well as its applicability to more abstract tasks. We make the code publicly available at http://moma-llm.cs.uni-freiburg.de.
Improving Visual Object Tracking through Visual Prompting
Learning a discriminative model to distinguish a target from its surrounding distractors is essential to generic visual object tracking. Dynamic target representation adaptation against distractors is challenging due to the limited discriminative capabilities of prevailing trackers. We present a new visual Prompting mechanism for generic Visual Object Tracking (PiVOT) to address this issue. PiVOT proposes a prompt generation network with the pre-trained foundation model CLIP to automatically generate and refine visual prompts, enabling the transfer of foundation model knowledge for tracking. While CLIP offers broad category-level knowledge, the tracker, trained on instance-specific data, excels at recognizing unique object instances. Thus, PiVOT first compiles a visual prompt highlighting potential target locations. To transfer the knowledge of CLIP to the tracker, PiVOT leverages CLIP to refine the visual prompt based on the similarities between candidate objects and the reference templates across potential targets. Once the visual prompt is refined, it can better highlight potential target locations, thereby reducing irrelevant prompt information. With the proposed prompting mechanism, the tracker can generate improved instance-aware feature maps through the guidance of the visual prompt, thus effectively reducing distractors. The proposed method does not involve CLIP during training, thereby keeping the same training complexity and preserving the generalization capability of the pretrained foundation model. Extensive experiments across multiple benchmarks indicate that PiVOT, using the proposed prompting method can suppress distracting objects and enhance the tracker.
Object Detectors in the Open Environment: Challenges, Solutions, and Outlook
With the emergence of foundation models, deep learning-based object detectors have shown practical usability in closed set scenarios. However, for real-world tasks, object detectors often operate in open environments, where crucial factors (e.g., data distribution, objective) that influence model learning are often changing. The dynamic and intricate nature of the open environment poses novel and formidable challenges to object detectors. Unfortunately, current research on object detectors in open environments lacks a comprehensive analysis of their distinctive characteristics, challenges, and corresponding solutions, which hinders their secure deployment in critical real-world scenarios. This paper aims to bridge this gap by conducting a comprehensive review and analysis of object detectors in open environments. We initially identified limitations of key structural components within the existing detection pipeline and propose the open environment object detector challenge framework that includes four quadrants (i.e., out-of-domain, out-of-category, robust learning, and incremental learning) based on the dimensions of the data / target changes. For each quadrant of challenges in the proposed framework, we present a detailed description and systematic analysis of the overarching goals and core difficulties, systematically review the corresponding solutions, and benchmark their performance over multiple widely adopted datasets. In addition, we engage in a discussion of open problems and potential avenues for future research. This paper aims to provide a fresh, comprehensive, and systematic understanding of the challenges and solutions associated with open-environment object detectors, thus catalyzing the development of more solid applications in real-world scenarios. A project related to this survey can be found at https://github.com/LiangSiyuan21/OEOD_Survey.
MF-MOS: A Motion-Focused Model for Moving Object Segmentation
Moving object segmentation (MOS) provides a reliable solution for detecting traffic participants and thus is of great interest in the autonomous driving field. Dynamic capture is always critical in the MOS problem. Previous methods capture motion features from the range images directly. Differently, we argue that the residual maps provide greater potential for motion information, while range images contain rich semantic guidance. Based on this intuition, we propose MF-MOS, a novel motion-focused model with a dual-branch structure for LiDAR moving object segmentation. Novelly, we decouple the spatial-temporal information by capturing the motion from residual maps and generating semantic features from range images, which are used as movable object guidance for the motion branch. Our straightforward yet distinctive solution can make the most use of both range images and residual maps, thus greatly improving the performance of the LiDAR-based MOS task. Remarkably, our MF-MOS achieved a leading IoU of 76.7% on the MOS leaderboard of the SemanticKITTI dataset upon submission, demonstrating the current state-of-the-art performance. The implementation of our MF-MOS has been released at https://github.com/SCNU-RISLAB/MF-MOS.
Learning Goal-oriented Bimanual Dough Rolling Using Dynamic Heterogeneous Graph Based on Human Demonstration
Soft object manipulation poses significant challenges for robots, requiring effective techniques for state representation and manipulation policy learning. State representation involves capturing the dynamic changes in the environment, while manipulation policy learning focuses on establishing the relationship between robot actions and state transformations to achieve specific goals. To address these challenges, this research paper introduces a novel approach: a dynamic heterogeneous graph-based model for learning goal-oriented soft object manipulation policies. The proposed model utilizes graphs as a unified representation for both states and policy learning. By leveraging the dynamic graph, we can extract crucial information regarding object dynamics and manipulation policies. Furthermore, the model facilitates the integration of demonstrations, enabling guided policy learning. To evaluate the efficacy of our approach, we designed a dough rolling task and conducted experiments using both a differentiable simulator and a real-world humanoid robot. Additionally, several ablation studies were performed to analyze the effect of our method, demonstrating its superiority in achieving human-like behavior.
Soft Robotic Dynamic In-Hand Pen Spinning
Dynamic in-hand manipulation remains a challenging task for soft robotic systems that have demonstrated advantages in safe compliant interactions but struggle with high-speed dynamic tasks. In this work, we present SWIFT, a system for learning dynamic tasks using a soft and compliant robotic hand. Unlike previous works that rely on simulation, quasi-static actions and precise object models, the proposed system learns to spin a pen through trial-and-error using only real-world data without requiring explicit prior knowledge of the pen's physical attributes. With self-labeled trials sampled from the real world, the system discovers the set of pen grasping and spinning primitive parameters that enables a soft hand to spin a pen robustly and reliably. After 130 sampled actions per object, SWIFT achieves 100% success rate across three pens with different weights and weight distributions, demonstrating the system's generalizability and robustness to changes in object properties. The results highlight the potential for soft robotic end-effectors to perform dynamic tasks including rapid in-hand manipulation. We also demonstrate that SWIFT generalizes to spinning items with different shapes and weights such as a brush and a screwdriver which we spin with 10/10 and 5/10 success rates respectively. Videos, data, and code are available at https://soft-spin.github.io.
MambaEVT: Event Stream based Visual Object Tracking using State Space Model
Event camera-based visual tracking has drawn more and more attention in recent years due to the unique imaging principle and advantages of low energy consumption, high dynamic range, and dense temporal resolution. Current event-based tracking algorithms are gradually hitting their performance bottlenecks, due to the utilization of vision Transformer and the static template for target object localization. In this paper, we propose a novel Mamba-based visual tracking framework that adopts the state space model with linear complexity as a backbone network. The search regions and target template are fed into the vision Mamba network for simultaneous feature extraction and interaction. The output tokens of search regions will be fed into the tracking head for target localization. More importantly, we consider introducing a dynamic template update strategy into the tracking framework using the Memory Mamba network. By considering the diversity of samples in the target template library and making appropriate adjustments to the template memory module, a more effective dynamic template can be integrated. The effective combination of dynamic and static templates allows our Mamba-based tracking algorithm to achieve a good balance between accuracy and computational cost on multiple large-scale datasets, including EventVOT, VisEvent, and FE240hz. The source code will be released on https://github.com/Event-AHU/MambaEVT
Neural Parametric Gaussians for Monocular Non-Rigid Object Reconstruction
Reconstructing dynamic objects from monocular videos is a severely underconstrained and challenging problem, and recent work has approached it in various directions. However, owing to the ill-posed nature of this problem, there has been no solution that can provide consistent, high-quality novel views from camera positions that are significantly different from the training views. In this work, we introduce Neural Parametric Gaussians (NPGs) to take on this challenge by imposing a two-stage approach: first, we fit a low-rank neural deformation model, which then is used as regularization for non-rigid reconstruction in the second stage. The first stage learns the object's deformations such that it preserves consistency in novel views. The second stage obtains high reconstruction quality by optimizing 3D Gaussians that are driven by the coarse model. To this end, we introduce a local 3D Gaussian representation, where temporally shared Gaussians are anchored in and deformed by local oriented volumes. The resulting combined model can be rendered as radiance fields, resulting in high-quality photo-realistic reconstructions of the non-rigidly deforming objects, maintaining 3D consistency across novel views. We demonstrate that NPGs achieve superior results compared to previous works, especially in challenging scenarios with few multi-view cues.
RED-PSM: Regularization by Denoising of Partially Separable Models for Dynamic Imaging
Dynamic imaging addresses the recovery of a time-varying 2D or 3D object at each time instant using its undersampled measurements. In particular, in the case of dynamic tomography, only a single projection at a single view angle may be available at a time, making the problem severely ill-posed. In this work, we propose an approach, RED-PSM, which combines for the first time two powerful techniques to address this challenging imaging problem. The first, are partially separable models, which have been used to efficiently introduce a low-rank prior for the spatio-temporal object. The second is the recent Regularization by Denoising (RED), which provides a flexible framework to exploit the impressive performance of state-of-the-art image denoising algorithms, for various inverse problems. We propose a partially separable objective with RED and a computationally efficient and scalable optimization scheme with variable splitting and ADMM. Theoretical analysis proves the convergence of our objective to a value corresponding to a stationary point satisfying the first-order optimality conditions. Convergence is accelerated by a particular projection-domain-based initialization. We demonstrate the performance and computational improvements of our proposed RED-PSM with a learned image denoiser by comparing it to a recent deep-prior-based method known as TD-DIP. Although the main focus is on dynamic tomography, we also show the performance advantages of RED-PSM in a cardiac dynamic MRI setting.
DAViD: Modeling Dynamic Affordance of 3D Objects using Pre-trained Video Diffusion Models
Understanding the ability of humans to use objects is crucial for AI to improve daily life. Existing studies for learning such ability focus on human-object patterns (e.g., contact, spatial relation, orientation) in static situations, and learning Human-Object Interaction (HOI) patterns over time (i.e., movement of human and object) is relatively less explored. In this paper, we introduce a novel type of affordance named Dynamic Affordance. For a given input 3D object mesh, we learn dynamic affordance which models the distribution of both (1) human motion and (2) human-guided object pose during interactions. As a core idea, we present a method to learn the 3D dynamic affordance from synthetically generated 2D videos, leveraging a pre-trained video diffusion model. Specifically, we propose a pipeline that first generates 2D HOI videos from the 3D object and then lifts them into 3D to generate 4D HOI samples. Once we generate diverse 4D HOI samples on various target objects, we train our DAViD, where we present a method based on the Low-Rank Adaptation (LoRA) module for pre-trained human motion diffusion model (MDM) and an object pose diffusion model with human pose guidance. Our motion diffusion model is extended for multi-object interactions, demonstrating the advantage of our pipeline with LoRA for combining the concepts of object usage. Through extensive experiments, we demonstrate our DAViD outperforms the baselines in generating human motion with HOIs.
Mobile Robot Oriented Large-Scale Indoor Dataset for Dynamic Scene Understanding
Most existing robotic datasets capture static scene data and thus are limited in evaluating robots' dynamic performance. To address this, we present a mobile robot oriented large-scale indoor dataset, denoted as THUD (Tsinghua University Dynamic) robotic dataset, for training and evaluating their dynamic scene understanding algorithms. Specifically, the THUD dataset construction is first detailed, including organization, acquisition, and annotation methods. It comprises both real-world and synthetic data, collected with a real robot platform and a physical simulation platform, respectively. Our current dataset includes 13 larges-scale dynamic scenarios, 90K image frames, 20M 2D/3D bounding boxes of static and dynamic objects, camera poses, and IMU. The dataset is still continuously expanding. Then, the performance of mainstream indoor scene understanding tasks, e.g. 3D object detection, semantic segmentation, and robot relocalization, is evaluated on our THUD dataset. These experiments reveal serious challenges for some robot scene understanding tasks in dynamic scenes. By sharing this dataset, we aim to foster and iterate new mobile robot algorithms quickly for robot actual working dynamic environment, i.e. complex crowded dynamic scenes.
SimPB: A Single Model for 2D and 3D Object Detection from Multiple Cameras
The field of autonomous driving has attracted considerable interest in approaches that directly infer 3D objects in the Bird's Eye View (BEV) from multiple cameras. Some attempts have also explored utilizing 2D detectors from single images to enhance the performance of 3D detection. However, these approaches rely on a two-stage process with separate detectors, where the 2D detection results are utilized only once for token selection or query initialization. In this paper, we present a single model termed SimPB, which simultaneously detects 2D objects in the perspective view and 3D objects in the BEV space from multiple cameras. To achieve this, we introduce a hybrid decoder consisting of several multi-view 2D decoder layers and several 3D decoder layers, specifically designed for their respective detection tasks. A Dynamic Query Allocation module and an Adaptive Query Aggregation module are proposed to continuously update and refine the interaction between 2D and 3D results, in a cyclic 3D-2D-3D manner. Additionally, Query-group Attention is utilized to strengthen the interaction among 2D queries within each camera group. In the experiments, we evaluate our method on the nuScenes dataset and demonstrate promising results for both 2D and 3D detection tasks. Our code is available at: https://github.com/nullmax-vision/SimPB.
LoGoNet: Towards Accurate 3D Object Detection with Local-to-Global Cross-Modal Fusion
LiDAR-camera fusion methods have shown impressive performance in 3D object detection. Recent advanced multi-modal methods mainly perform global fusion, where image features and point cloud features are fused across the whole scene. Such practice lacks fine-grained region-level information, yielding suboptimal fusion performance. In this paper, we present the novel Local-to-Global fusion network (LoGoNet), which performs LiDAR-camera fusion at both local and global levels. Concretely, the Global Fusion (GoF) of LoGoNet is built upon previous literature, while we exclusively use point centroids to more precisely represent the position of voxel features, thus achieving better cross-modal alignment. As to the Local Fusion (LoF), we first divide each proposal into uniform grids and then project these grid centers to the images. The image features around the projected grid points are sampled to be fused with position-decorated point cloud features, maximally utilizing the rich contextual information around the proposals. The Feature Dynamic Aggregation (FDA) module is further proposed to achieve information interaction between these locally and globally fused features, thus producing more informative multi-modal features. Extensive experiments on both Waymo Open Dataset (WOD) and KITTI datasets show that LoGoNet outperforms all state-of-the-art 3D detection methods. Notably, LoGoNet ranks 1st on Waymo 3D object detection leaderboard and obtains 81.02 mAPH (L2) detection performance. It is noteworthy that, for the first time, the detection performance on three classes surpasses 80 APH (L2) simultaneously. Code will be available at https://github.com/sankin97/LoGoNet.
3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans
We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI
Dynamic 3D Gaussian Tracking for Graph-Based Neural Dynamics Modeling
Videos of robots interacting with objects encode rich information about the objects' dynamics. However, existing video prediction approaches typically do not explicitly account for the 3D information from videos, such as robot actions and objects' 3D states, limiting their use in real-world robotic applications. In this work, we introduce a framework to learn object dynamics directly from multi-view RGB videos by explicitly considering the robot's action trajectories and their effects on scene dynamics. We utilize the 3D Gaussian representation of 3D Gaussian Splatting (3DGS) to train a particle-based dynamics model using Graph Neural Networks. This model operates on sparse control particles downsampled from the densely tracked 3D Gaussian reconstructions. By learning the neural dynamics model on offline robot interaction data, our method can predict object motions under varying initial configurations and unseen robot actions. The 3D transformations of Gaussians can be interpolated from the motions of control particles, enabling the rendering of predicted future object states and achieving action-conditioned video prediction. The dynamics model can also be applied to model-based planning frameworks for object manipulation tasks. We conduct experiments on various kinds of deformable materials, including ropes, clothes, and stuffed animals, demonstrating our framework's ability to model complex shapes and dynamics. Our project page is available at https://gs-dynamics.github.io.
Flying Bird Object Detection Algorithm in Surveillance Video
Aiming at the characteristics of the flying bird object in surveillance video, such as the single frame image feature is not obvious, the size is small in most cases, and asymmetric, this paper proposes a Flying Bird Object Detection method for Surveillance Video (FBOD-SV). Firstly, a new feature aggregation module, the Correlation Attention Feature Aggregation (Co-Attention-FA) module, is designed to aggregate the features of the flying bird object according to the bird object's correlation on multiple consecutive frames of images. Secondly, a Flying Bird Object Detection Network (FBOD-Net) with down-sampling and then up-sampling is designed, which uses a large feature layer that fuses fine spatial information and large receptive field information to detect special multi-scale (mostly small-scale) bird objects. Finally, the SimOTA dynamic label allocation method is applied to One-Category object detection, and the SimOTA-OC dynamic label strategy is proposed to solve the difficult problem of label allocation caused by irregular flying bird objects. In this paper, the algorithm's performance is verified by the experimental data set of the surveillance video of the flying bird object of the traction substation. The experimental results show that the surveillance video flying bird object detection method proposed in this paper effectively improves the detection performance of flying bird objects.
RaTrack: Moving Object Detection and Tracking with 4D Radar Point Cloud
Mobile autonomy relies on the precise perception of dynamic environments. Robustly tracking moving objects in 3D world thus plays a pivotal role for applications like trajectory prediction, obstacle avoidance, and path planning. While most current methods utilize LiDARs or cameras for Multiple Object Tracking (MOT), the capabilities of 4D imaging radars remain largely unexplored. Recognizing the challenges posed by radar noise and point sparsity in 4D radar data, we introduce RaTrack, an innovative solution tailored for radar-based tracking. Bypassing the typical reliance on specific object types and 3D bounding boxes, our method focuses on motion segmentation and clustering, enriched by a motion estimation module. Evaluated on the View-of-Delft dataset, RaTrack showcases superior tracking precision of moving objects, largely surpassing the performance of the state of the art.
DVIS-DAQ: Improving Video Segmentation via Dynamic Anchor Queries
Modern video segmentation methods adopt object queries to perform inter-frame association and demonstrate satisfactory performance in tracking continuously appearing objects despite large-scale motion and transient occlusion. However, they all underperform on newly emerging and disappearing objects that are common in the real world because they attempt to model object emergence and disappearance through feature transitions between background and foreground queries that have significant feature gaps. We introduce Dynamic Anchor Queries (DAQ) to shorten the transition gap between the anchor and target queries by dynamically generating anchor queries based on the features of potential candidates. Furthermore, we introduce a query-level object Emergence and Disappearance Simulation (EDS) strategy, which unleashes DAQ's potential without any additional cost. Finally, we combine our proposed DAQ and EDS with DVIS to obtain DVIS-DAQ. Extensive experiments demonstrate that DVIS-DAQ achieves a new state-of-the-art (SOTA) performance on five mainstream video segmentation benchmarks. Code and models are available at https://github.com/SkyworkAI/DAQ-VS.
Street Gaussians for Modeling Dynamic Urban Scenes
This paper aims to tackle the problem of modeling dynamic urban street scenes from monocular videos. Recent methods extend NeRF by incorporating tracked vehicle poses to animate vehicles, enabling photo-realistic view synthesis of dynamic urban street scenes. However, significant limitations are their slow training and rendering speed, coupled with the critical need for high precision in tracked vehicle poses. We introduce Street Gaussians, a new explicit scene representation that tackles all these limitations. Specifically, the dynamic urban street is represented as a set of point clouds equipped with semantic logits and 3D Gaussians, each associated with either a foreground vehicle or the background. To model the dynamics of foreground object vehicles, each object point cloud is optimized with optimizable tracked poses, along with a dynamic spherical harmonics model for the dynamic appearance. The explicit representation allows easy composition of object vehicles and background, which in turn allows for scene editing operations and rendering at 133 FPS (1066times1600 resolution) within half an hour of training. The proposed method is evaluated on multiple challenging benchmarks, including KITTI and Waymo Open datasets. Experiments show that the proposed method consistently outperforms state-of-the-art methods across all datasets. Furthermore, the proposed representation delivers performance on par with that achieved using precise ground-truth poses, despite relying only on poses from an off-the-shelf tracker. The code is available at https://zju3dv.github.io/street_gaussians/.
Scaling Up Dynamic Human-Scene Interaction Modeling
Confronting the challenges of data scarcity and advanced motion synthesis in human-scene interaction modeling, we introduce the TRUMANS dataset alongside a novel HSI motion synthesis method. TRUMANS stands as the most comprehensive motion-captured HSI dataset currently available, encompassing over 15 hours of human interactions across 100 indoor scenes. It intricately captures whole-body human motions and part-level object dynamics, focusing on the realism of contact. This dataset is further scaled up by transforming physical environments into exact virtual models and applying extensive augmentations to appearance and motion for both humans and objects while maintaining interaction fidelity. Utilizing TRUMANS, we devise a diffusion-based autoregressive model that efficiently generates HSI sequences of any length, taking into account both scene context and intended actions. In experiments, our approach shows remarkable zero-shot generalizability on a range of 3D scene datasets (e.g., PROX, Replica, ScanNet, ScanNet++), producing motions that closely mimic original motion-captured sequences, as confirmed by quantitative experiments and human studies.
Generating Long Videos of Dynamic Scenes
We present a video generation model that accurately reproduces object motion, changes in camera viewpoint, and new content that arises over time. Existing video generation methods often fail to produce new content as a function of time while maintaining consistencies expected in real environments, such as plausible dynamics and object persistence. A common failure case is for content to never change due to over-reliance on inductive biases to provide temporal consistency, such as a single latent code that dictates content for the entire video. On the other extreme, without long-term consistency, generated videos may morph unrealistically between different scenes. To address these limitations, we prioritize the time axis by redesigning the temporal latent representation and learning long-term consistency from data by training on longer videos. To this end, we leverage a two-phase training strategy, where we separately train using longer videos at a low resolution and shorter videos at a high resolution. To evaluate the capabilities of our model, we introduce two new benchmark datasets with explicit focus on long-term temporal dynamics.
FlexEvent: Event Camera Object Detection at Arbitrary Frequencies
Event cameras offer unparalleled advantages for real-time perception in dynamic environments, thanks to their microsecond-level temporal resolution and asynchronous operation. Existing event-based object detection methods, however, are limited by fixed-frequency paradigms and fail to fully exploit the high-temporal resolution and adaptability of event cameras. To address these limitations, we propose FlexEvent, a novel event camera object detection framework that enables detection at arbitrary frequencies. Our approach consists of two key components: FlexFuser, an adaptive event-frame fusion module that integrates high-frequency event data with rich semantic information from RGB frames, and FAL, a frequency-adaptive learning mechanism that generates frequency-adjusted labels to enhance model generalization across varying operational frequencies. This combination allows our method to detect objects with high accuracy in both fast-moving and static scenarios, while adapting to dynamic environments. Extensive experiments on large-scale event camera datasets demonstrate that our approach surpasses state-of-the-art methods, achieving significant improvements in both standard and high-frequency settings. Notably, our method maintains robust performance when scaling from 20 Hz to 90 Hz and delivers accurate detection up to 180 Hz, proving its effectiveness in extreme conditions. Our framework sets a new benchmark for event-based object detection and paves the way for more adaptable, real-time vision systems.
Physically Compatible 3D Object Modeling from a Single Image
We present a computational framework that transforms single images into 3D physical objects. The visual geometry of a physical object in an image is determined by three orthogonal attributes: mechanical properties, external forces, and rest-shape geometry. Existing single-view 3D reconstruction methods often overlook this underlying composition, presuming rigidity or neglecting external forces. Consequently, the reconstructed objects fail to withstand real-world physical forces, resulting in instability or undesirable deformation -- diverging from their intended designs as depicted in the image. Our optimization framework addresses this by embedding physical compatibility into the reconstruction process. We explicitly decompose the three physical attributes and link them through static equilibrium, which serves as a hard constraint, ensuring that the optimized physical shapes exhibit desired physical behaviors. Evaluations on a dataset collected from Objaverse demonstrate that our framework consistently enhances the physical realism of 3D models over existing methods. The utility of our framework extends to practical applications in dynamic simulations and 3D printing, where adherence to physical compatibility is paramount.
OGC: Unsupervised 3D Object Segmentation from Rigid Dynamics of Point Clouds
In this paper, we study the problem of 3D object segmentation from raw point clouds. Unlike all existing methods which usually require a large amount of human annotations for full supervision, we propose the first unsupervised method, called OGC, to simultaneously identify multiple 3D objects in a single forward pass, without needing any type of human annotations. The key to our approach is to fully leverage the dynamic motion patterns over sequential point clouds as supervision signals to automatically discover rigid objects. Our method consists of three major components, 1) the object segmentation network to directly estimate multi-object masks from a single point cloud frame, 2) the auxiliary self-supervised scene flow estimator, and 3) our core object geometry consistency component. By carefully designing a series of loss functions, we effectively take into account the multi-object rigid consistency and the object shape invariance in both temporal and spatial scales. This allows our method to truly discover the object geometry even in the absence of annotations. We extensively evaluate our method on five datasets, demonstrating the superior performance for object part instance segmentation and general object segmentation in both indoor and the challenging outdoor scenarios.
DRAG: Dynamic Region-Aware GCN for Privacy-Leaking Image Detection
The daily practice of sharing images on social media raises a severe issue about privacy leakage. To address the issue, privacy-leaking image detection is studied recently, with the goal to automatically identify images that may leak privacy. Recent advance on this task benefits from focusing on crucial objects via pretrained object detectors and modeling their correlation. However, these methods have two limitations: 1) they neglect other important elements like scenes, textures, and objects beyond the capacity of pretrained object detectors; 2) the correlation among objects is fixed, but a fixed correlation is not appropriate for all the images. To overcome the limitations, we propose the Dynamic Region-Aware Graph Convolutional Network (DRAG) that dynamically finds out crucial regions including objects and other important elements, and models their correlation adaptively for each input image. To find out crucial regions, we cluster spatially-correlated feature channels into several region-aware feature maps. Further, we dynamically model the correlation with the self-attention mechanism and explore the interaction among the regions with a graph convolutional network. The DRAG achieved an accuracy of 87% on the largest dataset for privacy-leaking image detection, which is 10 percentage points higher than the state of the art. The further case study demonstrates that it found out crucial regions containing not only objects but other important elements like textures.
Language as Queries for Referring Video Object Segmentation
Referring video object segmentation (R-VOS) is an emerging cross-modal task that aims to segment the target object referred by a language expression in all video frames. In this work, we propose a simple and unified framework built upon Transformer, termed ReferFormer. It views the language as queries and directly attends to the most relevant regions in the video frames. Concretely, we introduce a small set of object queries conditioned on the language as the input to the Transformer. In this manner, all the queries are obligated to find the referred objects only. They are eventually transformed into dynamic kernels which capture the crucial object-level information, and play the role of convolution filters to generate the segmentation masks from feature maps. The object tracking is achieved naturally by linking the corresponding queries across frames. This mechanism greatly simplifies the pipeline and the end-to-end framework is significantly different from the previous methods. Extensive experiments on Ref-Youtube-VOS, Ref-DAVIS17, A2D-Sentences and JHMDB-Sentences show the effectiveness of ReferFormer. On Ref-Youtube-VOS, Refer-Former achieves 55.6J&F with a ResNet-50 backbone without bells and whistles, which exceeds the previous state-of-the-art performance by 8.4 points. In addition, with the strong Swin-Large backbone, ReferFormer achieves the best J&F of 64.2 among all existing methods. Moreover, we show the impressive results of 55.0 mAP and 43.7 mAP on A2D-Sentences andJHMDB-Sentences respectively, which significantly outperforms the previous methods by a large margin. Code is publicly available at https://github.com/wjn922/ReferFormer.
Dynamic Routing Between Capsules
A capsule is a group of neurons whose activity vector represents the instantiation parameters of a specific type of entity such as an object or an object part. We use the length of the activity vector to represent the probability that the entity exists and its orientation to represent the instantiation parameters. Active capsules at one level make predictions, via transformation matrices, for the instantiation parameters of higher-level capsules. When multiple predictions agree, a higher level capsule becomes active. We show that a discrimininatively trained, multi-layer capsule system achieves state-of-the-art performance on MNIST and is considerably better than a convolutional net at recognizing highly overlapping digits. To achieve these results we use an iterative routing-by-agreement mechanism: A lower-level capsule prefers to send its output to higher level capsules whose activity vectors have a big scalar product with the prediction coming from the lower-level capsule.
RealCompo: Dynamic Equilibrium between Realism and Compositionality Improves Text-to-Image Diffusion Models
Diffusion models have achieved remarkable advancements in text-to-image generation. However, existing models still have many difficulties when faced with multiple-object compositional generation. In this paper, we propose a new training-free and transferred-friendly text-to-image generation framework, namely RealCompo, which aims to leverage the advantages of text-to-image and layout-to-image models to enhance both realism and compositionality of the generated images. An intuitive and novel balancer is proposed to dynamically balance the strengths of the two models in denoising process, allowing plug-and-play use of any model without extra training. Extensive experiments show that our RealCompo consistently outperforms state-of-the-art text-to-image models and layout-to-image models in multiple-object compositional generation while keeping satisfactory realism and compositionality of the generated images. Code is available at https://github.com/YangLing0818/RealCompo
Animate124: Animating One Image to 4D Dynamic Scene
We introduce Animate124 (Animate-one-image-to-4D), the first work to animate a single in-the-wild image into 3D video through textual motion descriptions, an underexplored problem with significant applications. Our 4D generation leverages an advanced 4D grid dynamic Neural Radiance Field (NeRF) model, optimized in three distinct stages using multiple diffusion priors. Initially, a static model is optimized using the reference image, guided by 2D and 3D diffusion priors, which serves as the initialization for the dynamic NeRF. Subsequently, a video diffusion model is employed to learn the motion specific to the subject. However, the object in the 3D videos tends to drift away from the reference image over time. This drift is mainly due to the misalignment between the text prompt and the reference image in the video diffusion model. In the final stage, a personalized diffusion prior is therefore utilized to address the semantic drift. As the pioneering image-text-to-4D generation framework, our method demonstrates significant advancements over existing baselines, evidenced by comprehensive quantitative and qualitative assessments.
Dynamic Prompt Learning: Addressing Cross-Attention Leakage for Text-Based Image Editing
Large-scale text-to-image generative models have been a ground-breaking development in generative AI, with diffusion models showing their astounding ability to synthesize convincing images following an input text prompt. The goal of image editing research is to give users control over the generated images by modifying the text prompt. Current image editing techniques are susceptible to unintended modifications of regions outside the targeted area, such as on the background or on distractor objects which have some semantic or visual relationship with the targeted object. According to our experimental findings, inaccurate cross-attention maps are at the root of this problem. Based on this observation, we propose Dynamic Prompt Learning (DPL) to force cross-attention maps to focus on correct noun words in the text prompt. By updating the dynamic tokens for nouns in the textual input with the proposed leakage repairment losses, we achieve fine-grained image editing over particular objects while preventing undesired changes to other image regions. Our method DPL, based on the publicly available Stable Diffusion, is extensively evaluated on a wide range of images, and consistently obtains superior results both quantitatively (CLIP score, Structure-Dist) and qualitatively (on user-evaluation). We show improved prompt editing results for Word-Swap, Prompt Refinement, and Attention Re-weighting, especially for complex multi-object scenes.
Time is on my sight: scene graph filtering for dynamic environment perception in an LLM-driven robot
Robots are increasingly being used in dynamic environments like workplaces, hospitals, and homes. As a result, interactions with robots must be simple and intuitive, with robots perception adapting efficiently to human-induced changes. This paper presents a robot control architecture that addresses key challenges in human-robot interaction, with a particular focus on the dynamic creation and continuous update of the robot state representation. The architecture uses Large Language Models to integrate diverse information sources, including natural language commands, robotic skills representation, real-time dynamic semantic mapping of the perceived scene. This enables flexible and adaptive robotic behavior in complex, dynamic environments. Traditional robotic systems often rely on static, pre-programmed instructions and settings, limiting their adaptability to dynamic environments and real-time collaboration. In contrast, this architecture uses LLMs to interpret complex, high-level instructions and generate actionable plans that enhance human-robot collaboration. At its core, the system Perception Module generates and continuously updates a semantic scene graph using RGB-D sensor data, providing a detailed and structured representation of the environment. A particle filter is employed to ensure accurate object localization in dynamic, real-world settings. The Planner Module leverages this up-to-date semantic map to break down high-level tasks into sub-tasks and link them to robotic skills such as navigation, object manipulation (e.g., PICK and PLACE), and movement (e.g., GOTO). By combining real-time perception, state tracking, and LLM-driven communication and task planning, the architecture enhances adaptability, task efficiency, and human-robot collaboration in dynamic environments.
Unleashing the Potential of Multi-modal Foundation Models and Video Diffusion for 4D Dynamic Physical Scene Simulation
Realistic simulation of dynamic scenes requires accurately capturing diverse material properties and modeling complex object interactions grounded in physical principles. However, existing methods are constrained to basic material types with limited predictable parameters, making them insufficient to represent the complexity of real-world materials. We introduce a novel approach that leverages multi-modal foundation models and video diffusion to achieve enhanced 4D dynamic scene simulation. Our method utilizes multi-modal models to identify material types and initialize material parameters through image queries, while simultaneously inferring 3D Gaussian splats for detailed scene representation. We further refine these material parameters using video diffusion with a differentiable Material Point Method (MPM) and optical flow guidance rather than render loss or Score Distillation Sampling (SDS) loss. This integrated framework enables accurate prediction and realistic simulation of dynamic interactions in real-world scenarios, advancing both accuracy and flexibility in physics-based simulations.
Samba: Synchronized Set-of-Sequences Modeling for Multiple Object Tracking
Multiple object tracking in complex scenarios - such as coordinated dance performances, team sports, or dynamic animal groups - presents unique challenges. In these settings, objects frequently move in coordinated patterns, occlude each other, and exhibit long-term dependencies in their trajectories. However, it remains a key open research question on how to model long-range dependencies within tracklets, interdependencies among tracklets, and the associated temporal occlusions. To this end, we introduce Samba, a novel linear-time set-of-sequences model designed to jointly process multiple tracklets by synchronizing the multiple selective state-spaces used to model each tracklet. Samba autoregressively predicts the future track query for each sequence while maintaining synchronized long-term memory representations across tracklets. By integrating Samba into a tracking-by-propagation framework, we propose SambaMOTR, the first tracker effectively addressing the aforementioned issues, including long-range dependencies, tracklet interdependencies, and temporal occlusions. Additionally, we introduce an effective technique for dealing with uncertain observations (MaskObs) and an efficient training recipe to scale SambaMOTR to longer sequences. By modeling long-range dependencies and interactions among tracked objects, SambaMOTR implicitly learns to track objects accurately through occlusions without any hand-crafted heuristics. Our approach significantly surpasses prior state-of-the-art on the DanceTrack, BFT, and SportsMOT datasets.
Articulated Object Manipulation using Online Axis Estimation with SAM2-Based Tracking
Articulated object manipulation requires precise object interaction, where the object's axis must be carefully considered. Previous research employed interactive perception for manipulating articulated objects, but typically, open-loop approaches often suffer from overlooking the interaction dynamics. To address this limitation, we present a closed-loop pipeline integrating interactive perception with online axis estimation from segmented 3D point clouds. Our method leverages any interactive perception technique as a foundation for interactive perception, inducing slight object movement to generate point cloud frames of the evolving dynamic scene. These point clouds are then segmented using Segment Anything Model 2 (SAM2), after which the moving part of the object is masked for accurate motion online axis estimation, guiding subsequent robotic actions. Our approach significantly enhances the precision and efficiency of manipulation tasks involving articulated objects. Experiments in simulated environments demonstrate that our method outperforms baseline approaches, especially in tasks that demand precise axis-based control. Project Page: https://hytidel.github.io/video-tracking-for-axis-estimation/.
Neural Representations of Dynamic Visual Stimuli
Humans experience the world through constantly changing visual stimuli, where scenes can shift and move, change in appearance, and vary in distance. The dynamic nature of visual perception is a fundamental aspect of our daily lives, yet the large majority of research on object and scene processing, particularly using fMRI, has focused on static stimuli. While studies of static image perception are attractive due to their computational simplicity, they impose a strong non-naturalistic constraint on our investigation of human vision. In contrast, dynamic visual stimuli offer a more ecologically-valid approach but present new challenges due to the interplay between spatial and temporal information, making it difficult to disentangle the representations of stable image features and motion. To overcome this limitation -- given dynamic inputs, we explicitly decouple the modeling of static image representations and motion representations in the human brain. Three results demonstrate the feasibility of this approach. First, we show that visual motion information as optical flow can be predicted (or decoded) from brain activity as measured by fMRI. Second, we show that this predicted motion can be used to realistically animate static images using a motion-conditioned video diffusion model (where the motion is driven by fMRI brain activity). Third, we show prediction in the reverse direction: existing video encoders can be fine-tuned to predict fMRI brain activity from video imagery, and can do so more effectively than image encoders. This foundational work offers a novel, extensible framework for interpreting how the human brain processes dynamic visual information.
EG4D: Explicit Generation of 4D Object without Score Distillation
In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at https://github.com/jasongzy/EG4D.
InterDiff: Generating 3D Human-Object Interactions with Physics-Informed Diffusion
This paper addresses a novel task of anticipating 3D human-object interactions (HOIs). Most existing research on HOI synthesis lacks comprehensive whole-body interactions with dynamic objects, e.g., often limited to manipulating small or static objects. Our task is significantly more challenging, as it requires modeling dynamic objects with various shapes, capturing whole-body motion, and ensuring physically valid interactions. To this end, we propose InterDiff, a framework comprising two key steps: (i) interaction diffusion, where we leverage a diffusion model to encode the distribution of future human-object interactions; (ii) interaction correction, where we introduce a physics-informed predictor to correct denoised HOIs in a diffusion step. Our key insight is to inject prior knowledge that the interactions under reference with respect to contact points follow a simple pattern and are easily predictable. Experiments on multiple human-object interaction datasets demonstrate the effectiveness of our method for this task, capable of producing realistic, vivid, and remarkably long-term 3D HOI predictions.
Synchronize Feature Extracting and Matching: A Single Branch Framework for 3D Object Tracking
Siamese network has been a de facto benchmark framework for 3D LiDAR object tracking with a shared-parametric encoder extracting features from template and search region, respectively. This paradigm relies heavily on an additional matching network to model the cross-correlation/similarity of the template and search region. In this paper, we forsake the conventional Siamese paradigm and propose a novel single-branch framework, SyncTrack, synchronizing the feature extracting and matching to avoid forwarding encoder twice for template and search region as well as introducing extra parameters of matching network. The synchronization mechanism is based on the dynamic affinity of the Transformer, and an in-depth analysis of the relevance is provided theoretically. Moreover, based on the synchronization, we introduce a novel Attentive Points-Sampling strategy into the Transformer layers (APST), replacing the random/Farthest Points Sampling (FPS) method with sampling under the supervision of attentive relations between the template and search region. It implies connecting point-wise sampling with the feature learning, beneficial to aggregating more distinctive and geometric features for tracking with sparse points. Extensive experiments on two benchmark datasets (KITTI and NuScenes) show that SyncTrack achieves state-of-the-art performance in real-time tracking.
Small Object Detection via Coarse-to-fine Proposal Generation and Imitation Learning
The past few years have witnessed the immense success of object detection, while current excellent detectors struggle on tackling size-limited instances. Concretely, the well-known challenge of low overlaps between the priors and object regions leads to a constrained sample pool for optimization, and the paucity of discriminative information further aggravates the recognition. To alleviate the aforementioned issues, we propose CFINet, a two-stage framework tailored for small object detection based on the Coarse-to-fine pipeline and Feature Imitation learning. Firstly, we introduce Coarse-to-fine RPN (CRPN) to ensure sufficient and high-quality proposals for small objects through the dynamic anchor selection strategy and cascade regression. Then, we equip the conventional detection head with a Feature Imitation (FI) branch to facilitate the region representations of size-limited instances that perplex the model in an imitation manner. Moreover, an auxiliary imitation loss following supervised contrastive learning paradigm is devised to optimize this branch. When integrated with Faster RCNN, CFINet achieves state-of-the-art performance on the large-scale small object detection benchmarks, SODA-D and SODA-A, underscoring its superiority over baseline detector and other mainstream detection approaches.
Modeling Dynamic Environments with Scene Graph Memory
Embodied AI agents that search for objects in large environments such as households often need to make efficient decisions by predicting object locations based on partial information. We pose this as a new type of link prediction problem: link prediction on partially observable dynamic graphs. Our graph is a representation of a scene in which rooms and objects are nodes, and their relationships are encoded in the edges; only parts of the changing graph are known to the agent at each timestep. This partial observability poses a challenge to existing link prediction approaches, which we address. We propose a novel state representation -- Scene Graph Memory (SGM) -- with captures the agent's accumulated set of observations, as well as a neural net architecture called a Node Edge Predictor (NEP) that extracts information from the SGM to search efficiently. We evaluate our method in the Dynamic House Simulator, a new benchmark that creates diverse dynamic graphs following the semantic patterns typically seen at homes, and show that NEP can be trained to predict the locations of objects in a variety of environments with diverse object movement dynamics, outperforming baselines both in terms of new scene adaptability and overall accuracy. The codebase and more can be found at https://www.scenegraphmemory.com.
RTMDet: An Empirical Study of Designing Real-Time Object Detectors
In this paper, we aim to design an efficient real-time object detector that exceeds the YOLO series and is easily extensible for many object recognition tasks such as instance segmentation and rotated object detection. To obtain a more efficient model architecture, we explore an architecture that has compatible capacities in the backbone and neck, constructed by a basic building block that consists of large-kernel depth-wise convolutions. We further introduce soft labels when calculating matching costs in the dynamic label assignment to improve accuracy. Together with better training techniques, the resulting object detector, named RTMDet, achieves 52.8% AP on COCO with 300+ FPS on an NVIDIA 3090 GPU, outperforming the current mainstream industrial detectors. RTMDet achieves the best parameter-accuracy trade-off with tiny/small/medium/large/extra-large model sizes for various application scenarios, and obtains new state-of-the-art performance on real-time instance segmentation and rotated object detection. We hope the experimental results can provide new insights into designing versatile real-time object detectors for many object recognition tasks. Code and models are released at https://github.com/open-mmlab/mmdetection/tree/3.x/configs/rtmdet.
DynIBaR: Neural Dynamic Image-Based Rendering
We address the problem of synthesizing novel views from a monocular video depicting a complex dynamic scene. State-of-the-art methods based on temporally varying Neural Radiance Fields (aka dynamic NeRFs) have shown impressive results on this task. However, for long videos with complex object motions and uncontrolled camera trajectories, these methods can produce blurry or inaccurate renderings, hampering their use in real-world applications. Instead of encoding the entire dynamic scene within the weights of MLPs, we present a new approach that addresses these limitations by adopting a volumetric image-based rendering framework that synthesizes new viewpoints by aggregating features from nearby views in a scene-motion-aware manner. Our system retains the advantages of prior methods in its ability to model complex scenes and view-dependent effects, but also enables synthesizing photo-realistic novel views from long videos featuring complex scene dynamics with unconstrained camera trajectories. We demonstrate significant improvements over state-of-the-art methods on dynamic scene datasets, and also apply our approach to in-the-wild videos with challenging camera and object motion, where prior methods fail to produce high-quality renderings. Our project webpage is at dynibar.github.io.
Material Anything: Generating Materials for Any 3D Object via Diffusion
We present Material Anything, a fully-automated, unified diffusion framework designed to generate physically-based materials for 3D objects. Unlike existing methods that rely on complex pipelines or case-specific optimizations, Material Anything offers a robust, end-to-end solution adaptable to objects under diverse lighting conditions. Our approach leverages a pre-trained image diffusion model, enhanced with a triple-head architecture and rendering loss to improve stability and material quality. Additionally, we introduce confidence masks as a dynamic switcher within the diffusion model, enabling it to effectively handle both textured and texture-less objects across varying lighting conditions. By employing a progressive material generation strategy guided by these confidence masks, along with a UV-space material refiner, our method ensures consistent, UV-ready material outputs. Extensive experiments demonstrate our approach outperforms existing methods across a wide range of object categories and lighting conditions.
DyBluRF: Dynamic Deblurring Neural Radiance Fields for Blurry Monocular Video
Video view synthesis, allowing for the creation of visually appealing frames from arbitrary viewpoints and times, offers immersive viewing experiences. Neural radiance fields, particularly NeRF, initially developed for static scenes, have spurred the creation of various methods for video view synthesis. However, the challenge for video view synthesis arises from motion blur, a consequence of object or camera movement during exposure, which hinders the precise synthesis of sharp spatio-temporal views. In response, we propose a novel dynamic deblurring NeRF framework for blurry monocular video, called DyBluRF, consisting of an Interleave Ray Refinement (IRR) stage and a Motion Decomposition-based Deblurring (MDD) stage. Our DyBluRF is the first that addresses and handles the novel view synthesis for blurry monocular video. The IRR stage jointly reconstructs dynamic 3D scenes and refines the inaccurate camera pose information to combat imprecise pose information extracted from the given blurry frames. The MDD stage is a novel incremental latent sharp-rays prediction (ILSP) approach for the blurry monocular video frames by decomposing the latent sharp rays into global camera motion and local object motion components. Extensive experimental results demonstrate that our DyBluRF outperforms qualitatively and quantitatively the very recent state-of-the-art methods. Our project page including source codes and pretrained model are publicly available at https://kaist-viclab.github.io/dyblurf-site/.
OCTScenes: A Versatile Real-World Dataset of Tabletop Scenes for Object-Centric Learning
Humans possess the cognitive ability to comprehend scenes in a compositional manner. To empower AI systems with similar abilities, object-centric representation learning aims to acquire representations of individual objects from visual scenes without any supervision. Although recent advancements in object-centric representation learning have achieved remarkable progress on complex synthesis datasets, there is a huge challenge for application in complex real-world scenes. One of the essential reasons is the scarcity of real-world datasets specifically tailored to object-centric representation learning methods. To solve this problem, we propose a versatile real-world dataset of tabletop scenes for object-centric learning called OCTScenes, which is meticulously designed to serve as a benchmark for comparing, evaluating and analyzing object-centric representation learning methods. OCTScenes contains 5000 tabletop scenes with a total of 15 everyday objects. Each scene is captured in 60 frames covering a 360-degree perspective. Consequently, OCTScenes is a versatile benchmark dataset that can simultaneously satisfy the evaluation of object-centric representation learning methods across static scenes, dynamic scenes, and multi-view scenes tasks. Extensive experiments of object-centric representation learning methods for static, dynamic and multi-view scenes are conducted on OCTScenes. The results demonstrate the shortcomings of state-of-the-art methods for learning meaningful representations from real-world data, despite their impressive performance on complex synthesis datasets. Furthermore, OCTScenes can serves as a catalyst for advancing existing state-of-the-art methods, inspiring them to adapt to real-world scenes. Dataset and code are available at https://huggingface.co/datasets/Yinxuan/OCTScenes.
Periodic Vibration Gaussian: Dynamic Urban Scene Reconstruction and Real-time Rendering
Modeling dynamic, large-scale urban scenes is challenging due to their highly intricate geometric structures and unconstrained dynamics in both space and time. Prior methods often employ high-level architectural priors, separating static and dynamic elements, resulting in suboptimal capture of their synergistic interactions. To address this challenge, we present a unified representation model, called Periodic Vibration Gaussian (PVG). PVG builds upon the efficient 3D Gaussian splatting technique, originally designed for static scene representation, by introducing periodic vibration-based temporal dynamics. This innovation enables PVG to elegantly and uniformly represent the characteristics of various objects and elements in dynamic urban scenes. To enhance temporally coherent representation learning with sparse training data, we introduce a novel flow-based temporal smoothing mechanism and a position-aware adaptive control strategy. Extensive experiments on Waymo Open Dataset and KITTI benchmarks demonstrate that PVG surpasses state-of-the-art alternatives in both reconstruction and novel view synthesis for both dynamic and static scenes. Notably, PVG achieves this without relying on manually labeled object bounding boxes or expensive optical flow estimation. Moreover, PVG exhibits 50/6000-fold acceleration in training/rendering over the best alternative.
Erasing the Ephemeral: Joint Camera Refinement and Transient Object Removal for Street View Synthesis
Synthesizing novel views for urban environments is crucial for tasks like autonomous driving and virtual tours. Compared to object-level or indoor situations, outdoor settings present unique challenges, such as inconsistency across frames due to moving vehicles and camera pose drift over lengthy sequences. In this paper, we introduce a method that tackles these challenges on view synthesis for outdoor scenarios. We employ a neural point light field scene representation and strategically detect and mask out dynamic objects to reconstruct novel scenes without artifacts. Moreover, we simultaneously optimize camera pose along with the view synthesis process, and thus, we simultaneously refine both elements. Through validation on real-world urban datasets, we demonstrate state-of-the-art results in synthesizing novel views of urban scenes.
CoDeNet: Efficient Deployment of Input-Adaptive Object Detection on Embedded FPGAs
Deploying deep learning models on embedded systems has been challenging due to limited computing resources. The majority of existing work focuses on accelerating image classification, while other fundamental vision problems, such as object detection, have not been adequately addressed. Compared with image classification, detection problems are more sensitive to the spatial variance of objects, and therefore, require specialized convolutions to aggregate spatial information. To address this need, recent work introduces dynamic deformable convolution to augment regular convolutions. However, this will lead to inefficient memory accesses of inputs with existing hardware. In this work, we harness the flexibility of FPGAs to develop a novel object detection pipeline with deformable convolutions. We show the speed-accuracy tradeoffs for a set of algorithm modifications including irregular-access versus limited-range and fixed-shape. We then Co-Design a Network CoDeNet with the modified deformable convolution and quantize it to 4-bit weights and 8-bit activations. With our high-efficiency implementation, our solution reaches 26.9 frames per second with a tiny model size of 0.76 MB while achieving 61.7 AP50 on the standard object detection dataset, Pascal VOC. With our higher accuracy implementation, our model gets to 67.1 AP50 on Pascal VOC with only 2.9 MB of parameters-20.9x smaller but 10% more accurate than Tiny-YOLO.
RoDyGS: Robust Dynamic Gaussian Splatting for Casual Videos
Dynamic view synthesis (DVS) has advanced remarkably in recent years, achieving high-fidelity rendering while reducing computational costs. Despite the progress, optimizing dynamic neural fields from casual videos remains challenging, as these videos do not provide direct 3D information, such as camera trajectories or the underlying scene geometry. In this work, we present RoDyGS, an optimization pipeline for dynamic Gaussian Splatting from casual videos. It effectively learns motion and underlying geometry of scenes by separating dynamic and static primitives, and ensures that the learned motion and geometry are physically plausible by incorporating motion and geometric regularization terms. We also introduce a comprehensive benchmark, Kubric-MRig, that provides extensive camera and object motion along with simultaneous multi-view captures, features that are absent in previous benchmarks. Experimental results demonstrate that the proposed method significantly outperforms previous pose-free dynamic neural fields and achieves competitive rendering quality compared to existing pose-free static neural fields. The code and data are publicly available at https://rodygs.github.io/.
Temporal Collection and Distribution for Referring Video Object Segmentation
Referring video object segmentation aims to segment a referent throughout a video sequence according to a natural language expression. It requires aligning the natural language expression with the objects' motions and their dynamic associations at the global video level but segmenting objects at the frame level. To achieve this goal, we propose to simultaneously maintain a global referent token and a sequence of object queries, where the former is responsible for capturing video-level referent according to the language expression, while the latter serves to better locate and segment objects with each frame. Furthermore, to explicitly capture object motions and spatial-temporal cross-modal reasoning over objects, we propose a novel temporal collection-distribution mechanism for interacting between the global referent token and object queries. Specifically, the temporal collection mechanism collects global information for the referent token from object queries to the temporal motions to the language expression. In turn, the temporal distribution first distributes the referent token to the referent sequence across all frames and then performs efficient cross-frame reasoning between the referent sequence and object queries in every frame. Experimental results show that our method outperforms state-of-the-art methods on all benchmarks consistently and significantly.
Scalable Video Object Segmentation with Simplified Framework
The current popular methods for video object segmentation (VOS) implement feature matching through several hand-crafted modules that separately perform feature extraction and matching. However, the above hand-crafted designs empirically cause insufficient target interaction, thus limiting the dynamic target-aware feature learning in VOS. To tackle these limitations, this paper presents a scalable Simplified VOS (SimVOS) framework to perform joint feature extraction and matching by leveraging a single transformer backbone. Specifically, SimVOS employs a scalable ViT backbone for simultaneous feature extraction and matching between query and reference features. This design enables SimVOS to learn better target-ware features for accurate mask prediction. More importantly, SimVOS could directly apply well-pretrained ViT backbones (e.g., MAE) for VOS, which bridges the gap between VOS and large-scale self-supervised pre-training. To achieve a better performance-speed trade-off, we further explore within-frame attention and propose a new token refinement module to improve the running speed and save computational cost. Experimentally, our SimVOS achieves state-of-the-art results on popular video object segmentation benchmarks, i.e., DAVIS-2017 (88.0% J&F), DAVIS-2016 (92.9% J&F) and YouTube-VOS 2019 (84.2% J&F), without applying any synthetic video or BL30K pre-training used in previous VOS approaches.
ARS-DETR: Aspect Ratio-Sensitive Detection Transformer for Aerial Oriented Object Detection
Existing oriented object detection methods commonly use metric AP_{50} to measure the performance of the model. We argue that AP_{50} is inherently unsuitable for oriented object detection due to its large tolerance in angle deviation. Therefore, we advocate using high-precision metric, e.g. AP_{75}, to measure the performance of models. In this paper, we propose an Aspect Ratio Sensitive Oriented Object Detector with Transformer, termed ARS-DETR, which exhibits a competitive performance in high-precision oriented object detection. Specifically, a new angle classification method, calling Aspect Ratio aware Circle Smooth Label (AR-CSL), is proposed to smooth the angle label in a more reasonable way and discard the hyperparameter that introduced by previous work (e.g. CSL). Then, a rotated deformable attention module is designed to rotate the sampling points with the corresponding angles and eliminate the misalignment between region features and sampling points. Moreover, a dynamic weight coefficient according to the aspect ratio is adopted to calculate the angle loss. Comprehensive experiments on several challenging datasets show that our method achieves competitive performance on the high-precision oriented object detection task.
DiffusionDet: Diffusion Model for Object Detection
We propose DiffusionDet, a new framework that formulates object detection as a denoising diffusion process from noisy boxes to object boxes. During the training stage, object boxes diffuse from ground-truth boxes to random distribution, and the model learns to reverse this noising process. In inference, the model refines a set of randomly generated boxes to the output results in a progressive way. Our work possesses an appealing property of flexibility, which enables the dynamic number of boxes and iterative evaluation. The extensive experiments on the standard benchmarks show that DiffusionDet achieves favorable performance compared to previous well-established detectors. For example, DiffusionDet achieves 5.3 AP and 4.8 AP gains when evaluated with more boxes and iteration steps, under a zero-shot transfer setting from COCO to CrowdHuman. Our code is available at https://github.com/ShoufaChen/DiffusionDet.
Attention-based Dynamic Subspace Learners for Medical Image Analysis
Learning similarity is a key aspect in medical image analysis, particularly in recommendation systems or in uncovering the interpretation of anatomical data in images. Most existing methods learn such similarities in the embedding space over image sets using a single metric learner. Images, however, have a variety of object attributes such as color, shape, or artifacts. Encoding such attributes using a single metric learner is inadequate and may fail to generalize. Instead, multiple learners could focus on separate aspects of these attributes in subspaces of an overarching embedding. This, however, implies the number of learners to be found empirically for each new dataset. This work, Dynamic Subspace Learners, proposes to dynamically exploit multiple learners by removing the need of knowing apriori the number of learners and aggregating new subspace learners during training. Furthermore, the visual interpretability of such subspace learning is enforced by integrating an attention module into our method. This integrated attention mechanism provides a visual insight of discriminative image features that contribute to the clustering of image sets and a visual explanation of the embedding features. The benefits of our attention-based dynamic subspace learners are evaluated in the application of image clustering, image retrieval, and weakly supervised segmentation. Our method achieves competitive results with the performances of multiple learners baselines and significantly outperforms the classification network in terms of clustering and retrieval scores on three different public benchmark datasets. Moreover, our attention maps offer a proxy-labels, which improves the segmentation accuracy up to 15% in Dice scores when compared to state-of-the-art interpretation techniques.
ROAM: a Rich Object Appearance Model with Application to Rotoscoping
Rotoscoping, the detailed delineation of scene elements through a video shot, is a painstaking task of tremendous importance in professional post-production pipelines. While pixel-wise segmentation techniques can help for this task, professional rotoscoping tools rely on parametric curves that offer the artists a much better interactive control on the definition, editing and manipulation of the segments of interest. Sticking to this prevalent rotoscoping paradigm, we propose a novel framework to capture and track the visual aspect of an arbitrary object in a scene, given a first closed outline of this object. This model combines a collection of local foreground/background appearance models spread along the outline, a global appearance model of the enclosed object and a set of distinctive foreground landmarks. The structure of this rich appearance model allows simple initialization, efficient iterative optimization with exact minimization at each step, and on-line adaptation in videos. We demonstrate qualitatively and quantitatively the merit of this framework through comparisons with tools based on either dynamic segmentation with a closed curve or pixel-wise binary labelling.
DynaMem: Online Dynamic Spatio-Semantic Memory for Open World Mobile Manipulation
Significant progress has been made in open-vocabulary mobile manipulation, where the goal is for a robot to perform tasks in any environment given a natural language description. However, most current systems assume a static environment, which limits the system's applicability in real-world scenarios where environments frequently change due to human intervention or the robot's own actions. In this work, we present DynaMem, a new approach to open-world mobile manipulation that uses a dynamic spatio-semantic memory to represent a robot's environment. DynaMem constructs a 3D data structure to maintain a dynamic memory of point clouds, and answers open-vocabulary object localization queries using multimodal LLMs or open-vocabulary features generated by state-of-the-art vision-language models. Powered by DynaMem, our robots can explore novel environments, search for objects not found in memory, and continuously update the memory as objects move, appear, or disappear in the scene. We run extensive experiments on the Stretch SE3 robots in three real and nine offline scenes, and achieve an average pick-and-drop success rate of 70% on non-stationary objects, which is more than a 2x improvement over state-of-the-art static systems. Our code as well as our experiment and deployment videos are open sourced and can be found on our project website: https://dynamem.github.io/
Diffusion Priors for Dynamic View Synthesis from Monocular Videos
Dynamic novel view synthesis aims to capture the temporal evolution of visual content within videos. Existing methods struggle to distinguishing between motion and structure, particularly in scenarios where camera poses are either unknown or constrained compared to object motion. Furthermore, with information solely from reference images, it is extremely challenging to hallucinate unseen regions that are occluded or partially observed in the given videos. To address these issues, we first finetune a pretrained RGB-D diffusion model on the video frames using a customization technique. Subsequently, we distill the knowledge from the finetuned model to a 4D representations encompassing both dynamic and static Neural Radiance Fields (NeRF) components. The proposed pipeline achieves geometric consistency while preserving the scene identity. We perform thorough experiments to evaluate the efficacy of the proposed method qualitatively and quantitatively. Our results demonstrate the robustness and utility of our approach in challenging cases, further advancing dynamic novel view synthesis.
Align Your Gaussians: Text-to-4D with Dynamic 3D Gaussians and Composed Diffusion Models
Text-guided diffusion models have revolutionized image and video generation and have also been successfully used for optimization-based 3D object synthesis. Here, we instead focus on the underexplored text-to-4D setting and synthesize dynamic, animated 3D objects using score distillation methods with an additional temporal dimension. Compared to previous work, we pursue a novel compositional generation-based approach, and combine text-to-image, text-to-video, and 3D-aware multiview diffusion models to provide feedback during 4D object optimization, thereby simultaneously enforcing temporal consistency, high-quality visual appearance and realistic geometry. Our method, called Align Your Gaussians (AYG), leverages dynamic 3D Gaussian Splatting with deformation fields as 4D representation. Crucial to AYG is a novel method to regularize the distribution of the moving 3D Gaussians and thereby stabilize the optimization and induce motion. We also propose a motion amplification mechanism as well as a new autoregressive synthesis scheme to generate and combine multiple 4D sequences for longer generation. These techniques allow us to synthesize vivid dynamic scenes, outperform previous work qualitatively and quantitatively and achieve state-of-the-art text-to-4D performance. Due to the Gaussian 4D representation, different 4D animations can be seamlessly combined, as we demonstrate. AYG opens up promising avenues for animation, simulation and digital content creation as well as synthetic data generation.
Bringing Characters to New Stories: Training-Free Theme-Specific Image Generation via Dynamic Visual Prompting
The stories and characters that captivate us as we grow up shape unique fantasy worlds, with images serving as the primary medium for visually experiencing these realms. Personalizing generative models through fine-tuning with theme-specific data has become a prevalent approach in text-to-image generation. However, unlike object customization, which focuses on learning specific objects, theme-specific generation encompasses diverse elements such as characters, scenes, and objects. Such diversity also introduces a key challenge: how to adaptively generate multi-character, multi-concept, and continuous theme-specific images (TSI). Moreover, fine-tuning approaches often come with significant computational overhead, time costs, and risks of overfitting. This paper explores a fundamental question: Can image generation models directly leverage images as contextual input, similarly to how large language models use text as context? To address this, we present T-Prompter, a novel training-free TSI method for generation. T-Prompter introduces visual prompting, a mechanism that integrates reference images into generative models, allowing users to seamlessly specify the target theme without requiring additional training. To further enhance this process, we propose a Dynamic Visual Prompting (DVP) mechanism, which iteratively optimizes visual prompts to improve the accuracy and quality of generated images. Our approach enables diverse applications, including consistent story generation, character design, realistic character generation, and style-guided image generation. Comparative evaluations against state-of-the-art personalization methods demonstrate that T-Prompter achieves significantly better results and excels in maintaining character identity preserving, style consistency and text alignment, offering a robust and flexible solution for theme-specific image generation.
Boosting Open-Vocabulary Object Detection by Handling Background Samples
Open-vocabulary object detection is the task of accurately detecting objects from a candidate vocabulary list that includes both base and novel categories. Currently, numerous open-vocabulary detectors have achieved success by leveraging the impressive zero-shot capabilities of CLIP. However, we observe that CLIP models struggle to effectively handle background images (i.e. images without corresponding labels) due to their language-image learning methodology. This limitation results in suboptimal performance for open-vocabulary detectors that rely on CLIP when processing background samples. In this paper, we propose Background Information Representation for open-vocabulary Detector (BIRDet), a novel approach to address the limitations of CLIP in handling background samples. Specifically, we design Background Information Modeling (BIM) to replace the single, fixed background embedding in mainstream open-vocabulary detectors with dynamic scene information, and prompt it into image-related background representations. This method effectively enhances the ability to classify oversized regions as background. Besides, we introduce Partial Object Suppression (POS), an algorithm that utilizes the ratio of overlap area to address the issue of misclassifying partial regions as foreground. Experiments on OV-COCO and OV-LVIS benchmarks demonstrate that our proposed model is capable of achieving performance enhancements across various open-vocabulary detectors.
Lester: rotoscope animation through video object segmentation and tracking
This article introduces Lester, a novel method to automatically synthetise retro-style 2D animations from videos. The method approaches the challenge mainly as an object segmentation and tracking problem. Video frames are processed with the Segment Anything Model (SAM) and the resulting masks are tracked through subsequent frames with DeAOT, a method of hierarchical propagation for semi-supervised video object segmentation. The geometry of the masks' contours is simplified with the Douglas-Peucker algorithm. Finally, facial traits, pixelation and a basic shadow effect can be optionally added. The results show that the method exhibits an excellent temporal consistency and can correctly process videos with different poses and appearances, dynamic shots, partial shots and diverse backgrounds. The proposed method provides a more simple and deterministic approach than diffusion models based video-to-video translation pipelines, which suffer from temporal consistency problems and do not cope well with pixelated and schematic outputs. The method is also much most practical than techniques based on 3D human pose estimation, which require custom handcrafted 3D models and are very limited with respect to the type of scenes they can process.
Learning Referring Video Object Segmentation from Weak Annotation
Referring video object segmentation (RVOS) is a task that aims to segment the target object in all video frames based on a sentence describing the object. Previous RVOS methods have achieved significant performance with densely-annotated datasets, whose construction is expensive and time-consuming. To relieve the burden of data annotation while maintaining sufficient supervision for segmentation, we propose a new annotation scheme, in which we label the frame where the object first appears with a mask and use bounding boxes for the subsequent frames. Based on this scheme, we propose a method to learn from this weak annotation. Specifically, we design a cross frame segmentation method, which uses the language-guided dynamic filters to thoroughly leverage the valuable mask annotation and bounding boxes. We further develop a bi-level contrastive learning method to encourage the model to learn discriminative representation at the pixel level. Extensive experiments and ablative analyses show that our method is able to achieve competitive performance without the demand of dense mask annotation. The code will be available at https://github.com/wangbo-zhao/WRVOS/.
RecursiveDet: End-to-End Region-based Recursive Object Detection
End-to-end region-based object detectors like Sparse R-CNN usually have multiple cascade bounding box decoding stages, which refine the current predictions according to their previous results. Model parameters within each stage are independent, evolving a huge cost. In this paper, we find the general setting of decoding stages is actually redundant. By simply sharing parameters and making a recursive decoder, the detector already obtains a significant improvement. The recursive decoder can be further enhanced by positional encoding (PE) of the proposal box, which makes it aware of the exact locations and sizes of input bounding boxes, thus becoming adaptive to proposals from different stages during the recursion. Moreover, we also design centerness-based PE to distinguish the RoI feature element and dynamic convolution kernels at different positions within the bounding box. To validate the effectiveness of the proposed method, we conduct intensive ablations and build the full model on three recent mainstream region-based detectors. The RecusiveDet is able to achieve obvious performance boosts with even fewer model parameters and slightly increased computation cost. Codes are available at https://github.com/bravezzzzzz/RecursiveDet.
Persistent-Transient Duality: A Multi-mechanism Approach for Modeling Human-Object Interaction
Humans are highly adaptable, swiftly switching between different modes to progressively handle different tasks, situations and contexts. In Human-object interaction (HOI) activities, these modes can be attributed to two mechanisms: (1) the large-scale consistent plan for the whole activity and (2) the small-scale children interactive actions that start and end along the timeline. While neuroscience and cognitive science have confirmed this multi-mechanism nature of human behavior, machine modeling approaches for human motion are trailing behind. While attempted to use gradually morphing structures (e.g., graph attention networks) to model the dynamic HOI patterns, they miss the expeditious and discrete mode-switching nature of the human motion. To bridge that gap, this work proposes to model two concurrent mechanisms that jointly control human motion: the Persistent process that runs continually on the global scale, and the Transient sub-processes that operate intermittently on the local context of the human while interacting with objects. These two mechanisms form an interactive Persistent-Transient Duality that synergistically governs the activity sequences. We model this conceptual duality by a parent-child neural network of Persistent and Transient channels with a dedicated neural module for dynamic mechanism switching. The framework is trialed on HOI motion forecasting. On two rich datasets and a wide variety of settings, the model consistently delivers superior performances, proving its suitability for the challenge.
StageInteractor: Query-based Object Detector with Cross-stage Interaction
Previous object detectors make predictions based on dense grid points or numerous preset anchors. Most of these detectors are trained with one-to-many label assignment strategies. On the contrary, recent query-based object detectors depend on a sparse set of learnable queries and a series of decoder layers. The one-to-one label assignment is independently applied on each layer for the deep supervision during training. Despite the great success of query-based object detection, however, this one-to-one label assignment strategy demands the detectors to have strong fine-grained discrimination and modeling capacity. To solve the above problems, in this paper, we propose a new query-based object detector with cross-stage interaction, coined as StageInteractor. During the forward propagation, we come up with an efficient way to improve this modeling ability by reusing dynamic operators with lightweight adapters. As for the label assignment, a cross-stage label assigner is applied subsequent to the one-to-one label assignment. With this assigner, the training target class labels are gathered across stages and then reallocated to proper predictions at each decoder layer. On MS COCO benchmark, our model improves the baseline by 2.2 AP, and achieves 44.8 AP with ResNet-50 as backbone, 100 queries and 12 training epochs. With longer training time and 300 queries, StageInteractor achieves 51.1 AP and 52.2 AP with ResNeXt-101-DCN and Swin-S, respectively.
Hierarchical Supervision and Shuffle Data Augmentation for 3D Semi-Supervised Object Detection
State-of-the-art 3D object detectors are usually trained on large-scale datasets with high-quality 3D annotations. However, such 3D annotations are often expensive and time-consuming, which may not be practical for real applications. A natural remedy is to adopt semi-supervised learning (SSL) by leveraging a limited amount of labeled samples and abundant unlabeled samples. Current pseudolabeling-based SSL object detection methods mainly adopt a teacher-student framework, with a single fixed threshold strategy to generate supervision signals, which inevitably brings confused supervision when guiding the student network training. Besides, the data augmentation of the point cloud in the typical teacher-student framework is too weak, and only contains basic down sampling and flip-and-shift (i.e., rotate and scaling), which hinders the effective learning of feature information. Hence, we address these issues by introducing a novel approach of Hierarchical Supervision and Shuffle Data Augmentation (HSSDA), which is a simple yet effective teacher-student framework. The teacher network generates more reasonable supervision for the student network by designing a dynamic dual-threshold strategy. Besides, the shuffle data augmentation strategy is designed to strengthen the feature representation ability of the student network. Extensive experiments show that HSSDA consistently outperforms the recent state-of-the-art methods on different datasets. The code will be released at https://github.com/azhuantou/HSSDA.
STVGFormer: Spatio-Temporal Video Grounding with Static-Dynamic Cross-Modal Understanding
In this technical report, we introduce our solution to human-centric spatio-temporal video grounding task. We propose a concise and effective framework named STVGFormer, which models spatiotemporal visual-linguistic dependencies with a static branch and a dynamic branch. The static branch performs cross-modal understanding in a single frame and learns to localize the target object spatially according to intra-frame visual cues like object appearances. The dynamic branch performs cross-modal understanding across multiple frames. It learns to predict the starting and ending time of the target moment according to dynamic visual cues like motions. Both the static and dynamic branches are designed as cross-modal transformers. We further design a novel static-dynamic interaction block to enable the static and dynamic branches to transfer useful and complementary information from each other, which is shown to be effective to improve the prediction on hard cases. Our proposed method achieved 39.6% vIoU and won the first place in the HC-STVG track of the 4th Person in Context Challenge.
VISITRON: Visual Semantics-Aligned Interactively Trained Object-Navigator
Interactive robots navigating photo-realistic environments need to be trained to effectively leverage and handle the dynamic nature of dialogue in addition to the challenges underlying vision-and-language navigation (VLN). In this paper, we present VISITRON, a multi-modal Transformer-based navigator better suited to the interactive regime inherent to Cooperative Vision-and-Dialog Navigation (CVDN). VISITRON is trained to: i) identify and associate object-level concepts and semantics between the environment and dialogue history, ii) identify when to interact vs. navigate via imitation learning of a binary classification head. We perform extensive pre-training and fine-tuning ablations with VISITRON to gain empirical insights and improve performance on CVDN. VISITRON's ability to identify when to interact leads to a natural generalization of the game-play mode introduced by Roman et al. (arXiv:2005.00728) for enabling the use of such models in different environments. VISITRON is competitive with models on the static CVDN leaderboard and attains state-of-the-art performance on the Success weighted by Path Length (SPL) metric.
DynVFX: Augmenting Real Videos with Dynamic Content
We present a method for augmenting real-world videos with newly generated dynamic content. Given an input video and a simple user-provided text instruction describing the desired content, our method synthesizes dynamic objects or complex scene effects that naturally interact with the existing scene over time. The position, appearance, and motion of the new content are seamlessly integrated into the original footage while accounting for camera motion, occlusions, and interactions with other dynamic objects in the scene, resulting in a cohesive and realistic output video. We achieve this via a zero-shot, training-free framework that harnesses a pre-trained text-to-video diffusion transformer to synthesize the new content and a pre-trained Vision Language Model to envision the augmented scene in detail. Specifically, we introduce a novel inference-based method that manipulates features within the attention mechanism, enabling accurate localization and seamless integration of the new content while preserving the integrity of the original scene. Our method is fully automated, requiring only a simple user instruction. We demonstrate its effectiveness on a wide range of edits applied to real-world videos, encompassing diverse objects and scenarios involving both camera and object motion.
Anything in Any Scene: Photorealistic Video Object Insertion
Realistic video simulation has shown significant potential across diverse applications, from virtual reality to film production. This is particularly true for scenarios where capturing videos in real-world settings is either impractical or expensive. Existing approaches in video simulation often fail to accurately model the lighting environment, represent the object geometry, or achieve high levels of photorealism. In this paper, we propose Anything in Any Scene, a novel and generic framework for realistic video simulation that seamlessly inserts any object into an existing dynamic video with a strong emphasis on physical realism. Our proposed general framework encompasses three key processes: 1) integrating a realistic object into a given scene video with proper placement to ensure geometric realism; 2) estimating the sky and environmental lighting distribution and simulating realistic shadows to enhance the light realism; 3) employing a style transfer network that refines the final video output to maximize photorealism. We experimentally demonstrate that Anything in Any Scene framework produces simulated videos of great geometric realism, lighting realism, and photorealism. By significantly mitigating the challenges associated with video data generation, our framework offers an efficient and cost-effective solution for acquiring high-quality videos. Furthermore, its applications extend well beyond video data augmentation, showing promising potential in virtual reality, video editing, and various other video-centric applications. Please check our project website https://anythinginanyscene.github.io for access to our project code and more high-resolution video results.
SceNeRFlow: Time-Consistent Reconstruction of General Dynamic Scenes
Existing methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find non-trivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions.
Animate Your Motion: Turning Still Images into Dynamic Videos
In recent years, diffusion models have made remarkable strides in text-to-video generation, sparking a quest for enhanced control over video outputs to more accurately reflect user intentions. Traditional efforts predominantly focus on employing either semantic cues, like images or depth maps, or motion-based conditions, like moving sketches or object bounding boxes. Semantic inputs offer a rich scene context but lack detailed motion specificity; conversely, motion inputs provide precise trajectory information but miss the broader semantic narrative. For the first time, we integrate both semantic and motion cues within a diffusion model for video generation, as demonstrated in Fig 1. To this end, we introduce the Scene and Motion Conditional Diffusion (SMCD), a novel methodology for managing multimodal inputs. It incorporates a recognized motion conditioning module and investigates various approaches to integrate scene conditions, promoting synergy between different modalities. For model training, we separate the conditions for the two modalities, introducing a two-stage training pipeline. Experimental results demonstrate that our design significantly enhances video quality, motion precision, and semantic coherence.
SparseBEV: High-Performance Sparse 3D Object Detection from Multi-Camera Videos
Camera-based 3D object detection in BEV (Bird's Eye View) space has drawn great attention over the past few years. Dense detectors typically follow a two-stage pipeline by first constructing a dense BEV feature and then performing object detection in BEV space, which suffers from complex view transformations and high computation cost. On the other side, sparse detectors follow a query-based paradigm without explicit dense BEV feature construction, but achieve worse performance than the dense counterparts. In this paper, we find that the key to mitigate this performance gap is the adaptability of the detector in both BEV and image space. To achieve this goal, we propose SparseBEV, a fully sparse 3D object detector that outperforms the dense counterparts. SparseBEV contains three key designs, which are (1) scale-adaptive self attention to aggregate features with adaptive receptive field in BEV space, (2) adaptive spatio-temporal sampling to generate sampling locations under the guidance of queries, and (3) adaptive mixing to decode the sampled features with dynamic weights from the queries. On the test split of nuScenes, SparseBEV achieves the state-of-the-art performance of 67.5 NDS. On the val split, SparseBEV achieves 55.8 NDS while maintaining a real-time inference speed of 23.5 FPS. Code is available at https://github.com/MCG-NJU/SparseBEV.
Motion-induced error reduction for high-speed dynamic digital fringe projection system
In phase-shifting profilometry (PSP), any motion during the acquisition of fringe patterns can introduce errors because it assumes both the object and measurement system are stationary. Therefore, we propose a method to pixel-wise reduce the errors when the measurement system is in motion due to a motorized linear stage. The proposed method introduces motion-induced error reduction algorithm, which leverages the motor's encoder and pinhole model of the camera and projector. 3D shape measurement is possible with only three fringe patterns by applying geometric constraints of the digital fringe projection system. We address the mismatch problem due to the motion-induced camera pixel disparities and reduce phase-shift errors. These processes are easy to implement and require low computational cost. Experimental results demonstrate that the presented method effectively reduces the errors even in non-uniform motion.
Group channel pruning and spatial attention distilling for object detection
Due to the over-parameterization of neural networks, many model compression methods based on pruning and quantization have emerged. They are remarkable in reducing the size, parameter number, and computational complexity of the model. However, most of the models compressed by such methods need the support of special hardware and software, which increases the deployment cost. Moreover, these methods are mainly used in classification tasks, and rarely directly used in detection tasks. To address these issues, for the object detection network we introduce a three-stage model compression method: dynamic sparse training, group channel pruning, and spatial attention distilling. Firstly, to select out the unimportant channels in the network and maintain a good balance between sparsity and accuracy, we put forward a dynamic sparse training method, which introduces a variable sparse rate, and the sparse rate will change with the training process of the network. Secondly, to reduce the effect of pruning on network accuracy, we propose a novel pruning method called group channel pruning. In particular, we divide the network into multiple groups according to the scales of the feature layer and the similarity of module structure in the network, and then we use different pruning thresholds to prune the channels in each group. Finally, to recover the accuracy of the pruned network, we use an improved knowledge distillation method for the pruned network. Especially, we extract spatial attention information from the feature maps of specific scales in each group as knowledge for distillation. In the experiments, we use YOLOv4 as the object detection network and PASCAL VOC as the training dataset. Our method reduces the parameters of the model by 64.7 % and the calculation by 34.9%.
Tiny Robotics Dataset and Benchmark for Continual Object Detection
Detecting objects in mobile robotics is crucial for numerous applications, from autonomous navigation to inspection. However, robots are often required to perform tasks in different domains with respect to the training one and need to adapt to these changes. Tiny mobile robots, subject to size, power, and computational constraints, encounter even more difficulties in running and adapting these algorithms. Such adaptability, though, is crucial for real-world deployment, where robots must operate effectively in dynamic and unpredictable settings. In this work, we introduce a novel benchmark to evaluate the continual learning capabilities of object detection systems in tiny robotic platforms. Our contributions include: (i) Tiny Robotics Object Detection (TiROD), a comprehensive dataset collected using a small mobile robot, designed to test the adaptability of object detectors across various domains and classes; (ii) an evaluation of state-of-the-art real-time object detectors combined with different continual learning strategies on this dataset, providing detailed insights into their performance and limitations; and (iii) we publish the data and the code to replicate the results to foster continuous advancements in this field. Our benchmark results indicate key challenges that must be addressed to advance the development of robust and efficient object detection systems for tiny robotics.
Generative Camera Dolly: Extreme Monocular Dynamic Novel View Synthesis
Accurate reconstruction of complex dynamic scenes from just a single viewpoint continues to be a challenging task in computer vision. Current dynamic novel view synthesis methods typically require videos from many different camera viewpoints, necessitating careful recording setups, and significantly restricting their utility in the wild as well as in terms of embodied AI applications. In this paper, we propose GCD, a controllable monocular dynamic view synthesis pipeline that leverages large-scale diffusion priors to, given a video of any scene, generate a synchronous video from any other chosen perspective, conditioned on a set of relative camera pose parameters. Our model does not require depth as input, and does not explicitly model 3D scene geometry, instead performing end-to-end video-to-video translation in order to achieve its goal efficiently. Despite being trained on synthetic multi-view video data only, zero-shot real-world generalization experiments show promising results in multiple domains, including robotics, object permanence, and driving environments. We believe our framework can potentially unlock powerful applications in rich dynamic scene understanding, perception for robotics, and interactive 3D video viewing experiences for virtual reality.
ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions
To enable machines to learn how humans interact with the physical world in our daily activities, it is crucial to provide rich data that encompasses the 3D motion of humans as well as the motion of objects in a learnable 3D representation. Ideally, this data should be collected in a natural setup, capturing the authentic dynamic 3D signals during human-object interactions. To address this challenge, we introduce the ParaHome system, designed to capture and parameterize dynamic 3D movements of humans and objects within a common home environment. Our system consists of a multi-view setup with 70 synchronized RGB cameras, as well as wearable motion capture devices equipped with an IMU-based body suit and hand motion capture gloves. By leveraging the ParaHome system, we collect a novel large-scale dataset of human-object interaction. Notably, our dataset offers key advancement over existing datasets in three main aspects: (1) capturing 3D body and dexterous hand manipulation motion alongside 3D object movement within a contextual home environment during natural activities; (2) encompassing human interaction with multiple objects in various episodic scenarios with corresponding descriptions in texts; (3) including articulated objects with multiple parts expressed with parameterized articulations. Building upon our dataset, we introduce new research tasks aimed at building a generative model for learning and synthesizing human-object interactions in a real-world room setting.
Betrayed by Attention: A Simple yet Effective Approach for Self-supervised Video Object Segmentation
In this paper, we propose a simple yet effective approach for self-supervised video object segmentation (VOS). Our key insight is that the inherent structural dependencies present in DINO-pretrained Transformers can be leveraged to establish robust spatio-temporal correspondences in videos. Furthermore, simple clustering on this correspondence cue is sufficient to yield competitive segmentation results. Previous self-supervised VOS techniques majorly resort to auxiliary modalities or utilize iterative slot attention to assist in object discovery, which restricts their general applicability and imposes higher computational requirements. To deal with these challenges, we develop a simplified architecture that capitalizes on the emerging objectness from DINO-pretrained Transformers, bypassing the need for additional modalities or slot attention. Specifically, we first introduce a single spatio-temporal Transformer block to process the frame-wise DINO features and establish spatio-temporal dependencies in the form of self-attention. Subsequently, utilizing these attention maps, we implement hierarchical clustering to generate object segmentation masks. To train the spatio-temporal block in a fully self-supervised manner, we employ semantic and dynamic motion consistency coupled with entropy normalization. Our method demonstrates state-of-the-art performance across multiple unsupervised VOS benchmarks and particularly excels in complex real-world multi-object video segmentation tasks such as DAVIS-17-Unsupervised and YouTube-VIS-19. The code and model checkpoints will be released at https://github.com/shvdiwnkozbw/SSL-UVOS.
Multi-modal Gated Mixture of Local-to-Global Experts for Dynamic Image Fusion
Infrared and visible image fusion aims to integrate comprehensive information from multiple sources to achieve superior performances on various practical tasks, such as detection, over that of a single modality. However, most existing methods directly combined the texture details and object contrast of different modalities, ignoring the dynamic changes in reality, which diminishes the visible texture in good lighting conditions and the infrared contrast in low lighting conditions. To fill this gap, we propose a dynamic image fusion framework with a multi-modal gated mixture of local-to-global experts, termed MoE-Fusion, to dynamically extract effective and comprehensive information from the respective modalities. Our model consists of a Mixture of Local Experts (MoLE) and a Mixture of Global Experts (MoGE) guided by a multi-modal gate. The MoLE performs specialized learning of multi-modal local features, prompting the fused images to retain the local information in a sample-adaptive manner, while the MoGE focuses on the global information that complements the fused image with overall texture detail and contrast. Extensive experiments show that our MoE-Fusion outperforms state-of-the-art methods in preserving multi-modal image texture and contrast through the local-to-global dynamic learning paradigm, and also achieves superior performance on detection tasks. Our code will be available: https://github.com/SunYM2020/MoE-Fusion.
LVOS: A Benchmark for Long-term Video Object Segmentation
Existing video object segmentation (VOS) benchmarks focus on short-term videos which just last about 3-5 seconds and where objects are visible most of the time. These videos are poorly representative of practical applications, and the absence of long-term datasets restricts further investigation of VOS on the application in realistic scenarios. So, in this paper, we present a new benchmark dataset named LVOS, which consists of 220 videos with a total duration of 421 minutes. To the best of our knowledge, LVOS is the first densely annotated long-term VOS dataset. The videos in our LVOS last 1.59 minutes on average, which is 20 times longer than videos in existing VOS datasets. Each video includes various attributes, especially challenges deriving from the wild, such as long-term reappearing and cross-temporal similar objeccts.Based on LVOS, we assess existing video object segmentation algorithms and propose a Diverse Dynamic Memory network (DDMemory) that consists of three complementary memory banks to exploit temporal information adequately. The experimental results demonstrate the strength and weaknesses of prior methods, pointing promising directions for further study. Data and code are available at https://lingyihongfd.github.io/lvos.github.io/.
Multi-Label Sentiment Analysis on 100 Languages with Dynamic Weighting for Label Imbalance
We investigate cross-lingual sentiment analysis, which has attracted significant attention due to its applications in various areas including market research, politics and social sciences. In particular, we introduce a sentiment analysis framework in multi-label setting as it obeys Plutchik wheel of emotions. We introduce a novel dynamic weighting method that balances the contribution from each class during training, unlike previous static weighting methods that assign non-changing weights based on their class frequency. Moreover, we adapt the focal loss that favors harder instances from single-label object recognition literature to our multi-label setting. Furthermore, we derive a method to choose optimal class-specific thresholds that maximize the macro-f1 score in linear time complexity. Through an extensive set of experiments, we show that our method obtains the state-of-the-art performance in 7 of 9 metrics in 3 different languages using a single model compared to the common baselines and the best-performing methods in the SemEval competition. We publicly share our code for our model, which can perform sentiment analysis in 100 languages, to facilitate further research.
CLEA: Closed-Loop Embodied Agent for Enhancing Task Execution in Dynamic Environments
Large Language Models (LLMs) exhibit remarkable capabilities in the hierarchical decomposition of complex tasks through semantic reasoning. However, their application in embodied systems faces challenges in ensuring reliable execution of subtask sequences and achieving one-shot success in long-term task completion. To address these limitations in dynamic environments, we propose Closed-Loop Embodied Agent (CLEA) -- a novel architecture incorporating four specialized open-source LLMs with functional decoupling for closed-loop task management. The framework features two core innovations: (1) Interactive task planner that dynamically generates executable subtasks based on the environmental memory, and (2) Multimodal execution critic employing an evaluation framework to conduct a probabilistic assessment of action feasibility, triggering hierarchical re-planning mechanisms when environmental perturbations exceed preset thresholds. To validate CLEA's effectiveness, we conduct experiments in a real environment with manipulable objects, using two heterogeneous robots for object search, manipulation, and search-manipulation integration tasks. Across 12 task trials, CLEA outperforms the baseline model, achieving a 67.3% improvement in success rate and a 52.8% increase in task completion rate. These results demonstrate that CLEA significantly enhances the robustness of task planning and execution in dynamic environments.
Exploring the Reliability of Foundation Model-Based Frontier Selection in Zero-Shot Object Goal Navigation
In this paper, we present a novel method for reliable frontier selection in Zero-Shot Object Goal Navigation (ZS-OGN), enhancing robotic navigation systems with foundation models to improve commonsense reasoning in indoor environments. Our approach introduces a multi-expert decision framework to address the nonsensical or irrelevant reasoning often seen in foundation model-based systems. The method comprises two key components: Diversified Expert Frontier Analysis (DEFA) and Consensus Decision Making (CDM). DEFA utilizes three expert models: furniture arrangement, room type analysis, and visual scene reasoning, while CDM aggregates their outputs, prioritizing unanimous or majority consensus for more reliable decisions. Demonstrating state-of-the-art performance on the RoboTHOR and HM3D datasets, our method excels at navigating towards untrained objects or goals and outperforms various baselines, showcasing its adaptability to dynamic real-world conditions and superior generalization capabilities.
Diff3DETR:Agent-based Diffusion Model for Semi-supervised 3D Object Detection
3D object detection is essential for understanding 3D scenes. Contemporary techniques often require extensive annotated training data, yet obtaining point-wise annotations for point clouds is time-consuming and laborious. Recent developments in semi-supervised methods seek to mitigate this problem by employing a teacher-student framework to generate pseudo-labels for unlabeled point clouds. However, these pseudo-labels frequently suffer from insufficient diversity and inferior quality. To overcome these hurdles, we introduce an Agent-based Diffusion Model for Semi-supervised 3D Object Detection (Diff3DETR). Specifically, an agent-based object query generator is designed to produce object queries that effectively adapt to dynamic scenes while striking a balance between sampling locations and content embedding. Additionally, a box-aware denoising module utilizes the DDIM denoising process and the long-range attention in the transformer decoder to refine bounding boxes incrementally. Extensive experiments on ScanNet and SUN RGB-D datasets demonstrate that Diff3DETR outperforms state-of-the-art semi-supervised 3D object detection methods.
MOSO: Decomposing MOtion, Scene and Object for Video Prediction
Motion, scene and object are three primary visual components of a video. In particular, objects represent the foreground, scenes represent the background, and motion traces their dynamics. Based on this insight, we propose a two-stage MOtion, Scene and Object decomposition framework (MOSO) for video prediction, consisting of MOSO-VQVAE and MOSO-Transformer. In the first stage, MOSO-VQVAE decomposes a previous video clip into the motion, scene and object components, and represents them as distinct groups of discrete tokens. Then, in the second stage, MOSO-Transformer predicts the object and scene tokens of the subsequent video clip based on the previous tokens and adds dynamic motion at the token level to the generated object and scene tokens. Our framework can be easily extended to unconditional video generation and video frame interpolation tasks. Experimental results demonstrate that our method achieves new state-of-the-art performance on five challenging benchmarks for video prediction and unconditional video generation: BAIR, RoboNet, KTH, KITTI and UCF101. In addition, MOSO can produce realistic videos by combining objects and scenes from different videos.
StreamingT2V: Consistent, Dynamic, and Extendable Long Video Generation from Text
Text-to-video diffusion models enable the generation of high-quality videos that follow text instructions, making it easy to create diverse and individual content. However, existing approaches mostly focus on high-quality short video generation (typically 16 or 24 frames), ending up with hard-cuts when naively extended to the case of long video synthesis. To overcome these limitations, we introduce StreamingT2V, an autoregressive approach for long video generation of 80, 240, 600, 1200 or more frames with smooth transitions. The key components are:(i) a short-term memory block called conditional attention module (CAM), which conditions the current generation on the features extracted from the previous chunk via an attentional mechanism, leading to consistent chunk transitions, (ii) a long-term memory block called appearance preservation module, which extracts high-level scene and object features from the first video chunk to prevent the model from forgetting the initial scene, and (iii) a randomized blending approach that enables to apply a video enhancer autoregressively for infinitely long videos without inconsistencies between chunks. Experiments show that StreamingT2V generates high motion amount. In contrast, all competing image-to-video methods are prone to video stagnation when applied naively in an autoregressive manner. Thus, we propose with StreamingT2V a high-quality seamless text-to-long video generator that outperforms competitors with consistency and motion. Our code will be available at: https://github.com/Picsart-AI-Research/StreamingT2V
Towards Better Text-to-Image Generation Alignment via Attention Modulation
In text-to-image generation tasks, the advancements of diffusion models have facilitated the fidelity of generated results. However, these models encounter challenges when processing text prompts containing multiple entities and attributes. The uneven distribution of attention results in the issues of entity leakage and attribute misalignment. Training from scratch to address this issue requires numerous labeled data and is resource-consuming. Motivated by this, we propose an attribution-focusing mechanism, a training-free phase-wise mechanism by modulation of attention for diffusion model. One of our core ideas is to guide the model to concentrate on the corresponding syntactic components of the prompt at distinct timesteps. To achieve this, we incorporate a temperature control mechanism within the early phases of the self-attention modules to mitigate entity leakage issues. An object-focused masking scheme and a phase-wise dynamic weight control mechanism are integrated into the cross-attention modules, enabling the model to discern the affiliation of semantic information between entities more effectively. The experimental results in various alignment scenarios demonstrate that our model attain better image-text alignment with minimal additional computational cost.
Build-A-Scene: Interactive 3D Layout Control for Diffusion-Based Image Generation
We propose a diffusion-based approach for Text-to-Image (T2I) generation with interactive 3D layout control. Layout control has been widely studied to alleviate the shortcomings of T2I diffusion models in understanding objects' placement and relationships from text descriptions. Nevertheless, existing approaches for layout control are limited to 2D layouts, require the user to provide a static layout beforehand, and fail to preserve generated images under layout changes. This makes these approaches unsuitable for applications that require 3D object-wise control and iterative refinements, e.g., interior design and complex scene generation. To this end, we leverage the recent advancements in depth-conditioned T2I models and propose a novel approach for interactive 3D layout control. We replace the traditional 2D boxes used in layout control with 3D boxes. Furthermore, we revamp the T2I task as a multi-stage generation process, where at each stage, the user can insert, change, and move an object in 3D while preserving objects from earlier stages. We achieve this through our proposed Dynamic Self-Attention (DSA) module and the consistent 3D object translation strategy. Experiments show that our approach can generate complicated scenes based on 3D layouts, boosting the object generation success rate over the standard depth-conditioned T2I methods by 2x. Moreover, it outperforms other methods in comparison in preserving objects under layout changes. Project Page: https://abdo-eldesokey.github.io/build-a-scene/
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
GS-DiT: Advancing Video Generation with Pseudo 4D Gaussian Fields through Efficient Dense 3D Point Tracking
4D video control is essential in video generation as it enables the use of sophisticated lens techniques, such as multi-camera shooting and dolly zoom, which are currently unsupported by existing methods. Training a video Diffusion Transformer (DiT) directly to control 4D content requires expensive multi-view videos. Inspired by Monocular Dynamic novel View Synthesis (MDVS) that optimizes a 4D representation and renders videos according to different 4D elements, such as camera pose and object motion editing, we bring pseudo 4D Gaussian fields to video generation. Specifically, we propose a novel framework that constructs a pseudo 4D Gaussian field with dense 3D point tracking and renders the Gaussian field for all video frames. Then we finetune a pretrained DiT to generate videos following the guidance of the rendered video, dubbed as GS-DiT. To boost the training of the GS-DiT, we also propose an efficient Dense 3D Point Tracking (D3D-PT) method for the pseudo 4D Gaussian field construction. Our D3D-PT outperforms SpatialTracker, the state-of-the-art sparse 3D point tracking method, in accuracy and accelerates the inference speed by two orders of magnitude. During the inference stage, GS-DiT can generate videos with the same dynamic content while adhering to different camera parameters, addressing a significant limitation of current video generation models. GS-DiT demonstrates strong generalization capabilities and extends the 4D controllability of Gaussian splatting to video generation beyond just camera poses. It supports advanced cinematic effects through the manipulation of the Gaussian field and camera intrinsics, making it a powerful tool for creative video production. Demos are available at https://wkbian.github.io/Projects/GS-DiT/.
Birth and Death of a Rose
We study the problem of generating temporal object intrinsics -- temporally evolving sequences of object geometry, reflectance, and texture, such as a blooming rose -- from pre-trained 2D foundation models. Unlike conventional 3D modeling and animation techniques that require extensive manual effort and expertise, we introduce a method that generates such assets with signals distilled from pre-trained 2D diffusion models. To ensure the temporal consistency of object intrinsics, we propose Neural Templates for temporal-state-guided distillation, derived automatically from image features from self-supervised learning. Our method can generate high-quality temporal object intrinsics for several natural phenomena and enable the sampling and controllable rendering of these dynamic objects from any viewpoint, under any environmental lighting conditions, at any time of their lifespan. Project website: https://chen-geng.com/rose4d
TransRefer3D: Entity-and-Relation Aware Transformer for Fine-Grained 3D Visual Grounding
Recently proposed fine-grained 3D visual grounding is an essential and challenging task, whose goal is to identify the 3D object referred by a natural language sentence from other distractive objects of the same category. Existing works usually adopt dynamic graph networks to indirectly model the intra/inter-modal interactions, making the model difficult to distinguish the referred object from distractors due to the monolithic representations of visual and linguistic contents. In this work, we exploit Transformer for its natural suitability on permutation-invariant 3D point clouds data and propose a TransRefer3D network to extract entity-and-relation aware multimodal context among objects for more discriminative feature learning. Concretely, we devise an Entity-aware Attention (EA) module and a Relation-aware Attention (RA) module to conduct fine-grained cross-modal feature matching. Facilitated by co-attention operation, our EA module matches visual entity features with linguistic entity features while RA module matches pair-wise visual relation features with linguistic relation features, respectively. We further integrate EA and RA modules into an Entity-and-Relation aware Contextual Block (ERCB) and stack several ERCBs to form our TransRefer3D for hierarchical multimodal context modeling. Extensive experiments on both Nr3D and Sr3D datasets demonstrate that our proposed model significantly outperforms existing approaches by up to 10.6% and claims the new state-of-the-art. To the best of our knowledge, this is the first work investigating Transformer architecture for fine-grained 3D visual grounding task.
Grounded Language-Image Pre-training
This paper presents a grounded language-image pre-training (GLIP) model for learning object-level, language-aware, and semantic-rich visual representations. GLIP unifies object detection and phrase grounding for pre-training. The unification brings two benefits: 1) it allows GLIP to learn from both detection and grounding data to improve both tasks and bootstrap a good grounding model; 2) GLIP can leverage massive image-text pairs by generating grounding boxes in a self-training fashion, making the learned representation semantic-rich. In our experiments, we pre-train GLIP on 27M grounding data, including 3M human-annotated and 24M web-crawled image-text pairs. The learned representations demonstrate strong zero-shot and few-shot transferability to various object-level recognition tasks. 1) When directly evaluated on COCO and LVIS (without seeing any images in COCO during pre-training), GLIP achieves 49.8 AP and 26.9 AP, respectively, surpassing many supervised baselines. 2) After fine-tuned on COCO, GLIP achieves 60.8 AP on val and 61.5 AP on test-dev, surpassing prior SoTA. 3) When transferred to 13 downstream object detection tasks, a 1-shot GLIP rivals with a fully-supervised Dynamic Head. Code is released at https://github.com/microsoft/GLIP.
ManiSkill2: A Unified Benchmark for Generalizable Manipulation Skills
Generalizable manipulation skills, which can be composed to tackle long-horizon and complex daily chores, are one of the cornerstones of Embodied AI. However, existing benchmarks, mostly composed of a suite of simulatable environments, are insufficient to push cutting-edge research works because they lack object-level topological and geometric variations, are not based on fully dynamic simulation, or are short of native support for multiple types of manipulation tasks. To this end, we present ManiSkill2, the next generation of the SAPIEN ManiSkill benchmark, to address critical pain points often encountered by researchers when using benchmarks for generalizable manipulation skills. ManiSkill2 includes 20 manipulation task families with 2000+ object models and 4M+ demonstration frames, which cover stationary/mobile-base, single/dual-arm, and rigid/soft-body manipulation tasks with 2D/3D-input data simulated by fully dynamic engines. It defines a unified interface and evaluation protocol to support a wide range of algorithms (e.g., classic sense-plan-act, RL, IL), visual observations (point cloud, RGBD), and controllers (e.g., action type and parameterization). Moreover, it empowers fast visual input learning algorithms so that a CNN-based policy can collect samples at about 2000 FPS with 1 GPU and 16 processes on a regular workstation. It implements a render server infrastructure to allow sharing rendering resources across all environments, thereby significantly reducing memory usage. We open-source all codes of our benchmark (simulator, environments, and baselines) and host an online challenge open to interdisciplinary researchers.
Revealing Occlusions with 4D Neural Fields
For computer vision systems to operate in dynamic situations, they need to be able to represent and reason about object permanence. We introduce a framework for learning to estimate 4D visual representations from monocular RGB-D, which is able to persist objects, even once they become obstructed by occlusions. Unlike traditional video representations, we encode point clouds into a continuous representation, which permits the model to attend across the spatiotemporal context to resolve occlusions. On two large video datasets that we release along with this paper, our experiments show that the representation is able to successfully reveal occlusions for several tasks, without any architectural changes. Visualizations show that the attention mechanism automatically learns to follow occluded objects. Since our approach can be trained end-to-end and is easily adaptable, we believe it will be useful for handling occlusions in many video understanding tasks. Data, code, and models are available at https://occlusions.cs.columbia.edu/.
MagicTime: Time-lapse Video Generation Models as Metamorphic Simulators
Recent advances in Text-to-Video generation (T2V) have achieved remarkable success in synthesizing high-quality general videos from textual descriptions. A largely overlooked problem in T2V is that existing models have not adequately encoded physical knowledge of the real world, thus generated videos tend to have limited motion and poor variations. In this paper, we propose MagicTime, a metamorphic time-lapse video generation model, which learns real-world physics knowledge from time-lapse videos and implements metamorphic generation. First, we design a MagicAdapter scheme to decouple spatial and temporal training, encode more physical knowledge from metamorphic videos, and transform pre-trained T2V models to generate metamorphic videos. Second, we introduce a Dynamic Frames Extraction strategy to adapt to metamorphic time-lapse videos, which have a wider variation range and cover dramatic object metamorphic processes, thus embodying more physical knowledge than general videos. Finally, we introduce a Magic Text-Encoder to improve the understanding of metamorphic video prompts. Furthermore, we create a time-lapse video-text dataset called ChronoMagic, specifically curated to unlock the metamorphic video generation ability. Extensive experiments demonstrate the superiority and effectiveness of MagicTime for generating high-quality and dynamic metamorphic videos, suggesting time-lapse video generation is a promising path toward building metamorphic simulators of the physical world.
MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting
Dynamic scene reconstruction is a long-term challenge in the field of 3D vision. Recently, the emergence of 3D Gaussian Splatting has provided new insights into this problem. Although subsequent efforts rapidly extend static 3D Gaussian to dynamic scenes, they often lack explicit constraints on object motion, leading to optimization difficulties and performance degradation. To address the above issues, we propose a novel deformable 3D Gaussian splatting framework called MotionGS, which explores explicit motion priors to guide the deformation of 3D Gaussians. Specifically, we first introduce an optical flow decoupling module that decouples optical flow into camera flow and motion flow, corresponding to camera movement and object motion respectively. Then the motion flow can effectively constrain the deformation of 3D Gaussians, thus simulating the motion of dynamic objects. Additionally, a camera pose refinement module is proposed to alternately optimize 3D Gaussians and camera poses, mitigating the impact of inaccurate camera poses. Extensive experiments in the monocular dynamic scenes validate that MotionGS surpasses state-of-the-art methods and exhibits significant superiority in both qualitative and quantitative results. Project page: https://ruijiezhu94.github.io/MotionGS_page
MotionCrafter: One-Shot Motion Customization of Diffusion Models
The essence of a video lies in its dynamic motions, including character actions, object movements, and camera movements. While text-to-video generative diffusion models have recently advanced in creating diverse contents, controlling specific motions through text prompts remains a significant challenge. A primary issue is the coupling of appearance and motion, often leading to overfitting on appearance. To tackle this challenge, we introduce MotionCrafter, a novel one-shot instance-guided motion customization method. MotionCrafter employs a parallel spatial-temporal architecture that injects the reference motion into the temporal component of the base model, while the spatial module is independently adjusted for character or style control. To enhance the disentanglement of motion and appearance, we propose an innovative dual-branch motion disentanglement approach, comprising a motion disentanglement loss and an appearance prior enhancement strategy. During training, a frozen base model provides appearance normalization, effectively separating appearance from motion and thereby preserving diversity. Comprehensive quantitative and qualitative experiments, along with user preference tests, demonstrate that MotionCrafter can successfully integrate dynamic motions while preserving the coherence and quality of the base model with a wide range of appearance generation capabilities. Project page: https://zyxelsa.github.io/homepage-motioncrafter. Codes are available at https://github.com/zyxElsa/MotionCrafter.
CL2R: Compatible Lifelong Learning Representations
In this paper, we propose a method to partially mimic natural intelligence for the problem of lifelong learning representations that are compatible. We take the perspective of a learning agent that is interested in recognizing object instances in an open dynamic universe in a way in which any update to its internal feature representation does not render the features in the gallery unusable for visual search. We refer to this learning problem as Compatible Lifelong Learning Representations (CL2R) as it considers compatible representation learning within the lifelong learning paradigm. We identify stationarity as the property that the feature representation is required to hold to achieve compatibility and propose a novel training procedure that encourages local and global stationarity on the learned representation. Due to stationarity, the statistical properties of the learned features do not change over time, making them interoperable with previously learned features. Extensive experiments on standard benchmark datasets show that our CL2R training procedure outperforms alternative baselines and state-of-the-art methods. We also provide novel metrics to specifically evaluate compatible representation learning under catastrophic forgetting in various sequential learning tasks. Code at https://github.com/NiccoBiondi/CompatibleLifelongRepresentation.
MAIR++: Improving Multi-view Attention Inverse Rendering with Implicit Lighting Representation
In this paper, we propose a scene-level inverse rendering framework that uses multi-view images to decompose the scene into geometry, SVBRDF, and 3D spatially-varying lighting. While multi-view images have been widely used for object-level inverse rendering, scene-level inverse rendering has primarily been studied using single-view images due to the lack of a dataset containing high dynamic range multi-view images with ground-truth geometry, material, and spatially-varying lighting. To improve the quality of scene-level inverse rendering, a novel framework called Multi-view Attention Inverse Rendering (MAIR) was recently introduced. MAIR performs scene-level multi-view inverse rendering by expanding the OpenRooms dataset, designing efficient pipelines to handle multi-view images, and splitting spatially-varying lighting. Although MAIR showed impressive results, its lighting representation is fixed to spherical Gaussians, which limits its ability to render images realistically. Consequently, MAIR cannot be directly used in applications such as material editing. Moreover, its multi-view aggregation networks have difficulties extracting rich features because they only focus on the mean and variance between multi-view features. In this paper, we propose its extended version, called MAIR++. MAIR++ addresses the aforementioned limitations by introducing an implicit lighting representation that accurately captures the lighting conditions of an image while facilitating realistic rendering. Furthermore, we design a directional attention-based multi-view aggregation network to infer more intricate relationships between views. Experimental results show that MAIR++ not only achieves better performance than MAIR and single-view-based methods, but also displays robust performance on unseen real-world scenes.
CrossVideoMAE: Self-Supervised Image-Video Representation Learning with Masked Autoencoders
Current video-based Masked Autoencoders (MAEs) primarily focus on learning effective spatiotemporal representations from a visual perspective, which may lead the model to prioritize general spatial-temporal patterns but often overlook nuanced semantic attributes like specific interactions or sequences that define actions - such as action-specific features that align more closely with human cognition for space-time correspondence. This can limit the model's ability to capture the essence of certain actions that are contextually rich and continuous. Humans are capable of mapping visual concepts, object view invariance, and semantic attributes available in static instances to comprehend natural dynamic scenes or videos. Existing MAEs for videos and static images rely on separate datasets for videos and images, which may lack the rich semantic attributes necessary for fully understanding the learned concepts, especially when compared to using video and corresponding sampled frame images together. To this end, we propose CrossVideoMAE an end-to-end self-supervised cross-modal contrastive learning MAE that effectively learns both video-level and frame-level rich spatiotemporal representations and semantic attributes. Our method integrates mutual spatiotemporal information from videos with spatial information from sampled frames within a feature-invariant space, while encouraging invariance to augmentations within the video domain. This objective is achieved through jointly embedding features of visible tokens and combining feature correspondence within and across modalities, which is critical for acquiring rich, label-free guiding signals from both video and frame image modalities in a self-supervised manner. Extensive experiments demonstrate that our approach surpasses previous state-of-the-art methods and ablation studies validate the effectiveness of our approach.
I-MPN: Inductive Message Passing Network for Efficient Human-in-the-Loop Annotation of Mobile Eye Tracking Data
Comprehending how humans process visual information in dynamic settings is crucial for psychology and designing user-centered interactions. While mobile eye-tracking systems combining egocentric video and gaze signals can offer valuable insights, manual analysis of these recordings is time-intensive. In this work, we present a novel human-centered learning algorithm designed for automated object recognition within mobile eye-tracking settings. Our approach seamlessly integrates an object detector with a spatial relation-aware inductive message-passing network (I-MPN), harnessing node profile information and capturing object correlations. Such mechanisms enable us to learn embedding functions capable of generalizing to new object angle views, facilitating rapid adaptation and efficient reasoning in dynamic contexts as users navigate their environment. Through experiments conducted on three distinct video sequences, our interactive-based method showcases significant performance improvements over fixed training/testing algorithms, even when trained on considerably smaller annotated samples collected through user feedback. Furthermore, we demonstrate exceptional efficiency in data annotation processes and surpass prior interactive methods that use complete object detectors, combine detectors with convolutional networks, or employ interactive video segmentation.
C-Drag: Chain-of-Thought Driven Motion Controller for Video Generation
Trajectory-based motion control has emerged as an intuitive and efficient approach for controllable video generation. However, the existing trajectory-based approaches are usually limited to only generating the motion trajectory of the controlled object and ignoring the dynamic interactions between the controlled object and its surroundings. To address this limitation, we propose a Chain-of-Thought-based motion controller for controllable video generation, named C-Drag. Instead of directly generating the motion of some objects, our C-Drag first performs object perception and then reasons the dynamic interactions between different objects according to the given motion control of the objects. Specifically, our method includes an object perception module and a Chain-of-Thought-based motion reasoning module. The object perception module employs visual language models to capture the position and category information of various objects within the image. The Chain-of-Thought-based motion reasoning module takes this information as input and conducts a stage-wise reasoning process to generate motion trajectories for each of the affected objects, which are subsequently fed to the diffusion model for video synthesis. Furthermore, we introduce a new video object interaction (VOI) dataset to evaluate the generation quality of motion controlled video generation methods. Our VOI dataset contains three typical types of interactions and provides the motion trajectories of objects that can be used for accurate performance evaluation. Experimental results show that C-Drag achieves promising performance across multiple metrics, excelling in object motion control. Our benchmark, codes, and models will be available at https://github.com/WesLee88524/C-Drag-Official-Repo.
ODE: Open-Set Evaluation of Hallucinations in Multimodal Large Language Models
Hallucination poses a significant challenge for multimodal large language models (MLLMs). However, existing benchmarks for evaluating hallucinations are static, which can lead to potential data contamination. This paper introduces ODE, an open-set, dynamic protocol for evaluating object existence hallucinations in MLLMs. Our framework employs graph structures to model associations between real-word concepts and generates novel samples for both general and domain-specific scenarios. The dynamic combination of concepts, along with various combination principles, ensures a broad sample distribution. Experimental results show that MLLMs exhibit higher hallucination rates with ODE-generated samples, effectively avoiding data contamination. Moreover, these samples can also be used for fine-tuning to improve MLLM performance on existing benchmarks.
Arm-Constrained Curriculum Learning for Loco-Manipulation of the Wheel-Legged Robot
Incorporating a robotic manipulator into a wheel-legged robot enhances its agility and expands its potential for practical applications. However, the presence of potential instability and uncertainties presents additional challenges for control objectives. In this paper, we introduce an arm-constrained curriculum learning architecture to tackle the issues introduced by adding the manipulator. Firstly, we develop an arm-constrained reinforcement learning algorithm to ensure safety and stability in control performance. Additionally, to address discrepancies in reward settings between the arm and the base, we propose a reward-aware curriculum learning method. The policy is first trained in Isaac gym and transferred to the physical robot to do dynamic grasping tasks, including the door-opening task, fan-twitching task and the relay-baton-picking and following task. The results demonstrate that our proposed approach effectively controls the arm-equipped wheel-legged robot to master dynamic grasping skills, allowing it to chase and catch a moving object while in motion. Please refer to our website (https://acodedog.github.io/wheel-legged-loco-manipulation) for the code and supplemental videos.
Aria Digital Twin: A New Benchmark Dataset for Egocentric 3D Machine Perception
We introduce the Aria Digital Twin (ADT) - an egocentric dataset captured using Aria glasses with extensive object, environment, and human level ground truth. This ADT release contains 200 sequences of real-world activities conducted by Aria wearers in two real indoor scenes with 398 object instances (324 stationary and 74 dynamic). Each sequence consists of: a) raw data of two monochrome camera streams, one RGB camera stream, two IMU streams; b) complete sensor calibration; c) ground truth data including continuous 6-degree-of-freedom (6DoF) poses of the Aria devices, object 6DoF poses, 3D eye gaze vectors, 3D human poses, 2D image segmentations, image depth maps; and d) photo-realistic synthetic renderings. To the best of our knowledge, there is no existing egocentric dataset with a level of accuracy, photo-realism and comprehensiveness comparable to ADT. By contributing ADT to the research community, our mission is to set a new standard for evaluation in the egocentric machine perception domain, which includes very challenging research problems such as 3D object detection and tracking, scene reconstruction and understanding, sim-to-real learning, human pose prediction - while also inspiring new machine perception tasks for augmented reality (AR) applications. To kick start exploration of the ADT research use cases, we evaluated several existing state-of-the-art methods for object detection, segmentation and image translation tasks that demonstrate the usefulness of ADT as a benchmarking dataset.
Cavia: Camera-controllable Multi-view Video Diffusion with View-Integrated Attention
In recent years there have been remarkable breakthroughs in image-to-video generation. However, the 3D consistency and camera controllability of generated frames have remained unsolved. Recent studies have attempted to incorporate camera control into the generation process, but their results are often limited to simple trajectories or lack the ability to generate consistent videos from multiple distinct camera paths for the same scene. To address these limitations, we introduce Cavia, a novel framework for camera-controllable, multi-view video generation, capable of converting an input image into multiple spatiotemporally consistent videos. Our framework extends the spatial and temporal attention modules into view-integrated attention modules, improving both viewpoint and temporal consistency. This flexible design allows for joint training with diverse curated data sources, including scene-level static videos, object-level synthetic multi-view dynamic videos, and real-world monocular dynamic videos. To our best knowledge, Cavia is the first of its kind that allows the user to precisely specify camera motion while obtaining object motion. Extensive experiments demonstrate that Cavia surpasses state-of-the-art methods in terms of geometric consistency and perceptual quality. Project Page: https://ir1d.github.io/Cavia/
T2V-CompBench: A Comprehensive Benchmark for Compositional Text-to-video Generation
Text-to-video (T2V) generation models have advanced significantly, yet their ability to compose different objects, attributes, actions, and motions into a video remains unexplored. Previous text-to-video benchmarks also neglect this important ability for evaluation. In this work, we conduct the first systematic study on compositional text-to-video generation. We propose T2V-CompBench, the first benchmark tailored for compositional text-to-video generation. T2V-CompBench encompasses diverse aspects of compositionality, including consistent attribute binding, dynamic attribute binding, spatial relationships, motion binding, action binding, object interactions, and generative numeracy. We further carefully design evaluation metrics of MLLM-based metrics, detection-based metrics, and tracking-based metrics, which can better reflect the compositional text-to-video generation quality of seven proposed categories with 700 text prompts. The effectiveness of the proposed metrics is verified by correlation with human evaluations. We also benchmark various text-to-video generative models and conduct in-depth analysis across different models and different compositional categories. We find that compositional text-to-video generation is highly challenging for current models, and we hope that our attempt will shed light on future research in this direction.
RAVE: Randomized Noise Shuffling for Fast and Consistent Video Editing with Diffusion Models
Recent advancements in diffusion-based models have demonstrated significant success in generating images from text. However, video editing models have not yet reached the same level of visual quality and user control. To address this, we introduce RAVE, a zero-shot video editing method that leverages pre-trained text-to-image diffusion models without additional training. RAVE takes an input video and a text prompt to produce high-quality videos while preserving the original motion and semantic structure. It employs a novel noise shuffling strategy, leveraging spatio-temporal interactions between frames, to produce temporally consistent videos faster than existing methods. It is also efficient in terms of memory requirements, allowing it to handle longer videos. RAVE is capable of a wide range of edits, from local attribute modifications to shape transformations. In order to demonstrate the versatility of RAVE, we create a comprehensive video evaluation dataset ranging from object-focused scenes to complex human activities like dancing and typing, and dynamic scenes featuring swimming fish and boats. Our qualitative and quantitative experiments highlight the effectiveness of RAVE in diverse video editing scenarios compared to existing methods. Our code, dataset and videos can be found in https://rave-video.github.io.
RaceVLA: VLA-based Racing Drone Navigation with Human-like Behaviour
RaceVLA presents an innovative approach for autonomous racing drone navigation by leveraging Visual-Language-Action (VLA) to emulate human-like behavior. This research explores the integration of advanced algorithms that enable drones to adapt their navigation strategies based on real-time environmental feedback, mimicking the decision-making processes of human pilots. The model, fine-tuned on a collected racing drone dataset, demonstrates strong generalization despite the complexity of drone racing environments. RaceVLA outperforms OpenVLA in motion (75.0 vs 60.0) and semantic generalization (45.5 vs 36.3), benefiting from the dynamic camera and simplified motion tasks. However, visual (79.6 vs 87.0) and physical (50.0 vs 76.7) generalization were slightly reduced due to the challenges of maneuvering in dynamic environments with varying object sizes. RaceVLA also outperforms RT-2 across all axes - visual (79.6 vs 52.0), motion (75.0 vs 55.0), physical (50.0 vs 26.7), and semantic (45.5 vs 38.8), demonstrating its robustness for real-time adjustments in complex environments. Experiments revealed an average velocity of 1.04 m/s, with a maximum speed of 2.02 m/s, and consistent maneuverability, demonstrating RaceVLA's ability to handle high-speed scenarios effectively. These findings highlight the potential of RaceVLA for high-performance navigation in competitive racing contexts. The RaceVLA codebase, pretrained weights, and dataset are available at this http URL: https://racevla.github.io/
Synthetic Vision: Training Vision-Language Models to Understand Physics
Physical reasoning, which involves the interpretation, understanding, and prediction of object behavior in dynamic environments, remains a significant challenge for current Vision-Language Models (VLMs). In this work, we propose two methods to enhance VLMs' physical reasoning capabilities using simulated data. First, we fine-tune a pre-trained VLM using question-answer (QA) pairs generated from simulations relevant to physical reasoning tasks. Second, we introduce Physics Context Builders (PCBs), specialized VLMs fine-tuned to create scene descriptions enriched with physical properties and processes. During physical reasoning tasks, these PCBs can be leveraged as context to assist a Large Language Model (LLM) to improve its performance. We evaluate both of our approaches using multiple benchmarks, including a new stability detection QA dataset called Falling Tower, which includes both simulated and real-world scenes, and CLEVRER. We demonstrate that a small QA fine-tuned VLM can significantly outperform larger state-of-the-art foundational models. We also show that integrating PCBs boosts the performance of foundational LLMs on physical reasoning tasks. Using the real-world scenes from the Falling Tower dataset, we also validate the robustness of both approaches in Sim2Real transfer. Our results highlight the utility that simulated data can have in the creation of learning systems capable of advanced physical reasoning.
SAT: Spatial Aptitude Training for Multimodal Language Models
Spatial perception is a fundamental component of intelligence. While many studies highlight that large multimodal language models (MLMs) struggle to reason about space, they only test for static spatial reasoning, such as categorizing the relative positions of objects. Meanwhile, real-world deployment requires dynamic capabilities like perspective-taking and egocentric action recognition. As a roadmap to improving spatial intelligence, we introduce SAT, Spatial Aptitude Training, which goes beyond static relative object position questions to the more dynamic tasks. SAT contains 218K question-answer pairs for 22K synthetic scenes across a training and testing set. Generated using a photo-realistic physics engine, our dataset can be arbitrarily scaled and easily extended to new actions, scenes, and 3D assets. We find that even MLMs that perform relatively well on static questions struggle to accurately answer dynamic spatial questions. Further, we show that SAT instruction-tuning data improves not only dynamic spatial reasoning on SAT, but also zero-shot performance on existing real-image spatial benchmarks: 23% on CVBench, 8% on the harder BLINK benchmark, and 18% on VSR. When instruction-tuned on SAT, our 13B model matches larger proprietary MLMs like GPT4-V and Gemini-3-1.0 in spatial reasoning. Our data/code is available at http://arijitray1993.github.io/SAT/ .
HUGS: Holistic Urban 3D Scene Understanding via Gaussian Splatting
Holistic understanding of urban scenes based on RGB images is a challenging yet important problem. It encompasses understanding both the geometry and appearance to enable novel view synthesis, parsing semantic labels, and tracking moving objects. Despite considerable progress, existing approaches often focus on specific aspects of this task and require additional inputs such as LiDAR scans or manually annotated 3D bounding boxes. In this paper, we introduce a novel pipeline that utilizes 3D Gaussian Splatting for holistic urban scene understanding. Our main idea involves the joint optimization of geometry, appearance, semantics, and motion using a combination of static and dynamic 3D Gaussians, where moving object poses are regularized via physical constraints. Our approach offers the ability to render new viewpoints in real-time, yielding 2D and 3D semantic information with high accuracy, and reconstruct dynamic scenes, even in scenarios where 3D bounding box detection are highly noisy. Experimental results on KITTI, KITTI-360, and Virtual KITTI 2 demonstrate the effectiveness of our approach.
Graph Switching Dynamical Systems
Dynamical systems with complex behaviours, e.g. immune system cells interacting with a pathogen, are commonly modelled by splitting the behaviour into different regimes, or modes, each with simpler dynamics, and then learning the switching behaviour from one mode to another. Switching Dynamical Systems (SDS) are a powerful tool that automatically discovers these modes and mode-switching behaviour from time series data. While effective, these methods focus on independent objects, where the modes of one object are independent of the modes of the other objects. In this paper, we focus on the more general interacting object setting for switching dynamical systems, where the per-object dynamics also depends on an unknown and dynamically changing subset of other objects and their modes. To this end, we propose a novel graph-based approach for switching dynamical systems, GRAph Switching dynamical Systems (GRASS), in which we use a dynamic graph to characterize interactions between objects and learn both intra-object and inter-object mode-switching behaviour. We introduce two new datasets for this setting, a synthesized ODE-driven particles dataset and a real-world Salsa Couple Dancing dataset. Experiments show that GRASS can consistently outperforms previous state-of-the-art methods.
Confidence-Weighted Boundary-Aware Learning for Semi-Supervised Semantic Segmentation
Semi-supervised semantic segmentation (SSSS) aims to improve segmentation performance by utilising unlabeled data alongside limited labeled samples. Existing SSSS methods often face challenges such as coupling, where over-reliance on initial labeled data leads to suboptimal learning; confirmation bias, where incorrect predictions reinforce themselves repeatedly; and boundary blur caused by insufficient boundary-awareness and ambiguous edge information. To address these issues, we propose CW-BASS, a novel framework for SSSS. In order to mitigate the impact of incorrect predictions, we assign confidence weights to pseudo-labels. Additionally, we leverage boundary-delineation techniques, which, despite being extensively explored in weakly-supervised semantic segmentation (WSSS) remain under-explored in SSSS. Specifically, our approach: (1) reduces coupling through a confidence-weighted loss function that adjusts the influence of pseudo-labels based on their predicted confidence scores, (2) mitigates confirmation bias with a dynamic thresholding mechanism that learns to filter out pseudo-labels based on model performance, (3) resolves boundary blur with a boundary-aware module that enhances segmentation accuracy near object boundaries, and (4) reduces label noise with a confidence decay strategy that progressively refines pseudo-labels during training. Extensive experiments on the Pascal VOC 2012 and Cityscapes demonstrate that our method achieves state-of-the-art performance. Moreover, using only 1/8 or 12.5\% of labeled data, our method achieves a mIoU of 75.81 on Pascal VOC 2012, highlighting its effectiveness in limited-label settings.
Florence: A New Foundation Model for Computer Vision
Automated visual understanding of our diverse and open world demands computer vision models to generalize well with minimal customization for specific tasks, similar to human vision. Computer vision foundation models, which are trained on diverse, large-scale dataset and can be adapted to a wide range of downstream tasks, are critical for this mission to solve real-world computer vision applications. While existing vision foundation models such as CLIP, ALIGN, and Wu Dao 2.0 focus mainly on mapping images and textual representations to a cross-modal shared representation, we introduce a new computer vision foundation model, Florence, to expand the representations from coarse (scene) to fine (object), from static (images) to dynamic (videos), and from RGB to multiple modalities (caption, depth). By incorporating universal visual-language representations from Web-scale image-text data, our Florence model can be easily adapted for various computer vision tasks, such as classification, retrieval, object detection, VQA, image caption, video retrieval and action recognition. Moreover, Florence demonstrates outstanding performance in many types of transfer learning: fully sampled fine-tuning, linear probing, few-shot transfer and zero-shot transfer for novel images and objects. All of these properties are critical for our vision foundation model to serve general purpose vision tasks. Florence achieves new state-of-the-art results in majority of 44 representative benchmarks, e.g., ImageNet-1K zero-shot classification with top-1 accuracy of 83.74 and the top-5 accuracy of 97.18, 62.4 mAP on COCO fine tuning, 80.36 on VQA, and 87.8 on Kinetics-600.
RoDUS: Robust Decomposition of Static and Dynamic Elements in Urban Scenes
The task of separating dynamic objects from static environments using NeRFs has been widely studied in recent years. However, capturing large-scale scenes still poses a challenge due to their complex geometric structures and unconstrained dynamics. Without the help of 3D motion cues, previous methods often require simplified setups with slow camera motion and only a few/single dynamic actors, leading to suboptimal solutions in most urban setups. To overcome such limitations, we present RoDUS, a pipeline for decomposing static and dynamic elements in urban scenes, with thoughtfully separated NeRF models for moving and non-moving components. Our approach utilizes a robust kernel-based initialization coupled with 4D semantic information to selectively guide the learning process. This strategy enables accurate capturing of the dynamics in the scene, resulting in reduced artifacts caused by NeRF on background reconstruction, all by using self-supervision. Notably, experimental evaluations on KITTI-360 and Pandaset datasets demonstrate the effectiveness of our method in decomposing challenging urban scenes into precise static and dynamic components.
Robust Dynamic Radiance Fields
Dynamic radiance field reconstruction methods aim to model the time-varying structure and appearance of a dynamic scene. Existing methods, however, assume that accurate camera poses can be reliably estimated by Structure from Motion (SfM) algorithms. These methods, thus, are unreliable as SfM algorithms often fail or produce erroneous poses on challenging videos with highly dynamic objects, poorly textured surfaces, and rotating camera motion. We address this robustness issue by jointly estimating the static and dynamic radiance fields along with the camera parameters (poses and focal length). We demonstrate the robustness of our approach via extensive quantitative and qualitative experiments. Our results show favorable performance over the state-of-the-art dynamic view synthesis methods.
Hallo3: Highly Dynamic and Realistic Portrait Image Animation with Diffusion Transformer Networks
Existing methodologies for animating portrait images face significant challenges, particularly in handling non-frontal perspectives, rendering dynamic objects around the portrait, and generating immersive, realistic backgrounds. In this paper, we introduce the first application of a pretrained transformer-based video generative model that demonstrates strong generalization capabilities and generates highly dynamic, realistic videos for portrait animation, effectively addressing these challenges. The adoption of a new video backbone model makes previous U-Net-based methods for identity maintenance, audio conditioning, and video extrapolation inapplicable. To address this limitation, we design an identity reference network consisting of a causal 3D VAE combined with a stacked series of transformer layers, ensuring consistent facial identity across video sequences. Additionally, we investigate various speech audio conditioning and motion frame mechanisms to enable the generation of continuous video driven by speech audio. Our method is validated through experiments on benchmark and newly proposed wild datasets, demonstrating substantial improvements over prior methods in generating realistic portraits characterized by diverse orientations within dynamic and immersive scenes. Further visualizations and the source code are available at: https://fudan-generative-vision.github.io/hallo3/.
SemanticPOSS: A Point Cloud Dataset with Large Quantity of Dynamic Instances
3D semantic segmentation is one of the key tasks for autonomous driving system. Recently, deep learning models for 3D semantic segmentation task have been widely researched, but they usually require large amounts of training data. However, the present datasets for 3D semantic segmentation are lack of point-wise annotation, diversiform scenes and dynamic objects. In this paper, we propose the SemanticPOSS dataset, which contains 2988 various and complicated LiDAR scans with large quantity of dynamic instances. The data is collected in Peking University and uses the same data format as SemanticKITTI. In addition, we evaluate several typical 3D semantic segmentation models on our SemanticPOSS dataset. Experimental results show that SemanticPOSS can help to improve the prediction accuracy of dynamic objects as people, car in some degree. SemanticPOSS will be published at www.poss.pku.edu.cn.
Unsupervised Monocular Depth Perception: Focusing on Moving Objects
As a flexible passive 3D sensing means, unsupervised learning of depth from monocular videos is becoming an important research topic. It utilizes the photometric errors between the target view and the synthesized views from its adjacent source views as the loss instead of the difference from the ground truth. Occlusion and scene dynamics in real-world scenes still adversely affect the learning, despite significant progress made recently. In this paper, we show that deliberately manipulating photometric errors can efficiently deal with these difficulties better. We first propose an outlier masking technique that considers the occluded or dynamic pixels as statistical outliers in the photometric error map. With the outlier masking, the network learns the depth of objects that move in the opposite direction to the camera more accurately. To the best of our knowledge, such cases have not been seriously considered in the previous works, even though they pose a high risk in applications like autonomous driving. We also propose an efficient weighted multi-scale scheme to reduce the artifacts in the predicted depth maps. Extensive experiments on the KITTI dataset and additional experiments on the Cityscapes dataset have verified the proposed approach's effectiveness on depth or ego-motion estimation. Furthermore, for the first time, we evaluate the predicted depth on the regions of dynamic objects and static background separately for both supervised and unsupervised methods. The evaluation further verifies the effectiveness of our proposed technical approach and provides some interesting observations that might inspire future research in this direction.
EgoLifter: Open-world 3D Segmentation for Egocentric Perception
In this paper we present EgoLifter, a novel system that can automatically segment scenes captured from egocentric sensors into a complete decomposition of individual 3D objects. The system is specifically designed for egocentric data where scenes contain hundreds of objects captured from natural (non-scanning) motion. EgoLifter adopts 3D Gaussians as the underlying representation of 3D scenes and objects and uses segmentation masks from the Segment Anything Model (SAM) as weak supervision to learn flexible and promptable definitions of object instances free of any specific object taxonomy. To handle the challenge of dynamic objects in ego-centric videos, we design a transient prediction module that learns to filter out dynamic objects in the 3D reconstruction. The result is a fully automatic pipeline that is able to reconstruct 3D object instances as collections of 3D Gaussians that collectively compose the entire scene. We created a new benchmark on the Aria Digital Twin dataset that quantitatively demonstrates its state-of-the-art performance in open-world 3D segmentation from natural egocentric input. We run EgoLifter on various egocentric activity datasets which shows the promise of the method for 3D egocentric perception at scale.
CityDreamer4D: Compositional Generative Model of Unbounded 4D Cities
3D scene generation has garnered growing attention in recent years and has made significant progress. Generating 4D cities is more challenging than 3D scenes due to the presence of structurally complex, visually diverse objects like buildings and vehicles, and heightened human sensitivity to distortions in urban environments. To tackle these issues, we propose CityDreamer4D, a compositional generative model specifically tailored for generating unbounded 4D cities. Our main insights are 1) 4D city generation should separate dynamic objects (e.g., vehicles) from static scenes (e.g., buildings and roads), and 2) all objects in the 4D scene should be composed of different types of neural fields for buildings, vehicles, and background stuff. Specifically, we propose Traffic Scenario Generator and Unbounded Layout Generator to produce dynamic traffic scenarios and static city layouts using a highly compact BEV representation. Objects in 4D cities are generated by combining stuff-oriented and instance-oriented neural fields for background stuff, buildings, and vehicles. To suit the distinct characteristics of background stuff and instances, the neural fields employ customized generative hash grids and periodic positional embeddings as scene parameterizations. Furthermore, we offer a comprehensive suite of datasets for city generation, including OSM, GoogleEarth, and CityTopia. The OSM dataset provides a variety of real-world city layouts, while the Google Earth and CityTopia datasets deliver large-scale, high-quality city imagery complete with 3D instance annotations. Leveraging its compositional design, CityDreamer4D supports a range of downstream applications, such as instance editing, city stylization, and urban simulation, while delivering state-of-the-art performance in generating realistic 4D cities.
Finding Meaning in Points: Weakly Supervised Semantic Segmentation for Event Cameras
Event cameras excel in capturing high-contrast scenes and dynamic objects, offering a significant advantage over traditional frame-based cameras. Despite active research into leveraging event cameras for semantic segmentation, generating pixel-wise dense semantic maps for such challenging scenarios remains labor-intensive. As a remedy, we present EV-WSSS: a novel weakly supervised approach for event-based semantic segmentation that utilizes sparse point annotations. To fully leverage the temporal characteristics of event data, the proposed framework performs asymmetric dual-student learning between 1) the original forward event data and 2) the longer reversed event data, which contain complementary information from the past and the future, respectively. Besides, to mitigate the challenges posed by sparse supervision, we propose feature-level contrastive learning based on class-wise prototypes, carefully aggregated at both spatial region and sample levels. Additionally, we further excavate the potential of our dual-student learning model by exchanging prototypes between the two learning paths, thereby harnessing their complementary strengths. With extensive experiments on various datasets, including DSEC Night-Point with sparse point annotations newly provided by this paper, the proposed method achieves substantial segmentation results even without relying on pixel-level dense ground truths. The code and dataset are available at https://github.com/Chohoonhee/EV-WSSS.
PVO: Panoptic Visual Odometry
We present PVO, a novel panoptic visual odometry framework to achieve more comprehensive modeling of the scene motion, geometry, and panoptic segmentation information. Our PVO models visual odometry (VO) and video panoptic segmentation (VPS) in a unified view, which makes the two tasks mutually beneficial. Specifically, we introduce a panoptic update module into the VO Module with the guidance of image panoptic segmentation. This Panoptic-Enhanced VO Module can alleviate the impact of dynamic objects in the camera pose estimation with a panoptic-aware dynamic mask. On the other hand, the VO-Enhanced VPS Module also improves the segmentation accuracy by fusing the panoptic segmentation result of the current frame on the fly to the adjacent frames, using geometric information such as camera pose, depth, and optical flow obtained from the VO Module. These two modules contribute to each other through recurrent iterative optimization. Extensive experiments demonstrate that PVO outperforms state-of-the-art methods in both visual odometry and video panoptic segmentation tasks.
Semantically-aware Neural Radiance Fields for Visual Scene Understanding: A Comprehensive Review
This review thoroughly examines the role of semantically-aware Neural Radiance Fields (NeRFs) in visual scene understanding, covering an analysis of over 250 scholarly papers. It explores how NeRFs adeptly infer 3D representations for both stationary and dynamic objects in a scene. This capability is pivotal for generating high-quality new viewpoints, completing missing scene details (inpainting), conducting comprehensive scene segmentation (panoptic segmentation), predicting 3D bounding boxes, editing 3D scenes, and extracting object-centric 3D models. A significant aspect of this study is the application of semantic labels as viewpoint-invariant functions, which effectively map spatial coordinates to a spectrum of semantic labels, thus facilitating the recognition of distinct objects within the scene. Overall, this survey highlights the progression and diverse applications of semantically-aware neural radiance fields in the context of visual scene interpretation.
Consistent Direct Time-of-Flight Video Depth Super-Resolution
Direct time-of-flight (dToF) sensors are promising for next-generation on-device 3D sensing. However, limited by manufacturing capabilities in a compact module, the dToF data has a low spatial resolution (e.g., sim 20times30 for iPhone dToF), and it requires a super-resolution step before being passed to downstream tasks. In this paper, we solve this super-resolution problem by fusing the low-resolution dToF data with the corresponding high-resolution RGB guidance. Unlike the conventional RGB-guided depth enhancement approaches, which perform the fusion in a per-frame manner, we propose the first multi-frame fusion scheme to mitigate the spatial ambiguity resulting from the low-resolution dToF imaging. In addition, dToF sensors provide unique depth histogram information for each local patch, and we incorporate this dToF-specific feature in our network design to further alleviate spatial ambiguity. To evaluate our models on complex dynamic indoor environments and to provide a large-scale dToF sensor dataset, we introduce DyDToF, the first synthetic RGB-dToF video dataset that features dynamic objects and a realistic dToF simulator following the physical imaging process. We believe the methods and dataset are beneficial to a broad community as dToF depth sensing is becoming mainstream on mobile devices. Our code and data are publicly available: https://github.com/facebookresearch/DVSR/
4K4DGen: Panoramic 4D Generation at 4K Resolution
The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.
SurroundOcc: Multi-Camera 3D Occupancy Prediction for Autonomous Driving
3D scene understanding plays a vital role in vision-based autonomous driving. While most existing methods focus on 3D object detection, they have difficulty describing real-world objects of arbitrary shapes and infinite classes. Towards a more comprehensive perception of a 3D scene, in this paper, we propose a SurroundOcc method to predict the 3D occupancy with multi-camera images. We first extract multi-scale features for each image and adopt spatial 2D-3D attention to lift them to the 3D volume space. Then we apply 3D convolutions to progressively upsample the volume features and impose supervision on multiple levels. To obtain dense occupancy prediction, we design a pipeline to generate dense occupancy ground truth without expansive occupancy annotations. Specifically, we fuse multi-frame LiDAR scans of dynamic objects and static scenes separately. Then we adopt Poisson Reconstruction to fill the holes and voxelize the mesh to get dense occupancy labels. Extensive experiments on nuScenes and SemanticKITTI datasets demonstrate the superiority of our method. Code and dataset are available at https://github.com/weiyithu/SurroundOcc
UniSim: A Neural Closed-Loop Sensor Simulator
Rigorously testing autonomy systems is essential for making safe self-driving vehicles (SDV) a reality. It requires one to generate safety critical scenarios beyond what can be collected safely in the world, as many scenarios happen rarely on public roads. To accurately evaluate performance, we need to test the SDV on these scenarios in closed-loop, where the SDV and other actors interact with each other at each timestep. Previously recorded driving logs provide a rich resource to build these new scenarios from, but for closed loop evaluation, we need to modify the sensor data based on the new scene configuration and the SDV's decisions, as actors might be added or removed and the trajectories of existing actors and the SDV will differ from the original log. In this paper, we present UniSim, a neural sensor simulator that takes a single recorded log captured by a sensor-equipped vehicle and converts it into a realistic closed-loop multi-sensor simulation. UniSim builds neural feature grids to reconstruct both the static background and dynamic actors in the scene, and composites them together to simulate LiDAR and camera data at new viewpoints, with actors added or removed and at new placements. To better handle extrapolated views, we incorporate learnable priors for dynamic objects, and leverage a convolutional network to complete unseen regions. Our experiments show UniSim can simulate realistic sensor data with small domain gap on downstream tasks. With UniSim, we demonstrate closed-loop evaluation of an autonomy system on safety-critical scenarios as if it were in the real world.
Mono-ViFI: A Unified Learning Framework for Self-supervised Single- and Multi-frame Monocular Depth Estimation
Self-supervised monocular depth estimation has gathered notable interest since it can liberate training from dependency on depth annotations. In monocular video training case, recent methods only conduct view synthesis between existing camera views, leading to insufficient guidance. To tackle this, we try to synthesize more virtual camera views by flow-based video frame interpolation (VFI), termed as temporal augmentation. For multi-frame inference, to sidestep the problem of dynamic objects encountered by explicit geometry-based methods like ManyDepth, we return to the feature fusion paradigm and design a VFI-assisted multi-frame fusion module to align and aggregate multi-frame features, using motion and occlusion information obtained by the flow-based VFI model. Finally, we construct a unified self-supervised learning framework, named Mono-ViFI, to bilaterally connect single- and multi-frame depth. In this framework, spatial data augmentation through image affine transformation is incorporated for data diversity, along with a triplet depth consistency loss for regularization. The single- and multi-frame models can share weights, making our framework compact and memory-efficient. Extensive experiments demonstrate that our method can bring significant improvements to current advanced architectures. Source code is available at https://github.com/LiuJF1226/Mono-ViFI.
Entropy-driven Unsupervised Keypoint Representation Learning in Videos
Extracting informative representations from videos is fundamental for effectively learning various downstream tasks. We present a novel approach for unsupervised learning of meaningful representations from videos, leveraging the concept of image spatial entropy (ISE) that quantifies the per-pixel information in an image. We argue that local entropy of pixel neighborhoods and their temporal evolution create valuable intrinsic supervisory signals for learning prominent features. Building on this idea, we abstract visual features into a concise representation of keypoints that act as dynamic information transmitters, and design a deep learning model that learns, purely unsupervised, spatially and temporally consistent representations directly from video frames. Two original information-theoretic losses, computed from local entropy, guide our model to discover consistent keypoint representations; a loss that maximizes the spatial information covered by the keypoints and a loss that optimizes the keypoints' information transportation over time. We compare our keypoint representation to strong baselines for various downstream tasks, \eg, learning object dynamics. Our empirical results show superior performance for our information-driven keypoints that resolve challenges like attendance to static and dynamic objects or objects abruptly entering and leaving the scene.
EPIC Fields: Marrying 3D Geometry and Video Understanding
Neural rendering is fuelling a unification of learning, 3D geometry and video understanding that has been waiting for more than two decades. Progress, however, is still hampered by a lack of suitable datasets and benchmarks. To address this gap, we introduce EPIC Fields, an augmentation of EPIC-KITCHENS with 3D camera information. Like other datasets for neural rendering, EPIC Fields removes the complex and expensive step of reconstructing cameras using photogrammetry, and allows researchers to focus on modelling problems. We illustrate the challenge of photogrammetry in egocentric videos of dynamic actions and propose innovations to address them. Compared to other neural rendering datasets, EPIC Fields is better tailored to video understanding because it is paired with labelled action segments and the recent VISOR segment annotations. To further motivate the community, we also evaluate two benchmark tasks in neural rendering and segmenting dynamic objects, with strong baselines that showcase what is not possible today. We also highlight the advantage of geometry in semi-supervised video object segmentations on the VISOR annotations. EPIC Fields reconstructs 96% of videos in EPICKITCHENS, registering 19M frames in 99 hours recorded in 45 kitchens.
WildGaussians: 3D Gaussian Splatting in the Wild
While the field of 3D scene reconstruction is dominated by NeRFs due to their photorealistic quality, 3D Gaussian Splatting (3DGS) has recently emerged, offering similar quality with real-time rendering speeds. However, both methods primarily excel with well-controlled 3D scenes, while in-the-wild data - characterized by occlusions, dynamic objects, and varying illumination - remains challenging. NeRFs can adapt to such conditions easily through per-image embedding vectors, but 3DGS struggles due to its explicit representation and lack of shared parameters. To address this, we introduce WildGaussians, a novel approach to handle occlusions and appearance changes with 3DGS. By leveraging robust DINO features and integrating an appearance modeling module within 3DGS, our method achieves state-of-the-art results. We demonstrate that WildGaussians matches the real-time rendering speed of 3DGS while surpassing both 3DGS and NeRF baselines in handling in-the-wild data, all within a simple architectural framework.
DAS3R: Dynamics-Aware Gaussian Splatting for Static Scene Reconstruction
We propose a novel framework for scene decomposition and static background reconstruction from everyday videos. By integrating the trained motion masks and modeling the static scene as Gaussian splats with dynamics-aware optimization, our method achieves more accurate background reconstruction results than previous works. Our proposed method is termed DAS3R, an abbreviation for Dynamics-Aware Gaussian Splatting for Static Scene Reconstruction. Compared to existing methods, DAS3R is more robust in complex motion scenarios, capable of handling videos where dynamic objects occupy a significant portion of the scene, and does not require camera pose inputs or point cloud data from SLAM-based methods. We compared DAS3R against recent distractor-free approaches on the DAVIS and Sintel datasets; DAS3R demonstrates enhanced performance and robustness with a margin of more than 2 dB in PSNR. The project's webpage can be accessed via https://kai422.github.io/DAS3R/
GaussianWorld: Gaussian World Model for Streaming 3D Occupancy Prediction
3D occupancy prediction is important for autonomous driving due to its comprehensive perception of the surroundings. To incorporate sequential inputs, most existing methods fuse representations from previous frames to infer the current 3D occupancy. However, they fail to consider the continuity of driving scenarios and ignore the strong prior provided by the evolution of 3D scenes (e.g., only dynamic objects move). In this paper, we propose a world-model-based framework to exploit the scene evolution for perception. We reformulate 3D occupancy prediction as a 4D occupancy forecasting problem conditioned on the current sensor input. We decompose the scene evolution into three factors: 1) ego motion alignment of static scenes; 2) local movements of dynamic objects; and 3) completion of newly-observed scenes. We then employ a Gaussian world model (GaussianWorld) to explicitly exploit these priors and infer the scene evolution in the 3D Gaussian space considering the current RGB observation. We evaluate the effectiveness of our framework on the widely used nuScenes dataset. Our GaussianWorld improves the performance of the single-frame counterpart by over 2% in mIoU without introducing additional computations. Code: https://github.com/zuosc19/GaussianWorld.
OmniRe: Omni Urban Scene Reconstruction
We introduce OmniRe, a holistic approach for efficiently reconstructing high-fidelity dynamic urban scenes from on-device logs. Recent methods for modeling driving sequences using neural radiance fields or Gaussian Splatting have demonstrated the potential of reconstructing challenging dynamic scenes, but often overlook pedestrians and other non-vehicle dynamic actors, hindering a complete pipeline for dynamic urban scene reconstruction. To that end, we propose a comprehensive 3DGS framework for driving scenes, named OmniRe, that allows for accurate, full-length reconstruction of diverse dynamic objects in a driving log. OmniRe builds dynamic neural scene graphs based on Gaussian representations and constructs multiple local canonical spaces that model various dynamic actors, including vehicles, pedestrians, and cyclists, among many others. This capability is unmatched by existing methods. OmniRe allows us to holistically reconstruct different objects present in the scene, subsequently enabling the simulation of reconstructed scenarios with all actors participating in real-time (~60Hz). Extensive evaluations on the Waymo dataset show that our approach outperforms prior state-of-the-art methods quantitatively and qualitatively by a large margin. We believe our work fills a critical gap in driving reconstruction.
ProDepth: Boosting Self-Supervised Multi-Frame Monocular Depth with Probabilistic Fusion
Self-supervised multi-frame monocular depth estimation relies on the geometric consistency between successive frames under the assumption of a static scene. However, the presence of moving objects in dynamic scenes introduces inevitable inconsistencies, causing misaligned multi-frame feature matching and misleading self-supervision during training. In this paper, we propose a novel framework called ProDepth, which effectively addresses the mismatch problem caused by dynamic objects using a probabilistic approach. We initially deduce the uncertainty associated with static scene assumption by adopting an auxiliary decoder. This decoder analyzes inconsistencies embedded in the cost volume, inferring the probability of areas being dynamic. We then directly rectify the erroneous cost volume for dynamic areas through a Probabilistic Cost Volume Modulation (PCVM) module. Specifically, we derive probability distributions of depth candidates from both single-frame and multi-frame cues, modulating the cost volume by adaptively fusing those distributions based on the inferred uncertainty. Additionally, we present a self-supervision loss reweighting strategy that not only masks out incorrect supervision with high uncertainty but also mitigates the risks in remaining possible dynamic areas in accordance with the probability. Our proposed method excels over state-of-the-art approaches in all metrics on both Cityscapes and KITTI datasets, and demonstrates superior generalization ability on the Waymo Open dataset.
VideoOrion: Tokenizing Object Dynamics in Videos
We present VideoOrion, a Video Large Language Model (Video-LLM) that explicitly captures the key semantic information in videos--the spatial-temporal dynamics of objects throughout the videos. VideoOrion employs expert vision models to extract object dynamics through a detect-segment-track pipeline, encoding them into a set of object tokens by aggregating spatial-temporal object features. Our method addresses the persistent challenge in Video-LLMs of efficiently compressing high-dimensional video data into semantic tokens that are comprehensible to LLMs. Compared to prior methods which resort to downsampling the original video or aggregating visual tokens using resamplers, leading to information loss and entangled semantics, VideoOrion not only offers a more natural and efficient way to derive compact, disentangled semantic representations but also enables explicit object modeling of video content with minimal computational cost. Moreover, the introduced object tokens naturally allow VideoOrion to accomplish video-based referring tasks. Experimental results show that VideoOrion can learn to make good use of the object tokens, and achieves competitive results on both general video question answering and video-based referring benchmarks.
NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects
Dynamic Neural Radiance Field (NeRF) is a powerful algorithm capable of rendering photo-realistic novel view images from a monocular RGB video of a dynamic scene. Although it warps moving points across frames from the observation spaces to a common canonical space for rendering, dynamic NeRF does not model the change of the reflected color during the warping. As a result, this approach often fails drastically on challenging specular objects in motion. We address this limitation by reformulating the neural radiance field function to be conditioned on surface position and orientation in the observation space. This allows the specular surface at different poses to keep the different reflected colors when mapped to the common canonical space. Additionally, we add the mask of moving objects to guide the deformation field. As the specular surface changes color during motion, the mask mitigates the problem of failure to find temporal correspondences with only RGB supervision. We evaluate our model based on the novel view synthesis quality with a self-collected dataset of different moving specular objects in realistic environments. The experimental results demonstrate that our method significantly improves the reconstruction quality of moving specular objects from monocular RGB videos compared to the existing NeRF models. Our code and data are available at the project website https://github.com/JokerYan/NeRF-DS.
SpectroMotion: Dynamic 3D Reconstruction of Specular Scenes
We present SpectroMotion, a novel approach that combines 3D Gaussian Splatting (3DGS) with physically-based rendering (PBR) and deformation fields to reconstruct dynamic specular scenes. Previous methods extending 3DGS to model dynamic scenes have struggled to accurately represent specular surfaces. Our method addresses this limitation by introducing a residual correction technique for accurate surface normal computation during deformation, complemented by a deformable environment map that adapts to time-varying lighting conditions. We implement a coarse-to-fine training strategy that significantly enhances both scene geometry and specular color prediction. We demonstrate that our model outperforms prior methods for view synthesis of scenes containing dynamic specular objects and that it is the only existing 3DGS method capable of synthesizing photorealistic real-world dynamic specular scenes, outperforming state-of-the-art methods in rendering complex, dynamic, and specular scenes.
Scaling Face Interaction Graph Networks to Real World Scenes
Accurately simulating real world object dynamics is essential for various applications such as robotics, engineering, graphics, and design. To better capture complex real dynamics such as contact and friction, learned simulators based on graph networks have recently shown great promise. However, applying these learned simulators to real scenes comes with two major challenges: first, scaling learned simulators to handle the complexity of real world scenes which can involve hundreds of objects each with complicated 3D shapes, and second, handling inputs from perception rather than 3D state information. Here we introduce a method which substantially reduces the memory required to run graph-based learned simulators. Based on this memory-efficient simulation model, we then present a perceptual interface in the form of editable NeRFs which can convert real-world scenes into a structured representation that can be processed by graph network simulator. We show that our method uses substantially less memory than previous graph-based simulators while retaining their accuracy, and that the simulators learned in synthetic environments can be applied to real world scenes captured from multiple camera angles. This paves the way for expanding the application of learned simulators to settings where only perceptual information is available at inference time.
PhysDreamer: Physics-Based Interaction with 3D Objects via Video Generation
Realistic object interactions are crucial for creating immersive virtual experiences, yet synthesizing realistic 3D object dynamics in response to novel interactions remains a significant challenge. Unlike unconditional or text-conditioned dynamics generation, action-conditioned dynamics requires perceiving the physical material properties of objects and grounding the 3D motion prediction on these properties, such as object stiffness. However, estimating physical material properties is an open problem due to the lack of material ground-truth data, as measuring these properties for real objects is highly difficult. We present PhysDreamer, a physics-based approach that endows static 3D objects with interactive dynamics by leveraging the object dynamics priors learned by video generation models. By distilling these priors, PhysDreamer enables the synthesis of realistic object responses to novel interactions, such as external forces or agent manipulations. We demonstrate our approach on diverse examples of elastic objects and evaluate the realism of the synthesized interactions through a user study. PhysDreamer takes a step towards more engaging and realistic virtual experiences by enabling static 3D objects to dynamically respond to interactive stimuli in a physically plausible manner. See our project page at https://physdreamer.github.io/.
Phy124: Fast Physics-Driven 4D Content Generation from a Single Image
4D content generation focuses on creating dynamic 3D objects that change over time. Existing methods primarily rely on pre-trained video diffusion models, utilizing sampling processes or reference videos. However, these approaches face significant challenges. Firstly, the generated 4D content often fails to adhere to real-world physics since video diffusion models do not incorporate physical priors. Secondly, the extensive sampling process and the large number of parameters in diffusion models result in exceedingly time-consuming generation processes. To address these issues, we introduce Phy124, a novel, fast, and physics-driven method for controllable 4D content generation from a single image. Phy124 integrates physical simulation directly into the 4D generation process, ensuring that the resulting 4D content adheres to natural physical laws. Phy124 also eliminates the use of diffusion models during the 4D dynamics generation phase, significantly speeding up the process. Phy124 allows for the control of 4D dynamics, including movement speed and direction, by manipulating external forces. Extensive experiments demonstrate that Phy124 generates high-fidelity 4D content with significantly reduced inference times, achieving stateof-the-art performance. The code and generated 4D content are available at the provided link: https://anonymous.4open.science/r/BBF2/.
Audio-Synchronized Visual Animation
Current visual generation methods can produce high quality videos guided by texts. However, effectively controlling object dynamics remains a challenge. This work explores audio as a cue to generate temporally synchronized image animations. We introduce Audio Synchronized Visual Animation (ASVA), a task animating a static image to demonstrate motion dynamics, temporally guided by audio clips across multiple classes. To this end, we present AVSync15, a dataset curated from VGGSound with videos featuring synchronized audio visual events across 15 categories. We also present a diffusion model, AVSyncD, capable of generating dynamic animations guided by audios. Extensive evaluations validate AVSync15 as a reliable benchmark for synchronized generation and demonstrate our models superior performance. We further explore AVSyncDs potential in a variety of audio synchronized generation tasks, from generating full videos without a base image to controlling object motions with various sounds. We hope our established benchmark can open new avenues for controllable visual generation. More videos on project webpage https://lzhangbj.github.io/projects/asva/asva.html.
SC4D: Sparse-Controlled Video-to-4D Generation and Motion Transfer
Recent advances in 2D/3D generative models enable the generation of dynamic 3D objects from a single-view video. Existing approaches utilize score distillation sampling to form the dynamic scene as dynamic NeRF or dense 3D Gaussians. However, these methods struggle to strike a balance among reference view alignment, spatio-temporal consistency, and motion fidelity under single-view conditions due to the implicit nature of NeRF or the intricate dense Gaussian motion prediction. To address these issues, this paper proposes an efficient, sparse-controlled video-to-4D framework named SC4D, that decouples motion and appearance to achieve superior video-to-4D generation. Moreover, we introduce Adaptive Gaussian (AG) initialization and Gaussian Alignment (GA) loss to mitigate shape degeneration issue, ensuring the fidelity of the learned motion and shape. Comprehensive experimental results demonstrate that our method surpasses existing methods in both quality and efficiency. In addition, facilitated by the disentangled modeling of motion and appearance of SC4D, we devise a novel application that seamlessly transfers the learned motion onto a diverse array of 4D entities according to textual descriptions.
DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation
Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.
OmnimatteRF: Robust Omnimatte with 3D Background Modeling
Video matting has broad applications, from adding interesting effects to casually captured movies to assisting video production professionals. Matting with associated effects such as shadows and reflections has also attracted increasing research activity, and methods like Omnimatte have been proposed to separate dynamic foreground objects of interest into their own layers. However, prior works represent video backgrounds as 2D image layers, limiting their capacity to express more complicated scenes, thus hindering application to real-world videos. In this paper, we propose a novel video matting method, OmnimatteRF, that combines dynamic 2D foreground layers and a 3D background model. The 2D layers preserve the details of the subjects, while the 3D background robustly reconstructs scenes in real-world videos. Extensive experiments demonstrate that our method reconstructs scenes with better quality on various videos.
Does Visual Pretraining Help End-to-End Reasoning?
We aim to investigate whether end-to-end learning of visual reasoning can be achieved with general-purpose neural networks, with the help of visual pretraining. A positive result would refute the common belief that explicit visual abstraction (e.g. object detection) is essential for compositional generalization on visual reasoning, and confirm the feasibility of a neural network "generalist" to solve visual recognition and reasoning tasks. We propose a simple and general self-supervised framework which "compresses" each video frame into a small set of tokens with a transformer network, and reconstructs the remaining frames based on the compressed temporal context. To minimize the reconstruction loss, the network must learn a compact representation for each image, as well as capture temporal dynamics and object permanence from temporal context. We perform evaluation on two visual reasoning benchmarks, CATER and ACRE. We observe that pretraining is essential to achieve compositional generalization for end-to-end visual reasoning. Our proposed framework outperforms traditional supervised pretraining, including image classification and explicit object detection, by large margins.
Mamba-FSCIL: Dynamic Adaptation with Selective State Space Model for Few-Shot Class-Incremental Learning
Few-shot class-incremental learning (FSCIL) confronts the challenge of integrating new classes into a model with minimal training samples while preserving the knowledge of previously learned classes. Traditional methods widely adopt static adaptation relying on a fixed parameter space to learn from data that arrive sequentially, prone to overfitting to the current session. Existing dynamic strategies require the expansion of the parameter space continually, leading to increased complexity. To address these challenges, we integrate the recently proposed selective state space model (SSM) into FSCIL. Concretely, we propose a dual selective SSM projector that dynamically adjusts the projection parameters based on the intermediate features for dynamic adaptation. The dual design enables the model to maintain the robust features of base classes, while adaptively learning distinctive feature shifts for novel classes. Additionally, we develop a class-sensitive selective scan mechanism to guide dynamic adaptation. It minimizes the disruption to base-class representations caused by training on novel data, and meanwhile, forces the selective scan to perform in distinct patterns between base and novel classes. Experiments on miniImageNet, CUB-200, and CIFAR-100 demonstrate that our framework outperforms the existing state-of-the-art methods. The code is available at https://github.com/xiaojieli0903/Mamba-FSCIL.
One-shot Video Imitation via Parameterized Symbolic Abstraction Graphs
Learning to manipulate dynamic and deformable objects from a single demonstration video holds great promise in terms of scalability. Previous approaches have predominantly focused on either replaying object relationships or actor trajectories. The former often struggles to generalize across diverse tasks, while the latter suffers from data inefficiency. Moreover, both methodologies encounter challenges in capturing invisible physical attributes, such as forces. In this paper, we propose to interpret video demonstrations through Parameterized Symbolic Abstraction Graphs (PSAG), where nodes represent objects and edges denote relationships between objects. We further ground geometric constraints through simulation to estimate non-geometric, visually imperceptible attributes. The augmented PSAG is then applied in real robot experiments. Our approach has been validated across a range of tasks, such as Cutting Avocado, Cutting Vegetable, Pouring Liquid, Rolling Dough, and Slicing Pizza. We demonstrate successful generalization to novel objects with distinct visual and physical properties.
SEGNO: Generalizing Equivariant Graph Neural Networks with Physical Inductive Biases
Graph Neural Networks (GNNs) with equivariant properties have emerged as powerful tools for modeling complex dynamics of multi-object physical systems. However, their generalization ability is limited by the inadequate consideration of physical inductive biases: (1) Existing studies overlook the continuity of transitions among system states, opting to employ several discrete transformation layers to learn the direct mapping between two adjacent states; (2) Most models only account for first-order velocity information, despite the fact that many physical systems are governed by second-order motion laws. To incorporate these inductive biases, we propose the Second-order Equivariant Graph Neural Ordinary Differential Equation (SEGNO). Specifically, we show how the second-order continuity can be incorporated into GNNs while maintaining the equivariant property. Furthermore, we offer theoretical insights into SEGNO, highlighting that it can learn a unique trajectory between adjacent states, which is crucial for model generalization. Additionally, we prove that the discrepancy between this learned trajectory of SEGNO and the true trajectory is bounded. Extensive experiments on complex dynamical systems including molecular dynamics and motion capture demonstrate that our model yields a significant improvement over the state-of-the-art baselines.
3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos
Constructing photo-realistic Free-Viewpoint Videos (FVVs) of dynamic scenes from multi-view videos remains a challenging endeavor. Despite the remarkable advancements achieved by current neural rendering techniques, these methods generally require complete video sequences for offline training and are not capable of real-time rendering. To address these constraints, we introduce 3DGStream, a method designed for efficient FVV streaming of real-world dynamic scenes. Our method achieves fast on-the-fly per-frame reconstruction within 12 seconds and real-time rendering at 200 FPS. Specifically, we utilize 3D Gaussians (3DGs) to represent the scene. Instead of the na\"ive approach of directly optimizing 3DGs per-frame, we employ a compact Neural Transformation Cache (NTC) to model the translations and rotations of 3DGs, markedly reducing the training time and storage required for each FVV frame. Furthermore, we propose an adaptive 3DG addition strategy to handle emerging objects in dynamic scenes. Experiments demonstrate that 3DGStream achieves competitive performance in terms of rendering speed, image quality, training time, and model storage when compared with state-of-the-art methods.
Unlocking Slot Attention by Changing Optimal Transport Costs
Slot attention is a powerful method for object-centric modeling in images and videos. However, its set-equivariance limits its ability to handle videos with a dynamic number of objects because it cannot break ties. To overcome this limitation, we first establish a connection between slot attention and optimal transport. Based on this new perspective we propose MESH (Minimize Entropy of Sinkhorn): a cross-attention module that combines the tiebreaking properties of unregularized optimal transport with the speed of regularized optimal transport. We evaluate slot attention using MESH on multiple object-centric learning benchmarks and find significant improvements over slot attention in every setting.
SurgSora: Decoupled RGBD-Flow Diffusion Model for Controllable Surgical Video Generation
Medical video generation has transformative potential for enhancing surgical understanding and pathology insights through precise and controllable visual representations. However, current models face limitations in controllability and authenticity. To bridge this gap, we propose SurgSora, a motion-controllable surgical video generation framework that uses a single input frame and user-controllable motion cues. SurgSora consists of three key modules: the Dual Semantic Injector (DSI), which extracts object-relevant RGB and depth features from the input frame and integrates them with segmentation cues to capture detailed spatial features of complex anatomical structures; the Decoupled Flow Mapper (DFM), which fuses optical flow with semantic-RGB-D features at multiple scales to enhance temporal understanding and object spatial dynamics; and the Trajectory Controller (TC), which allows users to specify motion directions and estimates sparse optical flow, guiding the video generation process. The fused features are used as conditions for a frozen Stable Diffusion model to produce realistic, temporally coherent surgical videos. Extensive evaluations demonstrate that SurgSora outperforms state-of-the-art methods in controllability and authenticity, showing its potential to advance surgical video generation for medical education, training, and research.
Multi-marginal Schrödinger Bridges with Iterative Reference Refinement
Practitioners frequently aim to infer an unobserved population trajectory using sample snapshots at multiple time points. For instance, in single-cell sequencing, scientists would like to learn how gene expression evolves over time. But sequencing any cell destroys that cell. So we cannot access any cell's full trajectory, but we can access snapshot samples from many cells. Stochastic differential equations are commonly used to analyze systems with full individual-trajectory access; since here we have only sample snapshots, these methods are inapplicable. The deep learning community has recently explored using Schr\"odinger bridges (SBs) and their extensions to estimate these dynamics. However, these methods either (1) interpolate between just two time points or (2) require a single fixed reference dynamic within the SB, which is often just set to be Brownian motion. But learning piecewise from adjacent time points can fail to capture long-term dependencies. And practitioners are typically able to specify a model class for the reference dynamic but not the exact values of the parameters within it. So we propose a new method that (1) learns the unobserved trajectories from sample snapshots across multiple time points and (2) requires specification only of a class of reference dynamics, not a single fixed one. In particular, we suggest an iterative projection method inspired by Schr\"odinger bridges; we alternate between learning a piecewise SB on the unobserved trajectories and using the learned SB to refine our best guess for the dynamics within the reference class. We demonstrate the advantages of our method via a well-known simulated parametric model from ecology, simulated and real data from systems biology, and real motion-capture data.
Dynamics as Prompts: In-Context Learning for Sim-to-Real System Identifications
Sim-to-real transfer remains a significant challenge in robotics due to the discrepancies between simulated and real-world dynamics. Traditional methods like Domain Randomization often fail to capture fine-grained dynamics, limiting their effectiveness for precise control tasks. In this work, we propose a novel approach that dynamically adjusts simulation environment parameters online using in-context learning. By leveraging past interaction histories as context, our method adapts the simulation environment dynamics to real-world dynamics without requiring gradient updates, resulting in faster and more accurate alignment between simulated and real-world performance. We validate our approach across two tasks: object scooping and table air hockey. In the sim-to-sim evaluations, our method significantly outperforms the baselines on environment parameter estimation by 80% and 42% in the object scooping and table air hockey setups, respectively. Furthermore, our method achieves at least 70% success rate in sim-to-real transfer on object scooping across three different objects. By incorporating historical interaction data, our approach delivers efficient and smooth system identification, advancing the deployment of robots in dynamic real-world scenarios. Demos are available on our project page: https://sim2real-capture.github.io/
REACTO: Reconstructing Articulated Objects from a Single Video
In this paper, we address the challenge of reconstructing general articulated 3D objects from a single video. Existing works employing dynamic neural radiance fields have advanced the modeling of articulated objects like humans and animals from videos, but face challenges with piece-wise rigid general articulated objects due to limitations in their deformation models. To tackle this, we propose Quasi-Rigid Blend Skinning, a novel deformation model that enhances the rigidity of each part while maintaining flexible deformation of the joints. Our primary insight combines three distinct approaches: 1) an enhanced bone rigging system for improved component modeling, 2) the use of quasi-sparse skinning weights to boost part rigidity and reconstruction fidelity, and 3) the application of geodesic point assignment for precise motion and seamless deformation. Our method outperforms previous works in producing higher-fidelity 3D reconstructions of general articulated objects, as demonstrated on both real and synthetic datasets. Project page: https://chaoyuesong.github.io/REACTO.
R3D3: Dense 3D Reconstruction of Dynamic Scenes from Multiple Cameras
Dense 3D reconstruction and ego-motion estimation are key challenges in autonomous driving and robotics. Compared to the complex, multi-modal systems deployed today, multi-camera systems provide a simpler, low-cost alternative. However, camera-based 3D reconstruction of complex dynamic scenes has proven extremely difficult, as existing solutions often produce incomplete or incoherent results. We propose R3D3, a multi-camera system for dense 3D reconstruction and ego-motion estimation. Our approach iterates between geometric estimation that exploits spatial-temporal information from multiple cameras, and monocular depth refinement. We integrate multi-camera feature correlation and dense bundle adjustment operators that yield robust geometric depth and pose estimates. To improve reconstruction where geometric depth is unreliable, e.g. for moving objects or low-textured regions, we introduce learnable scene priors via a depth refinement network. We show that this design enables a dense, consistent 3D reconstruction of challenging, dynamic outdoor environments. Consequently, we achieve state-of-the-art dense depth prediction on the DDAD and NuScenes benchmarks.
FinDKG: Dynamic Knowledge Graphs with Large Language Models for Detecting Global Trends in Financial Markets
Dynamic knowledge graphs (DKGs) are popular structures to express different types of connections between objects over time. They can also serve as an efficient mathematical tool to represent information extracted from complex unstructured data sources, such as text or images. Within financial applications, DKGs could be used to detect trends for strategic thematic investing, based on information obtained from financial news articles. In this work, we explore the properties of large language models (LLMs) as dynamic knowledge graph generators, proposing a novel open-source fine-tuned LLM for this purpose, called the Integrated Contextual Knowledge Graph Generator (ICKG). We use ICKG to produce a novel open-source DKG from a corpus of financial news articles, called FinDKG, and we propose an attention-based GNN architecture for analysing it, called KGTransformer. We test the performance of the proposed model on benchmark datasets and FinDKG, demonstrating superior performance on link prediction tasks. Additionally, we evaluate the performance of the KGTransformer on FinDKG for thematic investing, showing it can outperform existing thematic ETFs.
Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling
Rendering dynamic scenes from monocular videos is a crucial yet challenging task. The recent deformable Gaussian Splatting has emerged as a robust solution to represent real-world dynamic scenes. However, it often leads to heavily redundant Gaussians, attempting to fit every training view at various time steps, leading to slower rendering speeds. Additionally, the attributes of Gaussians in static areas are time-invariant, making it unnecessary to model every Gaussian, which can cause jittering in static regions. In practice, the primary bottleneck in rendering speed for dynamic scenes is the number of Gaussians. In response, we introduce Efficient Dynamic Gaussian Splatting (EDGS), which represents dynamic scenes via sparse time-variant attribute modeling. Our approach formulates dynamic scenes using a sparse anchor-grid representation, with the motion flow of dense Gaussians calculated via a classical kernel representation. Furthermore, we propose an unsupervised strategy to efficiently filter out anchors corresponding to static areas. Only anchors associated with deformable objects are input into MLPs to query time-variant attributes. Experiments on two real-world datasets demonstrate that our EDGS significantly improves the rendering speed with superior rendering quality compared to previous state-of-the-art methods.
BundleSDF: Neural 6-DoF Tracking and 3D Reconstruction of Unknown Objects
We present a near real-time method for 6-DoF tracking of an unknown object from a monocular RGBD video sequence, while simultaneously performing neural 3D reconstruction of the object. Our method works for arbitrary rigid objects, even when visual texture is largely absent. The object is assumed to be segmented in the first frame only. No additional information is required, and no assumption is made about the interaction agent. Key to our method is a Neural Object Field that is learned concurrently with a pose graph optimization process in order to robustly accumulate information into a consistent 3D representation capturing both geometry and appearance. A dynamic pool of posed memory frames is automatically maintained to facilitate communication between these threads. Our approach handles challenging sequences with large pose changes, partial and full occlusion, untextured surfaces, and specular highlights. We show results on HO3D, YCBInEOAT, and BEHAVE datasets, demonstrating that our method significantly outperforms existing approaches. Project page: https://bundlesdf.github.io
KOROL: Learning Visualizable Object Feature with Koopman Operator Rollout for Manipulation
Learning dexterous manipulation skills presents significant challenges due to complex nonlinear dynamics that underlie the interactions between objects and multi-fingered hands. Koopman operators have emerged as a robust method for modeling such nonlinear dynamics within a linear framework. However, current methods rely on runtime access to ground-truth (GT) object states, making them unsuitable for vision-based practical applications. Unlike image-to-action policies that implicitly learn visual features for control, we use a dynamics model, specifically the Koopman operator, to learn visually interpretable object features critical for robotic manipulation within a scene. We construct a Koopman operator using object features predicted by a feature extractor and utilize it to auto-regressively advance system states. We train the feature extractor to embed scene information into object features, thereby enabling the accurate propagation of robot trajectories. We evaluate our approach on simulated and real-world robot tasks, with results showing that it outperformed the model-based imitation learning NDP by 1.08times and the image-to-action Diffusion Policy by 1.16times. The results suggest that our method maintains task success rates with learned features and extends applicability to real-world manipulation without GT object states.
SoftGPT: Learn Goal-oriented Soft Object Manipulation Skills by Generative Pre-trained Heterogeneous Graph Transformer
Soft object manipulation tasks in domestic scenes pose a significant challenge for existing robotic skill learning techniques due to their complex dynamics and variable shape characteristics. Since learning new manipulation skills from human demonstration is an effective way for robot applications, developing prior knowledge of the representation and dynamics of soft objects is necessary. In this regard, we propose a pre-trained soft object manipulation skill learning model, namely SoftGPT, that is trained using large amounts of exploration data, consisting of a three-dimensional heterogeneous graph representation and a GPT-based dynamics model. For each downstream task, a goal-oriented policy agent is trained to predict the subsequent actions, and SoftGPT generates the consequences of these actions. Integrating these two approaches establishes a thinking process in the robot's mind that provides rollout for facilitating policy learning. Our results demonstrate that leveraging prior knowledge through this thinking process can efficiently learn various soft object manipulation skills, with the potential for direct learning from human demonstrations.
Learning Foresightful Dense Visual Affordance for Deformable Object Manipulation
Understanding and manipulating deformable objects (e.g., ropes and fabrics) is an essential yet challenging task with broad applications. Difficulties come from complex states and dynamics, diverse configurations and high-dimensional action space of deformable objects. Besides, the manipulation tasks usually require multiple steps to accomplish, and greedy policies may easily lead to local optimal states. Existing studies usually tackle this problem using reinforcement learning or imitating expert demonstrations, with limitations in modeling complex states or requiring hand-crafted expert policies. In this paper, we study deformable object manipulation using dense visual affordance, with generalization towards diverse states, and propose a novel kind of foresightful dense affordance, which avoids local optima by estimating states' values for long-term manipulation. We propose a framework for learning this representation, with novel designs such as multi-stage stable learning and efficient self-supervised data collection without experts. Experiments demonstrate the superiority of our proposed foresightful dense affordance. Project page: https://hyperplane-lab.github.io/DeformableAffordance
GraspCaps: Capsule Networks Are All You Need for Grasping Familiar Objects
As robots become more accessible outside of industrial settings, the need for reliable object grasping and manipulation grows significantly. In such dynamic environments it is expected that the robot is capable of reliably grasping and manipulating novel objects in different situations. In this work we present GraspCaps: a novel architecture based on Capsule Networks for generating per-point grasp configurations for familiar objects. In our work, the activation vector of each capsule in the deepest capsule layer corresponds to one specific class of object. This way, the network is able to extract a rich feature vector of the objects present in the point cloud input, which is then used for generating per-point grasp vectors. This approach should allow the network to learn specific grasping strategies for each of the different object categories. Along with GraspCaps we present a method for generating a large object grasping dataset using simulated annealing. The obtained dataset is then used to train the GraspCaps network. We performed an extensive set of experiments to assess the performance of the proposed approach regarding familiar object recognition accuracy and grasp success rate on challenging real and simulated scenarios.
A Critical View of Vision-Based Long-Term Dynamics Prediction Under Environment Misalignment
Dynamics prediction, which is the problem of predicting future states of scene objects based on current and prior states, is drawing increasing attention as an instance of learning physics. To solve this problem, Region Proposal Convolutional Interaction Network (RPCIN), a vision-based model, was proposed and achieved state-of-the-art performance in long-term prediction. RPCIN only takes raw images and simple object descriptions, such as the bounding box and segmentation mask of each object, as input. However, despite its success, the model's capability can be compromised under conditions of environment misalignment. In this paper, we investigate two challenging conditions for environment misalignment: Cross-Domain and Cross-Context by proposing four datasets that are designed for these challenges: SimB-Border, SimB-Split, BlenB-Border, and BlenB-Split. The datasets cover two domains and two contexts. Using RPCIN as a probe, experiments conducted on the combinations of the proposed datasets reveal potential weaknesses of the vision-based long-term dynamics prediction model. Furthermore, we propose a promising direction to mitigate the Cross-Domain challenge and provide concrete evidence supporting such a direction, which provides dramatic alleviation of the challenge on the proposed datasets.
Decoupling Skill Learning from Robotic Control for Generalizable Object Manipulation
Recent works in robotic manipulation through reinforcement learning (RL) or imitation learning (IL) have shown potential for tackling a range of tasks e.g., opening a drawer or a cupboard. However, these techniques generalize poorly to unseen objects. We conjecture that this is due to the high-dimensional action space for joint control. In this paper, we take an alternative approach and separate the task of learning 'what to do' from 'how to do it' i.e., whole-body control. We pose the RL problem as one of determining the skill dynamics for a disembodied virtual manipulator interacting with articulated objects. The whole-body robotic kinematic control is optimized to execute the high-dimensional joint motion to reach the goals in the workspace. It does so by solving a quadratic programming (QP) model with robotic singularity and kinematic constraints. Our experiments on manipulating complex articulated objects show that the proposed approach is more generalizable to unseen objects with large intra-class variations, outperforming previous approaches. The evaluation results indicate that our approach generates more compliant robotic motion and outperforms the pure RL and IL baselines in task success rates. Additional information and videos are available at https://kl-research.github.io/decoupskill
Bringing Objects to Life: 4D generation from 3D objects
Recent advancements in generative modeling now enable the creation of 4D content (moving 3D objects) controlled with text prompts. 4D generation has large potential in applications like virtual worlds, media, and gaming, but existing methods provide limited control over the appearance and geometry of generated content. In this work, we introduce a method for animating user-provided 3D objects by conditioning on textual prompts to guide 4D generation, enabling custom animations while maintaining the identity of the original object. We first convert a 3D mesh into a ``static" 4D Neural Radiance Field (NeRF) that preserves the visual attributes of the input object. Then, we animate the object using an Image-to-Video diffusion model driven by text. To improve motion realism, we introduce an incremental viewpoint selection protocol for sampling perspectives to promote lifelike movement and a masked Score Distillation Sampling (SDS) loss, which leverages attention maps to focus optimization on relevant regions. We evaluate our model in terms of temporal coherence, prompt adherence, and visual fidelity and find that our method outperforms baselines that are based on other approaches, achieving up to threefold improvements in identity preservation measured using LPIPS scores, and effectively balancing visual quality with dynamic content.
Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos
We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserves the identity of its parts. Yet, it adapts it to the lighting and context defined by the new layout. Our key insight is that videos are a powerful source of supervision for this task: objects and camera motions provide many observations of how the world changes with viewpoint, lighting, and physical interactions. We construct an image dataset in which each sample is a pair of source and target frames extracted from the same video at randomly chosen time intervals. We warp the source frame toward the target using two motion models that mimic the expected test-time user edits. We supervise our model to translate the warped image into the ground truth, starting from a pretrained diffusion model. Our model design explicitly enables fine detail transfer from the source frame to the generated image, while closely following the user-specified layout. We show that by using simple segmentations and coarse 2D manipulations, we can synthesize a photorealistic edit faithful to the user's input while addressing second-order effects like harmonizing the lighting and physical interactions between edited objects.
Click2Mask: Local Editing with Dynamic Mask Generation
Recent advancements in generative models have revolutionized image generation and editing, making these tasks accessible to non-experts. This paper focuses on local image editing, particularly the task of adding new content to a loosely specified area. Existing methods often require a precise mask or a detailed description of the location, which can be cumbersome and prone to errors. We propose Click2Mask, a novel approach that simplifies the local editing process by requiring only a single point of reference (in addition to the content description). A mask is dynamically grown around this point during a Blended Latent Diffusion (BLD) process, guided by a masked CLIP-based semantic loss. Click2Mask surpasses the limitations of segmentation-based and fine-tuning dependent methods, offering a more user-friendly and contextually accurate solution. Our experiments demonstrate that Click2Mask not only minimizes user effort but also delivers competitive or superior local image manipulation results compared to SoTA methods, according to both human judgement and automatic metrics. Key contributions include the simplification of user input, the ability to freely add objects unconstrained by existing segments, and the integration potential of our dynamic mask approach within other editing methods.
Adaptive and Temporally Consistent Gaussian Surfels for Multi-view Dynamic Reconstruction
3D Gaussian Splatting has recently achieved notable success in novel view synthesis for dynamic scenes and geometry reconstruction in static scenes. Building on these advancements, early methods have been developed for dynamic surface reconstruction by globally optimizing entire sequences. However, reconstructing dynamic scenes with significant topology changes, emerging or disappearing objects, and rapid movements remains a substantial challenge, particularly for long sequences. To address these issues, we propose AT-GS, a novel method for reconstructing high-quality dynamic surfaces from multi-view videos through per-frame incremental optimization. To avoid local minima across frames, we introduce a unified and adaptive gradient-aware densification strategy that integrates the strengths of conventional cloning and splitting techniques. Additionally, we reduce temporal jittering in dynamic surfaces by ensuring consistency in curvature maps across consecutive frames. Our method achieves superior accuracy and temporal coherence in dynamic surface reconstruction, delivering high-fidelity space-time novel view synthesis, even in complex and challenging scenes. Extensive experiments on diverse multi-view video datasets demonstrate the effectiveness of our approach, showing clear advantages over baseline methods. Project page: https://fraunhoferhhi.github.io/AT-GS
MambaTrack: A Simple Baseline for Multiple Object Tracking with State Space Model
Tracking by detection has been the prevailing paradigm in the field of Multi-object Tracking (MOT). These methods typically rely on the Kalman Filter to estimate the future locations of objects, assuming linear object motion. However, they fall short when tracking objects exhibiting nonlinear and diverse motion in scenarios like dancing and sports. In addition, there has been limited focus on utilizing learning-based motion predictors in MOT. To address these challenges, we resort to exploring data-driven motion prediction methods. Inspired by the great expectation of state space models (SSMs), such as Mamba, in long-term sequence modeling with near-linear complexity, we introduce a Mamba-based motion model named Mamba moTion Predictor (MTP). MTP is designed to model the complex motion patterns of objects like dancers and athletes. Specifically, MTP takes the spatial-temporal location dynamics of objects as input, captures the motion pattern using a bi-Mamba encoding layer, and predicts the next motion. In real-world scenarios, objects may be missed due to occlusion or motion blur, leading to premature termination of their trajectories. To tackle this challenge, we further expand the application of MTP. We employ it in an autoregressive way to compensate for missing observations by utilizing its own predictions as inputs, thereby contributing to more consistent trajectories. Our proposed tracker, MambaTrack, demonstrates advanced performance on benchmarks such as Dancetrack and SportsMOT, which are characterized by complex motion and severe occlusion.
Predicting 3D Rigid Body Dynamics with Deep Residual Network
This study investigates the application of deep residual networks for predicting the dynamics of interacting three-dimensional rigid bodies. We present a framework combining a 3D physics simulator implemented in C++ with a deep learning model constructed using PyTorch. The simulator generates training data encompassing linear and angular motion, elastic collisions, fluid friction, gravitational effects, and damping. Our deep residual network, consisting of an input layer, multiple residual blocks, and an output layer, is designed to handle the complexities of 3D dynamics. We evaluate the network's performance using a datasetof 10,000 simulated scenarios, each involving 3-5 interacting rigid bodies. The model achieves a mean squared error of 0.015 for position predictions and 0.022 for orientation predictions, representing a 25% improvement over baseline methods. Our results demonstrate the network's ability to capture intricate physical interactions, with particular success in predicting elastic collisions and rotational dynamics. This work significantly contributes to physics-informed machine learning by showcasing the immense potential of deep residual networks in modeling complex 3D physical systems. We discuss our approach's limitations and propose future directions for improving generalization to more diverse object shapes and materials.
SUDS: Scalable Urban Dynamic Scenes
We extend neural radiance fields (NeRFs) to dynamic large-scale urban scenes. Prior work tends to reconstruct single video clips of short durations (up to 10 seconds). Two reasons are that such methods (a) tend to scale linearly with the number of moving objects and input videos because a separate model is built for each and (b) tend to require supervision via 3D bounding boxes and panoptic labels, obtained manually or via category-specific models. As a step towards truly open-world reconstructions of dynamic cities, we introduce two key innovations: (a) we factorize the scene into three separate hash table data structures to efficiently encode static, dynamic, and far-field radiance fields, and (b) we make use of unlabeled target signals consisting of RGB images, sparse LiDAR, off-the-shelf self-supervised 2D descriptors, and most importantly, 2D optical flow. Operationalizing such inputs via photometric, geometric, and feature-metric reconstruction losses enables SUDS to decompose dynamic scenes into the static background, individual objects, and their motions. When combined with our multi-branch table representation, such reconstructions can be scaled to tens of thousands of objects across 1.2 million frames from 1700 videos spanning geospatial footprints of hundreds of kilometers, (to our knowledge) the largest dynamic NeRF built to date. We present qualitative initial results on a variety of tasks enabled by our representations, including novel-view synthesis of dynamic urban scenes, unsupervised 3D instance segmentation, and unsupervised 3D cuboid detection. To compare to prior work, we also evaluate on KITTI and Virtual KITTI 2, surpassing state-of-the-art methods that rely on ground truth 3D bounding box annotations while being 10x quicker to train.
UniReal: Universal Image Generation and Editing via Learning Real-world Dynamics
We introduce UniReal, a unified framework designed to address various image generation and editing tasks. Existing solutions often vary by tasks, yet share fundamental principles: preserving consistency between inputs and outputs while capturing visual variations. Inspired by recent video generation models that effectively balance consistency and variation across frames, we propose a unifying approach that treats image-level tasks as discontinuous video generation. Specifically, we treat varying numbers of input and output images as frames, enabling seamless support for tasks such as image generation, editing, customization, composition, etc. Although designed for image-level tasks, we leverage videos as a scalable source for universal supervision. UniReal learns world dynamics from large-scale videos, demonstrating advanced capability in handling shadows, reflections, pose variation, and object interaction, while also exhibiting emergent capability for novel applications.
Model-Based Control with Sparse Neural Dynamics
Learning predictive models from observations using deep neural networks (DNNs) is a promising new approach to many real-world planning and control problems. However, common DNNs are too unstructured for effective planning, and current control methods typically rely on extensive sampling or local gradient descent. In this paper, we propose a new framework for integrated model learning and predictive control that is amenable to efficient optimization algorithms. Specifically, we start with a ReLU neural model of the system dynamics and, with minimal losses in prediction accuracy, we gradually sparsify it by removing redundant neurons. This discrete sparsification process is approximated as a continuous problem, enabling an end-to-end optimization of both the model architecture and the weight parameters. The sparsified model is subsequently used by a mixed-integer predictive controller, which represents the neuron activations as binary variables and employs efficient branch-and-bound algorithms. Our framework is applicable to a wide variety of DNNs, from simple multilayer perceptrons to complex graph neural dynamics. It can efficiently handle tasks involving complicated contact dynamics, such as object pushing, compositional object sorting, and manipulation of deformable objects. Numerical and hardware experiments show that, despite the aggressive sparsification, our framework can deliver better closed-loop performance than existing state-of-the-art methods.
TDMD: A Database for Dynamic Color Mesh Subjective and Objective Quality Explorations
Dynamic colored meshes (DCM) are widely used in various applications; however, these meshes may undergo different processes, such as compression or transmission, which can distort them and degrade their quality. To facilitate the development of objective metrics for DCMs and study the influence of typical distortions on their perception, we create the Tencent - dynamic colored mesh database (TDMD) containing eight reference DCM objects with six typical distortions. Using processed video sequences (PVS) derived from the DCM, we have conducted a large-scale subjective experiment that resulted in 303 distorted DCM samples with mean opinion scores, making the TDMD the largest available DCM database to our knowledge. This database enabled us to study the impact of different types of distortion on human perception and offer recommendations for DCM compression and related tasks. Additionally, we have evaluated three types of state-of-the-art objective metrics on the TDMD, including image-based, point-based, and video-based metrics, on the TDMD. Our experimental results highlight the strengths and weaknesses of each metric, and we provide suggestions about the selection of metrics in practical DCM applications. The TDMD will be made publicly available at the following location: https://multimedia.tencent.com/resources/tdmd.
VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality
As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.
Gaussian Splashing: Dynamic Fluid Synthesis with Gaussian Splatting
We demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian splatting and position-based dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to Gaussian shader, we enhance each Gaussian kernel with an added normal, aligning the kernel's orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. For more information, please visit our project page at https://amysteriouscat.github.io/GaussianSplashing/.
MovingParts: Motion-based 3D Part Discovery in Dynamic Radiance Field
We present MovingParts, a NeRF-based method for dynamic scene reconstruction and part discovery. We consider motion as an important cue for identifying parts, that all particles on the same part share the common motion pattern. From the perspective of fluid simulation, existing deformation-based methods for dynamic NeRF can be seen as parameterizing the scene motion under the Eulerian view, i.e., focusing on specific locations in space through which the fluid flows as time passes. However, it is intractable to extract the motion of constituting objects or parts using the Eulerian view representation. In this work, we introduce the dual Lagrangian view and enforce representations under the Eulerian/Lagrangian views to be cycle-consistent. Under the Lagrangian view, we parameterize the scene motion by tracking the trajectory of particles on objects. The Lagrangian view makes it convenient to discover parts by factorizing the scene motion as a composition of part-level rigid motions. Experimentally, our method can achieve fast and high-quality dynamic scene reconstruction from even a single moving camera, and the induced part-based representation allows direct applications of part tracking, animation, 3D scene editing, etc.
Attention-Driven Dynamic Graph Convolutional Network for Multi-Label Image Recognition
Recent studies often exploit Graph Convolutional Network (GCN) to model label dependencies to improve recognition accuracy for multi-label image recognition. However, constructing a graph by counting the label co-occurrence possibilities of the training data may degrade model generalizability, especially when there exist occasional co-occurrence objects in test images. Our goal is to eliminate such bias and enhance the robustness of the learnt features. To this end, we propose an Attention-Driven Dynamic Graph Convolutional Network (ADD-GCN) to dynamically generate a specific graph for each image. ADD-GCN adopts a Dynamic Graph Convolutional Network (D-GCN) to model the relation of content-aware category representations that are generated by a Semantic Attention Module (SAM). Extensive experiments on public multi-label benchmarks demonstrate the effectiveness of our method, which achieves mAPs of 85.2%, 96.0%, and 95.5% on MS-COCO, VOC2007, and VOC2012, respectively, and outperforms current state-of-the-art methods with a clear margin. All codes can be found at https://github.com/Yejin0111/ADD-GCN.
MLLM can see? Dynamic Correction Decoding for Hallucination Mitigation
Multimodal Large Language Models (MLLMs) frequently exhibit hallucination phenomena, but the underlying reasons remain poorly understood. In this paper, we present an empirical analysis and find that, although MLLMs incorrectly generate the objects in the final output, they are actually able to recognize visual objects in the preceding layers. We speculate that this may be due to the strong knowledge priors of the language model suppressing the visual information, leading to hallucinations. Motivated by this, we propose a novel dynamic correction decoding method for MLLMs (DeCo), which adaptively selects the appropriate preceding layers and proportionally integrates knowledge into the final layer to adjust the output logits. Note that DeCo is model agnostic and can be seamlessly incorporated with various classic decoding strategies and applied to different MLLMs. We evaluate DeCo on widely-used benchmarks, demonstrating that it can reduce hallucination rates by a large margin compared to baselines, highlighting its potential to mitigate hallucinations. Code is available at https://github.com/zjunlp/DeCo.
CustomVideoX: 3D Reference Attention Driven Dynamic Adaptation for Zero-Shot Customized Video Diffusion Transformers
Customized generation has achieved significant progress in image synthesis, yet personalized video generation remains challenging due to temporal inconsistencies and quality degradation. In this paper, we introduce CustomVideoX, an innovative framework leveraging the video diffusion transformer for personalized video generation from a reference image. CustomVideoX capitalizes on pre-trained video networks by exclusively training the LoRA parameters to extract reference features, ensuring both efficiency and adaptability. To facilitate seamless interaction between the reference image and video content, we propose 3D Reference Attention, which enables direct and simultaneous engagement of reference image features with all video frames across spatial and temporal dimensions. To mitigate the excessive influence of reference image features and textual guidance on generated video content during inference, we implement the Time-Aware Reference Attention Bias (TAB) strategy, dynamically modulating reference bias over different time steps. Additionally, we introduce the Entity Region-Aware Enhancement (ERAE) module, aligning highly activated regions of key entity tokens with reference feature injection by adjusting attention bias. To thoroughly evaluate personalized video generation, we establish a new benchmark, VideoBench, comprising over 50 objects and 100 prompts for extensive assessment. Experimental results show that CustomVideoX significantly outperforms existing methods in terms of video consistency and quality.
Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction and rendering. Nonetheless, cutting-edge dynamic neural rendering methods rely heavily on these implicit representations, which frequently struggle to capture the intricate details of objects in the scene. Furthermore, implicit methods have difficulty achieving real-time rendering in general dynamic scenes, limiting their use in a variety of tasks. To address the issues, we propose a deformable 3D Gaussians Splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead, which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world datasets. Through a differential Gaussian rasterizer, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time interpolation, and real-time rendering.
Do Pre-trained Vision-Language Models Encode Object States?
For a vision-language model (VLM) to understand the physical world, such as cause and effect, a first step is to capture the temporal dynamics of the visual world, for example how the physical states of objects evolve over time (e.g. a whole apple into a sliced apple). Our paper aims to investigate if VLMs pre-trained on web-scale data learn to encode object states, which can be extracted with zero-shot text prompts. We curate an object state recognition dataset ChangeIt-Frames, and evaluate nine open-source VLMs, including models trained with contrastive and generative objectives. We observe that while these state-of-the-art vision-language models can reliably perform object recognition, they consistently fail to accurately distinguish the objects' physical states. Through extensive experiments, we identify three areas for improvements for VLMs to better encode object states, namely the quality of object localization, the architecture to bind concepts to objects, and the objective to learn discriminative visual and language encoders on object states. Data and code are released.
Recovering a Molecule's 3D Dynamics from Liquid-phase Electron Microscopy Movies
The dynamics of biomolecules are crucial for our understanding of their functioning in living systems. However, current 3D imaging techniques, such as cryogenic electron microscopy (cryo-EM), require freezing the sample, which limits the observation of their conformational changes in real time. The innovative liquid-phase electron microscopy (liquid-phase EM) technique allows molecules to be placed in the native liquid environment, providing a unique opportunity to observe their dynamics. In this paper, we propose TEMPOR, a Temporal Electron MicroscoPy Object Reconstruction algorithm for liquid-phase EM that leverages an implicit neural representation (INR) and a dynamical variational auto-encoder (DVAE) to recover time series of molecular structures. We demonstrate its advantages in recovering different motion dynamics from two simulated datasets, 7bcq and Cas9. To our knowledge, our work is the first attempt to directly recover 3D structures of a temporally-varying particle from liquid-phase EM movies. It provides a promising new approach for studying molecules' 3D dynamics in structural biology.
Embodied VideoAgent: Persistent Memory from Egocentric Videos and Embodied Sensors Enables Dynamic Scene Understanding
This paper investigates the problem of understanding dynamic 3D scenes from egocentric observations, a key challenge in robotics and embodied AI. Unlike prior studies that explored this as long-form video understanding and utilized egocentric video only, we instead propose an LLM-based agent, Embodied VideoAgent, which constructs scene memory from both egocentric video and embodied sensory inputs (e.g. depth and pose sensing). We further introduce a VLM-based approach to automatically update the memory when actions or activities over objects are perceived. Embodied VideoAgent attains significant advantages over counterparts in challenging reasoning and planning tasks in 3D scenes, achieving gains of 4.9% on Ego4D-VQ3D, 5.8% on OpenEQA, and 11.7% on EnvQA. We have also demonstrated its potential in various embodied AI tasks including generating embodied interactions and perception for robot manipulation. The code and demo will be made public.
DeformPAM: Data-Efficient Learning for Long-horizon Deformable Object Manipulation via Preference-based Action Alignment
In recent years, imitation learning has made progress in the field of robotic manipulation. However, it still faces challenges when dealing with complex long-horizon deformable object tasks, such as high-dimensional state spaces, complex dynamics, and multimodal action distributions. Traditional imitation learning methods often require a large amount of data and encounter distributional shifts and accumulative errors in these tasks. To address these issues, we propose a data-efficient general learning framework (DeformPAM) based on preference learning and reward-guided action selection. DeformPAM decomposes long-horizon tasks into multiple action primitives, utilizes 3D point cloud inputs and diffusion models to model action distributions, and trains an implicit reward model using human preference data. During the inference phase, the reward model scores multiple candidate actions, selecting the optimal action for execution, thereby reducing the occurrence of anomalous actions and improving task completion quality. Experiments conducted on three challenging real-world long-horizon deformable object manipulation tasks demonstrate the effectiveness of this method. Results show that DeformPAM improves both task completion quality and efficiency compared to baseline methods even with limited data. Code and data will be available at https://deform-pam.robotflow.ai.
Neural Production Systems: Learning Rule-Governed Visual Dynamics
Visual environments are structured, consisting of distinct objects or entities. These entities have properties -- both visible and latent -- that determine the manner in which they interact with one another. To partition images into entities, deep-learning researchers have proposed structural inductive biases such as slot-based architectures. To model interactions among entities, equivariant graph neural nets (GNNs) are used, but these are not particularly well suited to the task for two reasons. First, GNNs do not predispose interactions to be sparse, as relationships among independent entities are likely to be. Second, GNNs do not factorize knowledge about interactions in an entity-conditional manner. As an alternative, we take inspiration from cognitive science and resurrect a classic approach, production systems, which consist of a set of rule templates that are applied by binding placeholder variables in the rules to specific entities. Rules are scored on their match to entities, and the best fitting rules are applied to update entity properties. In a series of experiments, we demonstrate that this architecture achieves a flexible, dynamic flow of control and serves to factorize entity-specific and rule-based information. This disentangling of knowledge achieves robust future-state prediction in rich visual environments, outperforming state-of-the-art methods using GNNs, and allows for the extrapolation from simple (few object) environments to more complex environments.
Puppet-Master: Scaling Interactive Video Generation as a Motion Prior for Part-Level Dynamics
We present Puppet-Master, an interactive video generative model that can serve as a motion prior for part-level dynamics. At test time, given a single image and a sparse set of motion trajectories (i.e., drags), Puppet-Master can synthesize a video depicting realistic part-level motion faithful to the given drag interactions. This is achieved by fine-tuning a large-scale pre-trained video diffusion model, for which we propose a new conditioning architecture to inject the dragging control effectively. More importantly, we introduce the all-to-first attention mechanism, a drop-in replacement for the widely adopted spatial attention modules, which significantly improves generation quality by addressing the appearance and background issues in existing models. Unlike other motion-conditioned video generators that are trained on in-the-wild videos and mostly move an entire object, Puppet-Master is learned from Objaverse-Animation-HQ, a new dataset of curated part-level motion clips. We propose a strategy to automatically filter out sub-optimal animations and augment the synthetic renderings with meaningful motion trajectories. Puppet-Master generalizes well to real images across various categories and outperforms existing methods in a zero-shot manner on a real-world benchmark. See our project page for more results: vgg-puppetmaster.github.io.
Differentiable Discrete Elastic Rods for Real-Time Modeling of Deformable Linear Objects
This paper addresses the task of modeling Deformable Linear Objects (DLOs), such as ropes and cables, during dynamic motion over long time horizons. This task presents significant challenges due to the complex dynamics of DLOs. To address these challenges, this paper proposes differentiable Discrete Elastic Rods For deformable linear Objects with Real-time Modeling (DEFORM), a novel framework that combines a differentiable physics-based model with a learning framework to model DLOs accurately and in real-time. The performance of DEFORM is evaluated in an experimental setup involving two industrial robots and a variety of sensors. A comprehensive series of experiments demonstrate the efficacy of DEFORM in terms of accuracy, computational speed, and generalizability when compared to state-of-the-art alternatives. To further demonstrate the utility of DEFORM, this paper integrates it into a perception pipeline and illustrates its superior performance when compared to the state-of-the-art methods while tracking a DLO even in the presence of occlusions. Finally, this paper illustrates the superior performance of DEFORM when compared to state-of-the-art methods when it is applied to perform autonomous planning and control of DLOs. Project page: https://roahmlab.github.io/DEFORM/.
Mapping Language to Code in Programmatic Context
Source code is rarely written in isolation. It depends significantly on the programmatic context, such as the class that the code would reside in. To study this phenomenon, we introduce the task of generating class member functions given English documentation and the programmatic context provided by the rest of the class. This task is challenging because the desired code can vary greatly depending on the functionality the class provides (e.g., a sort function may or may not be available when we are asked to "return the smallest element" in a particular member variable list). We introduce CONCODE, a new large dataset with over 100,000 examples consisting of Java classes from online code repositories, and develop a new encoder-decoder architecture that models the interaction between the method documentation and the class environment. We also present a detailed error analysis suggesting that there is significant room for future work on this task.
Tracking through Containers and Occluders in the Wild
Tracking objects with persistence in cluttered and dynamic environments remains a difficult challenge for computer vision systems. In this paper, we introduce TCOW, a new benchmark and model for visual tracking through heavy occlusion and containment. We set up a task where the goal is to, given a video sequence, segment both the projected extent of the target object, as well as the surrounding container or occluder whenever one exists. To study this task, we create a mixture of synthetic and annotated real datasets to support both supervised learning and structured evaluation of model performance under various forms of task variation, such as moving or nested containment. We evaluate two recent transformer-based video models and find that while they can be surprisingly capable of tracking targets under certain settings of task variation, there remains a considerable performance gap before we can claim a tracking model to have acquired a true notion of object permanence.
C2C: Component-to-Composition Learning for Zero-Shot Compositional Action Recognition
Compositional actions consist of dynamic (verbs) and static (objects) concepts. Humans can easily recognize unseen compositions using the learned concepts. For machines, solving such a problem requires a model to recognize unseen actions composed of previously observed verbs and objects, thus requiring so-called compositional generalization ability. To facilitate this research, we propose a novel Zero-Shot Compositional Action Recognition (ZS-CAR) task. For evaluating the task, we construct a new benchmark, Something-composition (Sth-com), based on the widely used Something-Something V2 dataset. We also propose a novel Component-to-Composition (C2C) learning method to solve the new ZS-CAR task. C2C includes an independent component learning module and a composition inference module. Last, we devise an enhanced training strategy to address the challenges of component variations between seen and unseen compositions and to handle the subtle balance between learning seen and unseen actions. The experimental results demonstrate that the proposed framework significantly surpasses the existing compositional generalization methods and sets a new state-of-the-art. The new Sth-com benchmark and code are available at https://github.com/RongchangLi/ZSCAR_C2C.
SVQNet: Sparse Voxel-Adjacent Query Network for 4D Spatio-Temporal LiDAR Semantic Segmentation
LiDAR-based semantic perception tasks are critical yet challenging for autonomous driving. Due to the motion of objects and static/dynamic occlusion, temporal information plays an essential role in reinforcing perception by enhancing and completing single-frame knowledge. Previous approaches either directly stack historical frames to the current frame or build a 4D spatio-temporal neighborhood using KNN, which duplicates computation and hinders realtime performance. Based on our observation that stacking all the historical points would damage performance due to a large amount of redundant and misleading information, we propose the Sparse Voxel-Adjacent Query Network (SVQNet) for 4D LiDAR semantic segmentation. To take full advantage of the historical frames high-efficiently, we shunt the historical points into two groups with reference to the current points. One is the Voxel-Adjacent Neighborhood carrying local enhancing knowledge. The other is the Historical Context completing the global knowledge. Then we propose new modules to select and extract the instructive features from the two groups. Our SVQNet achieves state-of-the-art performance in LiDAR semantic segmentation of the SemanticKITTI benchmark and the nuScenes dataset.
Latent Field Discovery In Interacting Dynamical Systems With Neural Fields
Systems of interacting objects often evolve under the influence of field effects that govern their dynamics, yet previous works have abstracted away from such effects, and assume that systems evolve in a vacuum. In this work, we focus on discovering these fields, and infer them from the observed dynamics alone, without directly observing them. We theorize the presence of latent force fields, and propose neural fields to learn them. Since the observed dynamics constitute the net effect of local object interactions and global field effects, recently popularized equivariant networks are inapplicable, as they fail to capture global information. To address this, we propose to disentangle local object interactions -- which are SE(n) equivariant and depend on relative states -- from external global field effects -- which depend on absolute states. We model interactions with equivariant graph networks, and combine them with neural fields in a novel graph network that integrates field forces. Our experiments show that we can accurately discover the underlying fields in charged particles settings, traffic scenes, and gravitational n-body problems, and effectively use them to learn the system and forecast future trajectories.
MonST3R: A Simple Approach for Estimating Geometry in the Presence of Motion
Estimating geometry from dynamic scenes, where objects move and deform over time, remains a core challenge in computer vision. Current approaches often rely on multi-stage pipelines or global optimizations that decompose the problem into subtasks, like depth and flow, leading to complex systems prone to errors. In this paper, we present Motion DUSt3R (MonST3R), a novel geometry-first approach that directly estimates per-timestep geometry from dynamic scenes. Our key insight is that by simply estimating a pointmap for each timestep, we can effectively adapt DUST3R's representation, previously only used for static scenes, to dynamic scenes. However, this approach presents a significant challenge: the scarcity of suitable training data, namely dynamic, posed videos with depth labels. Despite this, we show that by posing the problem as a fine-tuning task, identifying several suitable datasets, and strategically training the model on this limited data, we can surprisingly enable the model to handle dynamics, even without an explicit motion representation. Based on this, we introduce new optimizations for several downstream video-specific tasks and demonstrate strong performance on video depth and camera pose estimation, outperforming prior work in terms of robustness and efficiency. Moreover, MonST3R shows promising results for primarily feed-forward 4D reconstruction.
Fine-tuned CLIP Models are Efficient Video Learners
Large-scale multi-modal training with image-text pairs imparts strong generalization to CLIP model. Since training on a similar scale for videos is infeasible, recent approaches focus on the effective transfer of image-based CLIP to the video domain. In this pursuit, new parametric modules are added to learn temporal information and inter-frame relationships which require meticulous design efforts. Furthermore, when the resulting models are learned on videos, they tend to overfit on the given task distribution and lack in generalization aspect. This begs the following question: How to effectively transfer image-level CLIP representations to videos? In this work, we show that a simple Video Fine-tuned CLIP (ViFi-CLIP) baseline is generally sufficient to bridge the domain gap from images to videos. Our qualitative analysis illustrates that the frame-level processing from CLIP image-encoder followed by feature pooling and similarity matching with corresponding text embeddings helps in implicitly modeling the temporal cues within ViFi-CLIP. Such fine-tuning helps the model to focus on scene dynamics, moving objects and inter-object relationships. For low-data regimes where full fine-tuning is not viable, we propose a `bridge and prompt' approach that first uses fine-tuning to bridge the domain gap and then learns prompts on language and vision side to adapt CLIP representations. We extensively evaluate this simple yet strong baseline on zero-shot, base-to-novel generalization, few-shot and fully supervised settings across five video benchmarks. Our code is available at https://github.com/muzairkhattak/ViFi-CLIP.
Building Interactable Replicas of Complex Articulated Objects via Gaussian Splatting
Building articulated objects is a key challenge in computer vision. Existing methods often fail to effectively integrate information across different object states, limiting the accuracy of part-mesh reconstruction and part dynamics modeling, particularly for complex multi-part articulated objects. We introduce ArtGS, a novel approach that leverages 3D Gaussians as a flexible and efficient representation to address these issues. Our method incorporates canonical Gaussians with coarse-to-fine initialization and updates for aligning articulated part information across different object states, and employs a skinning-inspired part dynamics modeling module to improve both part-mesh reconstruction and articulation learning. Extensive experiments on both synthetic and real-world datasets, including a new benchmark for complex multi-part objects, demonstrate that ArtGS achieves state-of-the-art performance in joint parameter estimation and part mesh reconstruction. Our approach significantly improves reconstruction quality and efficiency, especially for multi-part articulated objects. Additionally, we provide comprehensive analyses of our design choices, validating the effectiveness of each component to highlight potential areas for future improvement.
Learning Generalizable Feature Fields for Mobile Manipulation
An open problem in mobile manipulation is how to represent objects and scenes in a unified manner, so that robots can use it both for navigating in the environment and manipulating objects. The latter requires capturing intricate geometry while understanding fine-grained semantics, whereas the former involves capturing the complexity inherit to an expansive physical scale. In this work, we present GeFF (Generalizable Feature Fields), a scene-level generalizable neural feature field that acts as a unified representation for both navigation and manipulation that performs in real-time. To do so, we treat generative novel view synthesis as a pre-training task, and then align the resulting rich scene priors with natural language via CLIP feature distillation. We demonstrate the effectiveness of this approach by deploying GeFF on a quadrupedal robot equipped with a manipulator. We evaluate GeFF's ability to generalize to open-set objects as well as running time, when performing open-vocabulary mobile manipulation in dynamic scenes.
LLM-grounded Video Diffusion Models
Text-conditioned diffusion models have emerged as a promising tool for neural video generation. However, current models still struggle with intricate spatiotemporal prompts and often generate restricted or incorrect motion (e.g., even lacking the ability to be prompted for objects moving from left to right). To address these limitations, we introduce LLM-grounded Video Diffusion (LVD). Instead of directly generating videos from the text inputs, LVD first leverages a large language model (LLM) to generate dynamic scene layouts based on the text inputs and subsequently uses the generated layouts to guide a diffusion model for video generation. We show that LLMs are able to understand complex spatiotemporal dynamics from text alone and generate layouts that align closely with both the prompts and the object motion patterns typically observed in the real world. We then propose to guide video diffusion models with these layouts by adjusting the attention maps. Our approach is training-free and can be integrated into any video diffusion model that admits classifier guidance. Our results demonstrate that LVD significantly outperforms its base video diffusion model and several strong baseline methods in faithfully generating videos with the desired attributes and motion patterns.
Neuro-3D: Towards 3D Visual Decoding from EEG Signals
Human's perception of the visual world is shaped by the stereo processing of 3D information. Understanding how the brain perceives and processes 3D visual stimuli in the real world has been a longstanding endeavor in neuroscience. Towards this goal, we introduce a new neuroscience task: decoding 3D visual perception from EEG signals, a neuroimaging technique that enables real-time monitoring of neural dynamics enriched with complex visual cues. To provide the essential benchmark, we first present EEG-3D, a pioneering dataset featuring multimodal analysis data and extensive EEG recordings from 12 subjects viewing 72 categories of 3D objects rendered in both videos and images. Furthermore, we propose Neuro-3D, a 3D visual decoding framework based on EEG signals. This framework adaptively integrates EEG features derived from static and dynamic stimuli to learn complementary and robust neural representations, which are subsequently utilized to recover both the shape and color of 3D objects through the proposed diffusion-based colored point cloud decoder. To the best of our knowledge, we are the first to explore EEG-based 3D visual decoding. Experiments indicate that Neuro-3D not only reconstructs colored 3D objects with high fidelity, but also learns effective neural representations that enable insightful brain region analysis. The dataset and associated code will be made publicly available.
GenMAC: Compositional Text-to-Video Generation with Multi-Agent Collaboration
Text-to-video generation models have shown significant progress in the recent years. However, they still struggle with generating complex dynamic scenes based on compositional text prompts, such as attribute binding for multiple objects, temporal dynamics associated with different objects, and interactions between objects. Our key motivation is that complex tasks can be decomposed into simpler ones, each handled by a role-specialized MLLM agent. Multiple agents can collaborate together to achieve collective intelligence for complex goals. We propose GenMAC, an iterative, multi-agent framework that enables compositional text-to-video generation. The collaborative workflow includes three stages: Design, Generation, and Redesign, with an iterative loop between the Generation and Redesign stages to progressively verify and refine the generated videos. The Redesign stage is the most challenging stage that aims to verify the generated videos, suggest corrections, and redesign the text prompts, frame-wise layouts, and guidance scales for the next iteration of generation. To avoid hallucination of a single MLLM agent, we decompose this stage to four sequentially-executed MLLM-based agents: verification agent, suggestion agent, correction agent, and output structuring agent. Furthermore, to tackle diverse scenarios of compositional text-to-video generation, we design a self-routing mechanism to adaptively select the proper correction agent from a collection of correction agents each specialized for one scenario. Extensive experiments demonstrate the effectiveness of GenMAC, achieving state-of-the art performance in compositional text-to-video generation.
Relightable and Animatable Neural Avatar from Sparse-View Video
This paper tackles the challenge of creating relightable and animatable neural avatars from sparse-view (or even monocular) videos of dynamic humans under unknown illumination. Compared to studio environments, this setting is more practical and accessible but poses an extremely challenging ill-posed problem. Previous neural human reconstruction methods are able to reconstruct animatable avatars from sparse views using deformed Signed Distance Fields (SDF) but cannot recover material parameters for relighting. While differentiable inverse rendering-based methods have succeeded in material recovery of static objects, it is not straightforward to extend them to dynamic humans as it is computationally intensive to compute pixel-surface intersection and light visibility on deformed SDFs for inverse rendering. To solve this challenge, we propose a Hierarchical Distance Query (HDQ) algorithm to approximate the world space distances under arbitrary human poses. Specifically, we estimate coarse distances based on a parametric human model and compute fine distances by exploiting the local deformation invariance of SDF. Based on the HDQ algorithm, we leverage sphere tracing to efficiently estimate the surface intersection and light visibility. This allows us to develop the first system to recover animatable and relightable neural avatars from sparse view (or monocular) inputs. Experiments demonstrate that our approach is able to produce superior results compared to state-of-the-art methods. Our code will be released for reproducibility.
Learning 3D Particle-based Simulators from RGB-D Videos
Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning.
CRIPP-VQA: Counterfactual Reasoning about Implicit Physical Properties via Video Question Answering
Videos often capture objects, their visible properties, their motion, and the interactions between different objects. Objects also have physical properties such as mass, which the imaging pipeline is unable to directly capture. However, these properties can be estimated by utilizing cues from relative object motion and the dynamics introduced by collisions. In this paper, we introduce CRIPP-VQA, a new video question answering dataset for reasoning about the implicit physical properties of objects in a scene. CRIPP-VQA contains videos of objects in motion, annotated with questions that involve counterfactual reasoning about the effect of actions, questions about planning in order to reach a goal, and descriptive questions about visible properties of objects. The CRIPP-VQA test set enables evaluation under several out-of-distribution settings -- videos with objects with masses, coefficients of friction, and initial velocities that are not observed in the training distribution. Our experiments reveal a surprising and significant performance gap in terms of answering questions about implicit properties (the focus of this paper) and explicit properties of objects (the focus of prior work).
Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections
Photographs captured in unstructured tourist environments frequently exhibit variable appearances and transient occlusions, challenging accurate scene reconstruction and inducing artifacts in novel view synthesis. Although prior approaches have integrated the Neural Radiance Field (NeRF) with additional learnable modules to handle the dynamic appearances and eliminate transient objects, their extensive training demands and slow rendering speeds limit practical deployments. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising alternative to NeRF, offering superior training and inference efficiency along with better rendering quality. This paper presents Wild-GS, an innovative adaptation of 3DGS optimized for unconstrained photo collections while preserving its efficiency benefits. Wild-GS determines the appearance of each 3D Gaussian by their inherent material attributes, global illumination and camera properties per image, and point-level local variance of reflectance. Unlike previous methods that model reference features in image space, Wild-GS explicitly aligns the pixel appearance features to the corresponding local Gaussians by sampling the triplane extracted from the reference image. This novel design effectively transfers the high-frequency detailed appearance of the reference view to 3D space and significantly expedites the training process. Furthermore, 2D visibility maps and depth regularization are leveraged to mitigate the transient effects and constrain the geometry, respectively. Extensive experiments demonstrate that Wild-GS achieves state-of-the-art rendering performance and the highest efficiency in both training and inference among all the existing techniques.
View Consistent Purification for Accurate Cross-View Localization
This paper proposes a fine-grained self-localization method for outdoor robotics that utilizes a flexible number of onboard cameras and readily accessible satellite images. The proposed method addresses limitations in existing cross-view localization methods that struggle to handle noise sources such as moving objects and seasonal variations. It is the first sparse visual-only method that enhances perception in dynamic environments by detecting view-consistent key points and their corresponding deep features from ground and satellite views, while removing off-the-ground objects and establishing homography transformation between the two views. Moreover, the proposed method incorporates a spatial embedding approach that leverages camera intrinsic and extrinsic information to reduce the ambiguity of purely visual matching, leading to improved feature matching and overall pose estimation accuracy. The method exhibits strong generalization and is robust to environmental changes, requiring only geo-poses as ground truth. Extensive experiments on the KITTI and Ford Multi-AV Seasonal datasets demonstrate that our proposed method outperforms existing state-of-the-art methods, achieving median spatial accuracy errors below 0.5 meters along the lateral and longitudinal directions, and a median orientation accuracy error below 2 degrees.
PhysBench: Benchmarking and Enhancing Vision-Language Models for Physical World Understanding
Understanding the physical world is a fundamental challenge in embodied AI, critical for enabling agents to perform complex tasks and operate safely in real-world environments. While Vision-Language Models (VLMs) have shown great promise in reasoning and task planning for embodied agents, their ability to comprehend physical phenomena remains extremely limited. To close this gap, we introduce PhysBench, a comprehensive benchmark designed to evaluate VLMs' physical world understanding capability across a diverse set of tasks. PhysBench contains 10,002 entries of interleaved video-image-text data, categorized into four major domains: physical object properties, physical object relationships, physical scene understanding, and physics-based dynamics, further divided into 19 subclasses and 8 distinct capability dimensions. Our extensive experiments, conducted on 75 representative VLMs, reveal that while these models excel in common-sense reasoning, they struggle with understanding the physical world -- likely due to the absence of physical knowledge in their training data and the lack of embedded physical priors. To tackle the shortfall, we introduce PhysAgent, a novel framework that combines the generalization strengths of VLMs with the specialized expertise of vision models, significantly enhancing VLMs' physical understanding across a variety of tasks, including an 18.4\% improvement on GPT-4o. Furthermore, our results demonstrate that enhancing VLMs' physical world understanding capabilities can help embodied agents such as MOKA. We believe that PhysBench and PhysAgent offer valuable insights and contribute to bridging the gap between VLMs and physical world understanding.
Driv3R: Learning Dense 4D Reconstruction for Autonomous Driving
Realtime 4D reconstruction for dynamic scenes remains a crucial challenge for autonomous driving perception. Most existing methods rely on depth estimation through self-supervision or multi-modality sensor fusion. In this paper, we propose Driv3R, a DUSt3R-based framework that directly regresses per-frame point maps from multi-view image sequences. To achieve streaming dense reconstruction, we maintain a memory pool to reason both spatial relationships across sensors and dynamic temporal contexts to enhance multi-view 3D consistency and temporal integration. Furthermore, we employ a 4D flow predictor to identify moving objects within the scene to direct our network focus more on reconstructing these dynamic regions. Finally, we align all per-frame pointmaps consistently to the world coordinate system in an optimization-free manner. We conduct extensive experiments on the large-scale nuScenes dataset to evaluate the effectiveness of our method. Driv3R outperforms previous frameworks in 4D dynamic scene reconstruction, achieving 15x faster inference speed compared to methods requiring global alignment. Code: https://github.com/Barrybarry-Smith/Driv3R.
SINDy-RL: Interpretable and Efficient Model-Based Reinforcement Learning
Deep reinforcement learning (DRL) has shown significant promise for uncovering sophisticated control policies that interact in environments with complicated dynamics, such as stabilizing the magnetohydrodynamics of a tokamak fusion reactor or minimizing the drag force exerted on an object in a fluid flow. However, these algorithms require an abundance of training examples and may become prohibitively expensive for many applications. In addition, the reliance on deep neural networks often results in an uninterpretable, black-box policy that may be too computationally expensive to use with certain embedded systems. Recent advances in sparse dictionary learning, such as the sparse identification of nonlinear dynamics (SINDy), have shown promise for creating efficient and interpretable data-driven models in the low-data regime. In this work we introduce SINDy-RL, a unifying framework for combining SINDy and DRL to create efficient, interpretable, and trustworthy representations of the dynamics model, reward function, and control policy. We demonstrate the effectiveness of our approaches on benchmark control environments and challenging fluids problems. SINDy-RL achieves comparable performance to state-of-the-art DRL algorithms using significantly fewer interactions in the environment and results in an interpretable control policy orders of magnitude smaller than a deep neural network policy.
X-VoE: Measuring eXplanatory Violation of Expectation in Physical Events
Intuitive physics is pivotal for human understanding of the physical world, enabling prediction and interpretation of events even in infancy. Nonetheless, replicating this level of intuitive physics in artificial intelligence (AI) remains a formidable challenge. This study introduces X-VoE, a comprehensive benchmark dataset, to assess AI agents' grasp of intuitive physics. Built on the developmental psychology-rooted Violation of Expectation (VoE) paradigm, X-VoE establishes a higher bar for the explanatory capacities of intuitive physics models. Each VoE scenario within X-VoE encompasses three distinct settings, probing models' comprehension of events and their underlying explanations. Beyond model evaluation, we present an explanation-based learning system that captures physics dynamics and infers occluded object states solely from visual sequences, without explicit occlusion labels. Experimental outcomes highlight our model's alignment with human commonsense when tested against X-VoE. A remarkable feature is our model's ability to visually expound VoE events by reconstructing concealed scenes. Concluding, we discuss the findings' implications and outline future research directions. Through X-VoE, we catalyze the advancement of AI endowed with human-like intuitive physics capabilities.
Generative Image Dynamics
We present an approach to modeling an image-space prior on scene dynamics. Our prior is learned from a collection of motion trajectories extracted from real video sequences containing natural, oscillating motion such as trees, flowers, candles, and clothes blowing in the wind. Given a single image, our trained model uses a frequency-coordinated diffusion sampling process to predict a per-pixel long-term motion representation in the Fourier domain, which we call a neural stochastic motion texture. This representation can be converted into dense motion trajectories that span an entire video. Along with an image-based rendering module, these trajectories can be used for a number of downstream applications, such as turning still images into seamlessly looping dynamic videos, or allowing users to realistically interact with objects in real pictures.
Physics3D: Learning Physical Properties of 3D Gaussians via Video Diffusion
In recent years, there has been rapid development in 3D generation models, opening up new possibilities for applications such as simulating the dynamic movements of 3D objects and customizing their behaviors. However, current 3D generative models tend to focus only on surface features such as color and shape, neglecting the inherent physical properties that govern the behavior of objects in the real world. To accurately simulate physics-aligned dynamics, it is essential to predict the physical properties of materials and incorporate them into the behavior prediction process. Nonetheless, predicting the diverse materials of real-world objects is still challenging due to the complex nature of their physical attributes. In this paper, we propose Physics3D, a novel method for learning various physical properties of 3D objects through a video diffusion model. Our approach involves designing a highly generalizable physical simulation system based on a viscoelastic material model, which enables us to simulate a wide range of materials with high-fidelity capabilities. Moreover, we distill the physical priors from a video diffusion model that contains more understanding of realistic object materials. Extensive experiments demonstrate the effectiveness of our method with both elastic and plastic materials. Physics3D shows great potential for bridging the gap between the physical world and virtual neural space, providing a better integration and application of realistic physical principles in virtual environments. Project page: https://liuff19.github.io/Physics3D.
Twisting Lids Off with Two Hands
Manipulating objects with two multi-fingered hands has been a long-standing challenge in robotics, attributed to the contact-rich nature of many manipulation tasks and the complexity inherent in coordinating a high-dimensional bimanual system. In this work, we consider the problem of twisting lids of various bottle-like objects with two hands, and demonstrate that policies trained in simulation using deep reinforcement learning can be effectively transferred to the real world. With novel engineering insights into physical modeling, real-time perception, and reward design, the policy demonstrates generalization capabilities across a diverse set of unseen objects, showcasing dynamic and dexterous behaviors. Our findings serve as compelling evidence that deep reinforcement learning combined with sim-to-real transfer remains a promising approach for addressing manipulation problems of unprecedented complexity.
Mementos: A Comprehensive Benchmark for Multimodal Large Language Model Reasoning over Image Sequences
Multimodal Large Language Models (MLLMs) have demonstrated proficiency in handling a variety of visual-language tasks. However, current MLLM benchmarks are predominantly designed to evaluate reasoning based on static information about a single image, and the ability of modern MLLMs to extrapolate from image sequences, which is essential for understanding our ever-changing world, has been less investigated. To address this challenge, this paper introduces Mementos, a new benchmark designed to assess MLLMs' sequential image reasoning abilities. Mementos features 4,761 diverse image sequences with varying lengths. We also employ a GPT-4 assisted method to evaluate MLLM reasoning performance. Through a careful evaluation of nine recent MLLMs on Mementos, including GPT-4V and Gemini, we find that they struggle to accurately describe dynamic information about given image sequences, often leading to hallucinations/misrepresentations of objects and their corresponding behaviors. Our quantitative analysis and case studies identify three key factors impacting MLLMs' sequential image reasoning: the correlation between object and behavioral hallucinations, the influence of cooccurring behaviors, and the compounding impact of behavioral hallucinations. Our dataset is available at https://github.com/umd-huang-lab/Mementos.
TrackDiffusion: Tracklet-Conditioned Video Generation via Diffusion Models
Despite remarkable achievements in video synthesis, achieving granular control over complex dynamics, such as nuanced movement among multiple interacting objects, still presents a significant hurdle for dynamic world modeling, compounded by the necessity to manage appearance and disappearance, drastic scale changes, and ensure consistency for instances across frames. These challenges hinder the development of video generation that can faithfully mimic real-world complexity, limiting utility for applications requiring high-level realism and controllability, including advanced scene simulation and training of perception systems. To address that, we propose TrackDiffusion, a novel video generation framework affording fine-grained trajectory-conditioned motion control via diffusion models, which facilitates the precise manipulation of the object trajectories and interactions, overcoming the prevalent limitation of scale and continuity disruptions. A pivotal component of TrackDiffusion is the instance enhancer, which explicitly ensures inter-frame consistency of multiple objects, a critical factor overlooked in the current literature. Moreover, we demonstrate that generated video sequences by our TrackDiffusion can be used as training data for visual perception models. To the best of our knowledge, this is the first work to apply video diffusion models with tracklet conditions and demonstrate that generated frames can be beneficial for improving the performance of object trackers.
Cross-Ray Neural Radiance Fields for Novel-view Synthesis from Unconstrained Image Collections
Neural Radiance Fields (NeRF) is a revolutionary approach for rendering scenes by sampling a single ray per pixel and it has demonstrated impressive capabilities in novel-view synthesis from static scene images. However, in practice, we usually need to recover NeRF from unconstrained image collections, which poses two challenges: 1) the images often have dynamic changes in appearance because of different capturing time and camera settings; 2) the images may contain transient objects such as humans and cars, leading to occlusion and ghosting artifacts. Conventional approaches seek to address these challenges by locally utilizing a single ray to synthesize a color of a pixel. In contrast, humans typically perceive appearance and objects by globally utilizing information across multiple pixels. To mimic the perception process of humans, in this paper, we propose Cross-Ray NeRF (CR-NeRF) that leverages interactive information across multiple rays to synthesize occlusion-free novel views with the same appearances as the images. Specifically, to model varying appearances, we first propose to represent multiple rays with a novel cross-ray feature and then recover the appearance by fusing global statistics, i.e., feature covariance of the rays and the image appearance. Moreover, to avoid occlusion introduced by transient objects, we propose a transient objects handler and introduce a grid sampling strategy for masking out the transient objects. We theoretically find that leveraging correlation across multiple rays promotes capturing more global information. Moreover, extensive experimental results on large real-world datasets verify the effectiveness of CR-NeRF.
BiGS: Bidirectional Gaussian Primitives for Relightable 3D Gaussian Splatting
We present Bidirectional Gaussian Primitives, an image-based novel view synthesis technique designed to represent and render 3D objects with surface and volumetric materials under dynamic illumination. Our approach integrates light intrinsic decomposition into the Gaussian splatting framework, enabling real-time relighting of 3D objects. To unify surface and volumetric material within a cohesive appearance model, we adopt a light- and view-dependent scattering representation via bidirectional spherical harmonics. Our model does not use a specific surface normal-related reflectance function, making it more compatible with volumetric representations like Gaussian splatting, where the normals are undefined. We demonstrate our method by reconstructing and rendering objects with complex materials. Using One-Light-At-a-Time (OLAT) data as input, we can reproduce photorealistic appearances under novel lighting conditions in real time.
NeRF On-the-go: Exploiting Uncertainty for Distractor-free NeRFs in the Wild
Neural Radiance Fields (NeRFs) have shown remarkable success in synthesizing photorealistic views from multi-view images of static scenes, but face challenges in dynamic, real-world environments with distractors like moving objects, shadows, and lighting changes. Existing methods manage controlled environments and low occlusion ratios but fall short in render quality, especially under high occlusion scenarios. In this paper, we introduce NeRF On-the-go, a simple yet effective approach that enables the robust synthesis of novel views in complex, in-the-wild scenes from only casually captured image sequences. Delving into uncertainty, our method not only efficiently eliminates distractors, even when they are predominant in captures, but also achieves a notably faster convergence speed. Through comprehensive experiments on various scenes, our method demonstrates a significant improvement over state-of-the-art techniques. This advancement opens new avenues for NeRF in diverse and dynamic real-world applications.
HM-ViT: Hetero-modal Vehicle-to-Vehicle Cooperative perception with vision transformer
Vehicle-to-Vehicle technologies have enabled autonomous vehicles to share information to see through occlusions, greatly enhancing perception performance. Nevertheless, existing works all focused on homogeneous traffic where vehicles are equipped with the same type of sensors, which significantly hampers the scale of collaboration and benefit of cross-modality interactions. In this paper, we investigate the multi-agent hetero-modal cooperative perception problem where agents may have distinct sensor modalities. We present HM-ViT, the first unified multi-agent hetero-modal cooperative perception framework that can collaboratively predict 3D objects for highly dynamic vehicle-to-vehicle (V2V) collaborations with varying numbers and types of agents. To effectively fuse features from multi-view images and LiDAR point clouds, we design a novel heterogeneous 3D graph transformer to jointly reason inter-agent and intra-agent interactions. The extensive experiments on the V2V perception dataset OPV2V demonstrate that the HM-ViT outperforms SOTA cooperative perception methods for V2V hetero-modal cooperative perception. We will release codes to facilitate future research.
Learning Type Inference for Enhanced Dataflow Analysis
Statically analyzing dynamically-typed code is a challenging endeavor, as even seemingly trivial tasks such as determining the targets of procedure calls are non-trivial without knowing the types of objects at compile time. Addressing this challenge, gradual typing is increasingly added to dynamically-typed languages, a prominent example being TypeScript that introduces static typing to JavaScript. Gradual typing improves the developer's ability to verify program behavior, contributing to robust, secure and debuggable programs. In practice, however, users only sparsely annotate types directly. At the same time, conventional type inference faces performance-related challenges as program size grows. Statistical techniques based on machine learning offer faster inference, but although recent approaches demonstrate overall improved accuracy, they still perform significantly worse on user-defined types than on the most common built-in types. Limiting their real-world usefulness even more, they rarely integrate with user-facing applications. We propose CodeTIDAL5, a Transformer-based model trained to reliably predict type annotations. For effective result retrieval and re-integration, we extract usage slices from a program's code property graph. Comparing our approach against recent neural type inference systems, our model outperforms the current state-of-the-art by 7.85% on the ManyTypes4TypeScript benchmark, achieving 71.27% accuracy overall. Furthermore, we present JoernTI, an integration of our approach into Joern, an open source static analysis tool, and demonstrate that the analysis benefits from the additional type information. As our model allows for fast inference times even on commodity CPUs, making our system available through Joern leads to high accessibility and facilitates security research.
DynamicEarthNet: Daily Multi-Spectral Satellite Dataset for Semantic Change Segmentation
Earth observation is a fundamental tool for monitoring the evolution of land use in specific areas of interest. Observing and precisely defining change, in this context, requires both time-series data and pixel-wise segmentations. To that end, we propose the DynamicEarthNet dataset that consists of daily, multi-spectral satellite observations of 75 selected areas of interest distributed over the globe with imagery from Planet Labs. These observations are paired with pixel-wise monthly semantic segmentation labels of 7 land use and land cover (LULC) classes. DynamicEarthNet is the first dataset that provides this unique combination of daily measurements and high-quality labels. In our experiments, we compare several established baselines that either utilize the daily observations as additional training data (semi-supervised learning) or multiple observations at once (spatio-temporal learning) as a point of reference for future research. Finally, we propose a new evaluation metric SCS that addresses the specific challenges associated with time-series semantic change segmentation. The data is available at: https://mediatum.ub.tum.de/1650201.
Learning the Dynamics of Sparsely Observed Interacting Systems
We address the problem of learning the dynamics of an unknown non-parametric system linking a target and a feature time series. The feature time series is measured on a sparse and irregular grid, while we have access to only a few points of the target time series. Once learned, we can use these dynamics to predict values of the target from the previous values of the feature time series. We frame this task as learning the solution map of a controlled differential equation (CDE). By leveraging the rich theory of signatures, we are able to cast this non-linear problem as a high-dimensional linear regression. We provide an oracle bound on the prediction error which exhibits explicit dependencies on the individual-specific sampling schemes. Our theoretical results are illustrated by simulations which show that our method outperforms existing algorithms for recovering the full time series while being computationally cheap. We conclude by demonstrating its potential on real-world epidemiological data.
TRACED: Execution-aware Pre-training for Source Code
Most existing pre-trained language models for source code focus on learning the static code text, typically augmented with static code structures (abstract syntax tree, dependency graphs, etc.). However, program semantics will not be fully exposed before the real execution. Without an understanding of the program execution, statically pre-trained models fail to comprehensively capture the dynamic code properties, such as the branch coverage and the runtime variable values, and they are consequently less effective at code understanding tasks, such as retrieving semantic clones and detecting software vulnerabilities. To close the gap between the static nature of language models and the dynamic characteristics of programs, we introduce TRACED, an execution-aware pre-training strategy for source code. Specifically, we pre-train code language models with a combination of source code, executable inputs, and corresponding execution traces. Our goal is to teach code models the complicated execution logic during the pre-training, enabling the model to statically estimate the dynamic code properties without repeatedly executing code during task-specific fine-tuning. To illustrate the effectiveness of our proposed approach, we fine-tune and evaluate TRACED on three downstream tasks: static execution estimation, clone retrieval, and vulnerability detection. The empirical results show that TRACED relatively improves the statically pre-trained code models by 12.4% for complete execution path prediction and by 25.2% for runtime variable value predictions. TRACED also significantly outperforms statically pre-trained models in clone retrieval and vulnerability detection across four public benchmarks.
Estimating Conditional Mutual Information for Dynamic Feature Selection
Dynamic feature selection, where we sequentially query features to make accurate predictions with a minimal budget, is a promising paradigm to reduce feature acquisition costs and provide transparency into a model's predictions. The problem is challenging, however, as it requires both predicting with arbitrary feature sets and learning a policy to identify valuable selections. Here, we take an information-theoretic perspective and prioritize features based on their mutual information with the response variable. The main challenge is implementing this policy, and we design a new approach that estimates the mutual information in a discriminative rather than generative fashion. Building on our approach, we then introduce several further improvements: allowing variable feature budgets across samples, enabling non-uniform feature costs, incorporating prior information, and exploring modern architectures to handle partial inputs. Our experiments show that our method provides consistent gains over recent methods across a variety of datasets.
Open-vocabulary vs. Closed-set: Best Practice for Few-shot Object Detection Considering Text Describability
Open-vocabulary object detection (OVD), detecting specific classes of objects using only their linguistic descriptions (e.g., class names) without any image samples, has garnered significant attention. However, in real-world applications, the target class concepts is often hard to describe in text and the only way to specify target objects is to provide their image examples, yet it is often challenging to obtain a good number of samples. Thus, there is a high demand from practitioners for few-shot object detection (FSOD). A natural question arises: Can the benefits of OVD extend to FSOD for object classes that are difficult to describe in text? Compared to traditional methods that learn only predefined classes (referred to in this paper as closed-set object detection, COD), can the extra cost of OVD be justified? To answer these questions, we propose a method to quantify the ``text-describability'' of object detection datasets using the zero-shot image classification accuracy with CLIP. This allows us to categorize various OD datasets with different text-describability and emprically evaluate the FSOD performance of OVD and COD methods within each category. Our findings reveal that: i) there is little difference between OVD and COD for object classes with low text-describability under equal conditions in OD pretraining; and ii) although OVD can learn from more diverse data than OD-specific data, thereby increasing the volume of training data, it can be counterproductive for classes with low-text-describability. These findings provide practitioners with valuable guidance amidst the recent advancements of OVD methods.
DyTed: Disentangled Representation Learning for Discrete-time Dynamic Graph
Unsupervised representation learning for dynamic graphs has attracted a lot of research attention in recent years. Compared with static graph, the dynamic graph is a comprehensive embodiment of both the intrinsic stable characteristics of nodes and the time-related dynamic preference. However, existing methods generally mix these two types of information into a single representation space, which may lead to poor explanation, less robustness, and a limited ability when applied to different downstream tasks. To solve the above problems, in this paper, we propose a novel disenTangled representation learning framework for discrete-time Dynamic graphs, namely DyTed. We specially design a temporal-clips contrastive learning task together with a structure contrastive learning to effectively identify the time-invariant and time-varying representations respectively. To further enhance the disentanglement of these two types of representation, we propose a disentanglement-aware discriminator under an adversarial learning framework from the perspective of information theory. Extensive experiments on Tencent and five commonly used public datasets demonstrate that DyTed, as a general framework that can be applied to existing methods, achieves state-of-the-art performance on various downstream tasks, as well as be more robust against noise.
Grasping Diverse Objects with Simulated Humanoids
We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse object and trajectories. For training, we do not need dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.
PYInfer: Deep Learning Semantic Type Inference for Python Variables
Python type inference is challenging in practice. Due to its dynamic properties and extensive dependencies on third-party libraries without type annotations, the performance of traditional static analysis techniques is limited. Although semantics in source code can help manifest intended usage for variables (thus help infer types), they are usually ignored by existing tools. In this paper, we propose PYInfer, an end-to-end learning-based type inference tool that automatically generates type annotations for Python variables. The key insight is that contextual code semantics is critical in inferring the type for a variable. For each use of a variable, we collect a few tokens within its contextual scope, and design a neural network to predict its type. One challenge is that it is difficult to collect a high-quality human-labeled training dataset for this purpose. To address this issue, we apply an existing static analyzer to generate the ground truth for variables in source code. Our main contribution is a novel approach to statically infer variable types effectively and efficiently. Formulating the type inference as a classification problem, we can handle user-defined types and predict type probabilities for each variable. Our model achieves 91.2% accuracy on classifying 11 basic types in Python and 81.2% accuracy on classifying 500 most common types. Our results substantially outperform the state-of-the-art type annotators. Moreover, PYInfer achieves 5.2X more code coverage and is 187X faster than a state-of-the-art learning-based tool. With similar time consumption, our model annotates 5X more variables than a state-of-the-art static analysis tool. Our model also outperforms a learning-based function-level annotator on annotating types for variables and function arguments. All our tools and datasets are publicly available to facilitate future research in this direction.
ABC Easy as 123: A Blind Counter for Exemplar-Free Multi-Class Class-agnostic Counting
Class-agnostic counting methods enumerate objects of an arbitrary class, providing tremendous utility in many fields. Prior works have limited usefulness as they require either a set of examples of the type to be counted or that the query image contains only a single type of object. A significant factor in these shortcomings is the lack of a dataset to properly address counting in settings with more than one kind of object present. To address these issues, we propose the first Multi-class, Class-Agnostic Counting dataset (MCAC) and A Blind Counter (ABC123), a method that can count multiple types of objects simultaneously without using examples of type during training or inference. ABC123 introduces a new paradigm where instead of requiring exemplars to guide the enumeration, examples are found after the counting stage to help a user understand the generated outputs. We show that ABC123 outperforms contemporary methods on MCAC without needing human in-the-loop annotations. We also show that this performance transfers to FSC-147, the standard class-agnostic counting dataset. MCAC is available at MCAC.active.vision and ABC123 is available at ABC123.active.vision.
Relax: Composable Abstractions for End-to-End Dynamic Machine Learning
Dynamic shape computations have become critical in modern machine learning workloads, especially in emerging large language models. The success of these models has driven demand for deploying them to a diverse set of backend environments. In this paper, we present Relax, a compiler abstraction for optimizing end-to-end dynamic machine learning workloads. Relax introduces first-class symbolic shape annotations to track dynamic shape computations globally across the program. It also introduces a cross-level abstraction that encapsulates computational graphs, loop-level tensor programs, and library calls in a single representation to enable cross-level optimizations. We build an end-to-end compilation framework using the proposed approach to optimize dynamic shape models. Experimental results on large language models show that Relax delivers performance competitive with state-of-the-art hand-optimized systems across platforms and enables deployment of emerging dynamic models to a broader set of environments, including mobile phones, embedded devices, and web browsers.
Few-Shot Class-Incremental Learning by Sampling Multi-Phase Tasks
New classes arise frequently in our ever-changing world, e.g., emerging topics in social media and new types of products in e-commerce. A model should recognize new classes and meanwhile maintain discriminability over old classes. Under severe circumstances, only limited novel instances are available to incrementally update the model. The task of recognizing few-shot new classes without forgetting old classes is called few-shot class-incremental learning (FSCIL). In this work, we propose a new paradigm for FSCIL based on meta-learning by LearnIng Multi-phase Incremental Tasks (LIMIT), which synthesizes fake FSCIL tasks from the base dataset. The data format of fake tasks is consistent with the `real' incremental tasks, and we can build a generalizable feature space for the unseen tasks through meta-learning. Besides, LIMIT also constructs a calibration module based on transformer, which calibrates the old class classifiers and new class prototypes into the same scale and fills in the semantic gap. The calibration module also adaptively contextualizes the instance-specific embedding with a set-to-set function. LIMIT efficiently adapts to new classes and meanwhile resists forgetting over old classes. Experiments on three benchmark datasets (CIFAR100, miniImageNet, and CUB200) and large-scale dataset, i.e., ImageNet ILSVRC2012 validate that LIMIT achieves state-of-the-art performance.
GrootVL: Tree Topology is All You Need in State Space Model
The state space models, employing recursively propagated features, demonstrate strong representation capabilities comparable to Transformer models and superior efficiency. However, constrained by the inherent geometric constraints of sequences, it still falls short in modeling long-range dependencies. To address this issue, we propose the GrootVL network, which first dynamically generates a tree topology based on spatial relationships and input features. Then, feature propagation is performed based on this graph, thereby breaking the original sequence constraints to achieve stronger representation capabilities. Additionally, we introduce a linear complexity dynamic programming algorithm to enhance long-range interactions without increasing computational cost. GrootVL is a versatile multimodal framework that can be applied to both visual and textual tasks. Extensive experiments demonstrate that our method significantly outperforms existing structured state space models on image classification, object detection and segmentation. Besides, by fine-tuning large language models, our approach achieves consistent improvements in multiple textual tasks at minor training cost.
Learning dynamic representations of the functional connectome in neurobiological networks
The static synaptic connectivity of neuronal circuits stands in direct contrast to the dynamics of their function. As in changing community interactions, different neurons can participate actively in various combinations to effect behaviors at different times. We introduce an unsupervised approach to learn the dynamic affinities between neurons in live, behaving animals, and to reveal which communities form among neurons at different times. The inference occurs in two major steps. First, pairwise non-linear affinities between neuronal traces from brain-wide calcium activity are organized by non-negative tensor factorization (NTF). Each factor specifies which groups of neurons are most likely interacting for an inferred interval in time, and for which animals. Finally, a generative model that allows for weighted community detection is applied to the functional motifs produced by NTF to reveal a dynamic functional connectome. Since time codes the different experimental variables (e.g., application of chemical stimuli), this provides an atlas of neural motifs active during separate stages of an experiment (e.g., stimulus application or spontaneous behaviors). Results from our analysis are experimentally validated, confirming that our method is able to robustly predict causal interactions between neurons to generate behavior. Code is available at https://github.com/dyballa/dynamic-connectomes.
COCO-Stuff: Thing and Stuff Classes in Context
Semantic classes can be either things (objects with a well-defined shape, e.g. car, person) or stuff (amorphous background regions, e.g. grass, sky). While lots of classification and detection works focus on thing classes, less attention has been given to stuff classes. Nonetheless, stuff classes are important as they allow to explain important aspects of an image, including (1) scene type; (2) which thing classes are likely to be present and their location (through contextual reasoning); (3) physical attributes, material types and geometric properties of the scene. To understand stuff and things in context we introduce COCO-Stuff, which augments all 164K images of the COCO 2017 dataset with pixel-wise annotations for 91 stuff classes. We introduce an efficient stuff annotation protocol based on superpixels, which leverages the original thing annotations. We quantify the speed versus quality trade-off of our protocol and explore the relation between annotation time and boundary complexity. Furthermore, we use COCO-Stuff to analyze: (a) the importance of stuff and thing classes in terms of their surface cover and how frequently they are mentioned in image captions; (b) the spatial relations between stuff and things, highlighting the rich contextual relations that make our dataset unique; (c) the performance of a modern semantic segmentation method on stuff and thing classes, and whether stuff is easier to segment than things.
Open World Object Detection in the Era of Foundation Models
Object detection is integral to a bevy of real-world applications, from robotics to medical image analysis. To be used reliably in such applications, models must be capable of handling unexpected - or novel - objects. The open world object detection (OWD) paradigm addresses this challenge by enabling models to detect unknown objects and learn discovered ones incrementally. However, OWD method development is hindered due to the stringent benchmark and task definitions. These definitions effectively prohibit foundation models. Here, we aim to relax these definitions and investigate the utilization of pre-trained foundation models in OWD. First, we show that existing benchmarks are insufficient in evaluating methods that utilize foundation models, as even naive integration methods nearly saturate these benchmarks. This result motivated us to curate a new and challenging benchmark for these models. Therefore, we introduce a new benchmark that includes five real-world application-driven datasets, including challenging domains such as aerial and surgical images, and establish baselines. We exploit the inherent connection between classes in application-driven datasets and introduce a novel method, Foundation Object detection Model for the Open world, or FOMO, which identifies unknown objects based on their shared attributes with the base known objects. FOMO has ~3x unknown object mAP compared to baselines on our benchmark. However, our results indicate a significant place for improvement - suggesting a great research opportunity in further scaling object detection methods to real-world domains. Our code and benchmark are available at https://orrzohar.github.io/projects/fomo/.
Artificial Kuramoto Oscillatory Neurons
It has long been known in both neuroscience and AI that ``binding'' between neurons leads to a form of competitive learning where representations are compressed in order to represent more abstract concepts in deeper layers of the network. More recently, it was also hypothesized that dynamic (spatiotemporal) representations play an important role in both neuroscience and AI. Building on these ideas, we introduce Artificial Kuramoto Oscillatory Neurons (AKOrN) as a dynamical alternative to threshold units, which can be combined with arbitrary connectivity designs such as fully connected, convolutional, or attentive mechanisms. Our generalized Kuramoto updates bind neurons together through their synchronization dynamics. We show that this idea provides performance improvements across a wide spectrum of tasks such as unsupervised object discovery, adversarial robustness, calibrated uncertainty quantification, and reasoning. We believe that these empirical results show the importance of rethinking our assumptions at the most basic neuronal level of neural representation, and in particular show the importance of dynamical representations.
Described Object Detection: Liberating Object Detection with Flexible Expressions
Detecting objects based on language information is a popular task that includes Open-Vocabulary object Detection (OVD) and Referring Expression Comprehension (REC). In this paper, we advance them to a more practical setting called Described Object Detection (DOD) by expanding category names to flexible language expressions for OVD and overcoming the limitation of REC only grounding the pre-existing object. We establish the research foundation for DOD by constructing a Description Detection Dataset (D^3). This dataset features flexible language expressions, whether short category names or long descriptions, and annotating all described objects on all images without omission. By evaluating previous SOTA methods on D^3, we find some troublemakers that fail current REC, OVD, and bi-functional methods. REC methods struggle with confidence scores, rejecting negative instances, and multi-target scenarios, while OVD methods face constraints with long and complex descriptions. Recent bi-functional methods also do not work well on DOD due to their separated training procedures and inference strategies for REC and OVD tasks. Building upon the aforementioned findings, we propose a baseline that largely improves REC methods by reconstructing the training data and introducing a binary classification sub-task, outperforming existing methods. Data and code are available at https://github.com/shikras/d-cube and related works are tracked in https://github.com/Charles-Xie/awesome-described-object-detection.
Learning Dynamical Demand Response Model in Real-Time Pricing Program
Price responsiveness is a major feature of end use customers (EUCs) that participate in demand response (DR) programs, and has been conventionally modeled with static demand functions, which take the electricity price as the input and the aggregate energy consumption as the output. This, however, neglects the inherent temporal correlation of the EUC behaviors, and may result in large errors when predicting the actual responses of EUCs in real-time pricing (RTP) programs. In this paper, we propose a dynamical DR model so as to capture the temporal behavior of the EUCs. The states in the proposed dynamical DR model can be explicitly chosen, in which case the model can be represented by a linear function or a multi-layer feedforward neural network, or implicitly chosen, in which case the model can be represented by a recurrent neural network or a long short-term memory unit network. In both cases, the dynamical DR model can be learned from historical price and energy consumption data. Numerical simulation illustrated how the states are chosen and also showed the proposed dynamical DR model significantly outperforms the static ones.
Cross-Domain Policy Adaptation via Value-Guided Data Filtering
Generalizing policies across different domains with dynamics mismatch poses a significant challenge in reinforcement learning. For example, a robot learns the policy in a simulator, but when it is deployed in the real world, the dynamics of the environment may be different. Given the source and target domain with dynamics mismatch, we consider the online dynamics adaptation problem, in which case the agent can access sufficient source domain data while online interactions with the target domain are limited. Existing research has attempted to solve the problem from the dynamics discrepancy perspective. In this work, we reveal the limitations of these methods and explore the problem from the value difference perspective via a novel insight on the value consistency across domains. Specifically, we present the Value-Guided Data Filtering (VGDF) algorithm, which selectively shares transitions from the source domain based on the proximity of paired value targets across the two domains. Empirical results on various environments with kinematic and morphology shifts demonstrate that our method achieves superior performance compared to prior approaches.
Shepherding Slots to Objects: Towards Stable and Robust Object-Centric Learning
Object-centric learning (OCL) aspires general and compositional understanding of scenes by representing a scene as a collection of object-centric representations. OCL has also been extended to multi-view image and video datasets to apply various data-driven inductive biases by utilizing geometric or temporal information in the multi-image data. Single-view images carry less information about how to disentangle a given scene than videos or multi-view images do. Hence, owing to the difficulty of applying inductive biases, OCL for single-view images remains challenging, resulting in inconsistent learning of object-centric representation. To this end, we introduce a novel OCL framework for single-view images, SLot Attention via SHepherding (SLASH), which consists of two simple-yet-effective modules on top of Slot Attention. The new modules, Attention Refining Kernel (ARK) and Intermediate Point Predictor and Encoder (IPPE), respectively, prevent slots from being distracted by the background noise and indicate locations for slots to focus on to facilitate learning of object-centric representation. We also propose a weak semi-supervision approach for OCL, whilst our proposed framework can be used without any assistant annotation during the inference. Experiments show that our proposed method enables consistent learning of object-centric representation and achieves strong performance across four datasets. Code is available at https://github.com/object-understanding/SLASH.
Automated Dynamic Algorithm Configuration
The performance of an algorithm often critically depends on its parameter configuration. While a variety of automated algorithm configuration methods have been proposed to relieve users from the tedious and error-prone task of manually tuning parameters, there is still a lot of untapped potential as the learned configuration is static, i.e., parameter settings remain fixed throughout the run. However, it has been shown that some algorithm parameters are best adjusted dynamically during execution, e.g., to adapt to the current part of the optimization landscape. Thus far, this is most commonly achieved through hand-crafted heuristics. A promising recent alternative is to automatically learn such dynamic parameter adaptation policies from data. In this article, we give the first comprehensive account of this new field of automated dynamic algorithm configuration (DAC), present a series of recent advances, and provide a solid foundation for future research in this field. Specifically, we (i) situate DAC in the broader historical context of AI research; (ii) formalize DAC as a computational problem; (iii) identify the methods used in prior-art to tackle this problem; (iv) conduct empirical case studies for using DAC in evolutionary optimization, AI planning, and machine learning.
YCB-LUMA: YCB Object Dataset with Luminance Keying for Object Localization
Localizing target objects in images is an important task in computer vision. Often it is the first step towards solving a variety of applications in autonomous driving, maintenance, quality insurance, robotics, and augmented reality. Best in class solutions for this task rely on deep neural networks, which require a set of representative training data for best performance. Creating sets of sufficient quality, variety, and size is often difficult, error prone, and expensive. This is where the method of luminance keying can help: it provides a simple yet effective solution to record high quality data for training object detection and segmentation. We extend previous work that presented luminance keying on the common YCB-V set of household objects by recording the remaining objects of the YCB superset. The additional variety of objects - addition of transparency, multiple color variations, non-rigid objects - further demonstrates the usefulness of luminance keying and might be used to test the applicability of the approach on new 2D object detection and segmentation algorithms.
Deep Class-Incremental Learning: A Survey
Deep models, e.g., CNNs and Vision Transformers, have achieved impressive achievements in many vision tasks in the closed world. However, novel classes emerge from time to time in our ever-changing world, requiring a learning system to acquire new knowledge continually. For example, a robot needs to understand new instructions, and an opinion monitoring system should analyze emerging topics every day. Class-Incremental Learning (CIL) enables the learner to incorporate the knowledge of new classes incrementally and build a universal classifier among all seen classes. Correspondingly, when directly training the model with new class instances, a fatal problem occurs -- the model tends to catastrophically forget the characteristics of former ones, and its performance drastically degrades. There have been numerous efforts to tackle catastrophic forgetting in the machine learning community. In this paper, we survey comprehensively recent advances in deep class-incremental learning and summarize these methods from three aspects, i.e., data-centric, model-centric, and algorithm-centric. We also provide a rigorous and unified evaluation of 16 methods in benchmark image classification tasks to find out the characteristics of different algorithms empirically. Furthermore, we notice that the current comparison protocol ignores the influence of memory budget in model storage, which may result in unfair comparison and biased results. Hence, we advocate fair comparison by aligning the memory budget in evaluation, as well as several memory-agnostic performance measures. The source code to reproduce these evaluations is available at https://github.com/zhoudw-zdw/CIL_Survey/
VoxPoser: Composable 3D Value Maps for Robotic Manipulation with Language Models
Large language models (LLMs) are shown to possess a wealth of actionable knowledge that can be extracted for robot manipulation in the form of reasoning and planning. Despite the progress, most still rely on pre-defined motion primitives to carry out the physical interactions with the environment, which remains a major bottleneck. In this work, we aim to synthesize robot trajectories, i.e., a dense sequence of 6-DoF end-effector waypoints, for a large variety of manipulation tasks given an open-set of instructions and an open-set of objects. We achieve this by first observing that LLMs excel at inferring affordances and constraints given a free-form language instruction. More importantly, by leveraging their code-writing capabilities, they can interact with a visual-language model (VLM) to compose 3D value maps to ground the knowledge into the observation space of the agent. The composed value maps are then used in a model-based planning framework to zero-shot synthesize closed-loop robot trajectories with robustness to dynamic perturbations. We further demonstrate how the proposed framework can benefit from online experiences by efficiently learning a dynamics model for scenes that involve contact-rich interactions. We present a large-scale study of the proposed method in both simulated and real-robot environments, showcasing the ability to perform a large variety of everyday manipulation tasks specified in free-form natural language. Project website: https://voxposer.github.io
Action Matching: Learning Stochastic Dynamics from Samples
Learning the continuous dynamics of a system from snapshots of its temporal marginals is a problem which appears throughout natural sciences and machine learning, including in quantum systems, single-cell biological data, and generative modeling. In these settings, we assume access to cross-sectional samples that are uncorrelated over time, rather than full trajectories of samples. In order to better understand the systems under observation, we would like to learn a model of the underlying process that allows us to propagate samples in time and thereby simulate entire individual trajectories. In this work, we propose Action Matching, a method for learning a rich family of dynamics using only independent samples from its time evolution. We derive a tractable training objective, which does not rely on explicit assumptions about the underlying dynamics and does not require back-propagation through differential equations or optimal transport solvers. Inspired by connections with optimal transport, we derive extensions of Action Matching to learn stochastic differential equations and dynamics involving creation and destruction of probability mass. Finally, we showcase applications of Action Matching by achieving competitive performance in a diverse set of experiments from biology, physics, and generative modeling.
YOLO9000: Better, Faster, Stronger
We introduce YOLO9000, a state-of-the-art, real-time object detection system that can detect over 9000 object categories. First we propose various improvements to the YOLO detection method, both novel and drawn from prior work. The improved model, YOLOv2, is state-of-the-art on standard detection tasks like PASCAL VOC and COCO. At 67 FPS, YOLOv2 gets 76.8 mAP on VOC 2007. At 40 FPS, YOLOv2 gets 78.6 mAP, outperforming state-of-the-art methods like Faster RCNN with ResNet and SSD while still running significantly faster. Finally we propose a method to jointly train on object detection and classification. Using this method we train YOLO9000 simultaneously on the COCO detection dataset and the ImageNet classification dataset. Our joint training allows YOLO9000 to predict detections for object classes that don't have labelled detection data. We validate our approach on the ImageNet detection task. YOLO9000 gets 19.7 mAP on the ImageNet detection validation set despite only having detection data for 44 of the 200 classes. On the 156 classes not in COCO, YOLO9000 gets 16.0 mAP. But YOLO can detect more than just 200 classes; it predicts detections for more than 9000 different object categories. And it still runs in real-time.
Interactive Class-Agnostic Object Counting
We propose a novel framework for interactive class-agnostic object counting, where a human user can interactively provide feedback to improve the accuracy of a counter. Our framework consists of two main components: a user-friendly visualizer to gather feedback and an efficient mechanism to incorporate it. In each iteration, we produce a density map to show the current prediction result, and we segment it into non-overlapping regions with an easily verifiable number of objects. The user can provide feedback by selecting a region with obvious counting errors and specifying the range for the estimated number of objects within it. To improve the counting result, we develop a novel adaptation loss to force the visual counter to output the predicted count within the user-specified range. For effective and efficient adaptation, we propose a refinement module that can be used with any density-based visual counter, and only the parameters in the refinement module will be updated during adaptation. Our experiments on two challenging class-agnostic object counting benchmarks, FSCD-LVIS and FSC-147, show that our method can reduce the mean absolute error of multiple state-of-the-art visual counters by roughly 30% to 40% with minimal user input. Our project can be found at https://yifehuang97.github.io/ICACountProjectPage/.
Feature Splatting: Language-Driven Physics-Based Scene Synthesis and Editing
Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language. Project website: https://feature-splatting.github.io/
Shape of Motion: 4D Reconstruction from a Single Video
Monocular dynamic reconstruction is a challenging and long-standing vision problem due to the highly ill-posed nature of the task. Existing approaches are limited in that they either depend on templates, are effective only in quasi-static scenes, or fail to model 3D motion explicitly. In this work, we introduce a method capable of reconstructing generic dynamic scenes, featuring explicit, full-sequence-long 3D motion, from casually captured monocular videos. We tackle the under-constrained nature of the problem with two key insights: First, we exploit the low-dimensional structure of 3D motion by representing scene motion with a compact set of SE3 motion bases. Each point's motion is expressed as a linear combination of these bases, facilitating soft decomposition of the scene into multiple rigidly-moving groups. Second, we utilize a comprehensive set of data-driven priors, including monocular depth maps and long-range 2D tracks, and devise a method to effectively consolidate these noisy supervisory signals, resulting in a globally consistent representation of the dynamic scene. Experiments show that our method achieves state-of-the-art performance for both long-range 3D/2D motion estimation and novel view synthesis on dynamic scenes. Project Page: https://shape-of-motion.github.io/
Hyp-OW: Exploiting Hierarchical Structure Learning with Hyperbolic Distance Enhances Open World Object Detection
Open World Object Detection (OWOD) is a challenging and realistic task that extends beyond the scope of standard Object Detection task. It involves detecting both known and unknown objects while integrating learned knowledge for future tasks. However, the level of "unknownness" varies significantly depending on the context. For example, a tree is typically considered part of the background in a self-driving scene, but it may be significant in a household context. We argue that this contextual information should already be embedded within the known classes. In other words, there should be a semantic or latent structure relationship between the known and unknown items to be discovered. Motivated by this observation, we propose Hyp-OW, a method that learns and models hierarchical representation of known items through a SuperClass Regularizer. Leveraging this representation allows us to effectively detect unknown objects using a similarity distance-based relabeling module. Extensive experiments on benchmark datasets demonstrate the effectiveness of Hyp-OW, achieving improvement in both known and unknown detection (up to 6 percent). These findings are particularly pronounced in our newly designed benchmark, where a strong hierarchical structure exists between known and unknown objects. Our code can be found at https://github.com/tldoan/-HYP-OW-AAAI-2024-
HGCLIP: Exploring Vision-Language Models with Graph Representations for Hierarchical Understanding
Object categories are typically organized into a multi-granularity taxonomic hierarchy. When classifying categories at different hierarchy levels, traditional uni-modal approaches focus primarily on image features, revealing limitations in complex scenarios. Recent studies integrating Vision-Language Models (VLMs) with class hierarchies have shown promise, yet they fall short of fully exploiting the hierarchical relationships. These efforts are constrained by their inability to perform effectively across varied granularity of categories. To tackle this issue, we propose a novel framework (HGCLIP) that effectively combines CLIP with a deeper exploitation of the Hierarchical class structure via Graph representation learning. We explore constructing the class hierarchy into a graph, with its nodes representing the textual or image features of each category. After passing through a graph encoder, the textual features incorporate hierarchical structure information, while the image features emphasize class-aware features derived from prototypes through the attention mechanism. Our approach demonstrates significant improvements on 11 diverse visual recognition benchmarks. Our codes are fully available at https://github.com/richard-peng-xia/HGCLIP.
Objects Can Move: 3D Change Detection by Geometric Transformation Constistency
AR/VR applications and robots need to know when the scene has changed. An example is when objects are moved, added, or removed from the scene. We propose a 3D object discovery method that is based only on scene changes. Our method does not need to encode any assumptions about what is an object, but rather discovers objects by exploiting their coherent move. Changes are initially detected as differences in the depth maps and segmented as objects if they undergo rigid motions. A graph cut optimization propagates the changing labels to geometrically consistent regions. Experiments show that our method achieves state-of-the-art performance on the 3RScan dataset against competitive baselines. The source code of our method can be found at https://github.com/katadam/ObjectsCanMove.
MotorFactory: A Blender Add-on for Large Dataset Generation of Small Electric Motors
To enable automatic disassembly of different product types with uncertain conditions and degrees of wear in remanufacturing, agile production systems that can adapt dynamically to changing requirements are needed. Machine learning algorithms can be employed due to their generalization capabilities of learning from various types and variants of products. However, in reality, datasets with a diversity of samples that can be used to train models are difficult to obtain in the initial period. This may cause bad performances when the system tries to adapt to new unseen input data in the future. In order to generate large datasets for different learning purposes, in our project, we present a Blender add-on named MotorFactory to generate customized mesh models of various motor instances. MotorFactory allows to create mesh models which, complemented with additional add-ons, can be further used to create synthetic RGB images, depth images, normal images, segmentation ground truth masks, and 3D point cloud datasets with point-wise semantic labels. The created synthetic datasets may be used for various tasks including motor type classification, object detection for decentralized material transfer tasks, part segmentation for disassembly and handling tasks, or even reinforcement learning-based robotics control or view-planning.
Physically Grounded Vision-Language Models for Robotic Manipulation
Recent advances in vision-language models (VLMs) have led to improved performance on tasks such as visual question answering and image captioning. Consequently, these models are now well-positioned to reason about the physical world, particularly within domains such as robotic manipulation. However, current VLMs are limited in their understanding of the physical concepts (e.g., material, fragility) of common objects, which restricts their usefulness for robotic manipulation tasks that involve interaction and physical reasoning about such objects. To address this limitation, we propose PhysObjects, an object-centric dataset of 36.9K crowd-sourced and 417K automated physical concept annotations of common household objects. We demonstrate that fine-tuning a VLM on PhysObjects improves its understanding of physical object concepts, by capturing human priors of these concepts from visual appearance. We incorporate this physically-grounded VLM in an interactive framework with a large language model-based robotic planner, and show improved planning performance on tasks that require reasoning about physical object concepts, compared to baselines that do not leverage physically-grounded VLMs. We additionally illustrate the benefits of our physically-grounded VLM on a real robot, where it improves task success rates. We release our dataset and provide further details and visualizations of our results at https://iliad.stanford.edu/pg-vlm/.
Cycle Consistency Driven Object Discovery
Developing deep learning models that effectively learn object-centric representations, akin to human cognition, remains a challenging task. Existing approaches facilitate object discovery by representing objects as fixed-size vectors, called ``slots'' or ``object files''. While these approaches have shown promise in certain scenarios, they still exhibit certain limitations. First, they rely on architectural priors which can be unreliable and usually require meticulous engineering to identify the correct objects. Second, there has been a notable gap in investigating the practical utility of these representations in downstream tasks. To address the first limitation, we introduce a method that explicitly optimizes the constraint that each object in a scene should be associated with a distinct slot. We formalize this constraint by introducing consistency objectives which are cyclic in nature. By integrating these consistency objectives into various existing slot-based object-centric methods, we showcase substantial improvements in object-discovery performance. These enhancements consistently hold true across both synthetic and real-world scenes, underscoring the effectiveness and adaptability of the proposed approach. To tackle the second limitation, we apply the learned object-centric representations from the proposed method to two downstream reinforcement learning tasks, demonstrating considerable performance enhancements compared to conventional slot-based and monolithic representation learning methods. Our results suggest that the proposed approach not only improves object discovery, but also provides richer features for downstream tasks.
Alice Benchmarks: Connecting Real World Re-Identification with the Synthetic
For object re-identification (re-ID), learning from synthetic data has become a promising strategy to cheaply acquire large-scale annotated datasets and effective models, with few privacy concerns. Many interesting research problems arise from this strategy, e.g., how to reduce the domain gap between synthetic source and real-world target. To facilitate developing more new approaches in learning from synthetic data, we introduce the Alice benchmarks, large-scale datasets providing benchmarks as well as evaluation protocols to the research community. Within the Alice benchmarks, two object re-ID tasks are offered: person and vehicle re-ID. We collected and annotated two challenging real-world target datasets: AlicePerson and AliceVehicle, captured under various illuminations, image resolutions, etc. As an important feature of our real target, the clusterability of its training set is not manually guaranteed to make it closer to a real domain adaptation test scenario. Correspondingly, we reuse existing PersonX and VehicleX as synthetic source domains. The primary goal is to train models from synthetic data that can work effectively in the real world. In this paper, we detail the settings of Alice benchmarks, provide an analysis of existing commonly-used domain adaptation methods, and discuss some interesting future directions. An online server has been set up for the community to evaluate methods conveniently and fairly. Datasets and the online server details are available at https://sites.google.com/view/alice-benchmarks.
Discovering Object-Centric Generalized Value Functions From Pixels
Deep Reinforcement Learning has shown significant progress in extracting useful representations from high-dimensional inputs albeit using hand-crafted auxiliary tasks and pseudo rewards. Automatically learning such representations in an object-centric manner geared towards control and fast adaptation remains an open research problem. In this paper, we introduce a method that tries to discover meaningful features from objects, translating them to temporally coherent "question" functions and leveraging the subsequent learned general value functions for control. We compare our approach with state-of-the-art techniques alongside other ablations and show competitive performance in both stationary and non-stationary settings. Finally, we also investigate the discovered general value functions and through qualitative analysis show that the learned representations are not only interpretable but also, centered around objects that are invariant to changes across tasks facilitating fast adaptation.