Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeDrivingDiffusion: Layout-Guided multi-view driving scene video generation with latent diffusion model
With the increasing popularity of autonomous driving based on the powerful and unified bird's-eye-view (BEV) representation, a demand for high-quality and large-scale multi-view video data with accurate annotation is urgently required. However, such large-scale multi-view data is hard to obtain due to expensive collection and annotation costs. To alleviate the problem, we propose a spatial-temporal consistent diffusion framework DrivingDiffusion, to generate realistic multi-view videos controlled by 3D layout. There are three challenges when synthesizing multi-view videos given a 3D layout: How to keep 1) cross-view consistency and 2) cross-frame consistency? 3) How to guarantee the quality of the generated instances? Our DrivingDiffusion solves the problem by cascading the multi-view single-frame image generation step, the single-view video generation step shared by multiple cameras, and post-processing that can handle long video generation. In the multi-view model, the consistency of multi-view images is ensured by information exchange between adjacent cameras. In the temporal model, we mainly query the information that needs attention in subsequent frame generation from the multi-view images of the first frame. We also introduce the local prompt to effectively improve the quality of generated instances. In post-processing, we further enhance the cross-view consistency of subsequent frames and extend the video length by employing temporal sliding window algorithm. Without any extra cost, our model can generate large-scale realistic multi-camera driving videos in complex urban scenes, fueling the downstream driving tasks. The code will be made publicly available.
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.
Portrait4D-v2: Pseudo Multi-View Data Creates Better 4D Head Synthesizer
In this paper, we propose a novel learning approach for feed-forward one-shot 4D head avatar synthesis. Different from existing methods that often learn from reconstructing monocular videos guided by 3DMM, we employ pseudo multi-view videos to learn a 4D head synthesizer in a data-driven manner, avoiding reliance on inaccurate 3DMM reconstruction that could be detrimental to the synthesis performance. The key idea is to first learn a 3D head synthesizer using synthetic multi-view images to convert monocular real videos into multi-view ones, and then utilize the pseudo multi-view videos to learn a 4D head synthesizer via cross-view self-reenactment. By leveraging a simple vision transformer backbone with motion-aware cross-attentions, our method exhibits superior performance compared to previous methods in terms of reconstruction fidelity, geometry consistency, and motion control accuracy. We hope our method offers novel insights into integrating 3D priors with 2D supervisions for improved 4D head avatar creation.
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.
UniMLVG: Unified Framework for Multi-view Long Video Generation with Comprehensive Control Capabilities for Autonomous Driving
The creation of diverse and realistic driving scenarios has become essential to enhance perception and planning capabilities of the autonomous driving system. However, generating long-duration, surround-view consistent driving videos remains a significant challenge. To address this, we present UniMLVG, a unified framework designed to generate extended street multi-perspective videos under precise control. By integrating single- and multi-view driving videos into the training data, our approach updates cross-frame and cross-view modules across three stages with different training objectives, substantially boosting the diversity and quality of generated visual content. Additionally, we employ the explicit viewpoint modeling in multi-view video generation to effectively improve motion transition consistency. Capable of handling various input reference formats (e.g., text, images, or video), our UniMLVG generates high-quality multi-view videos according to the corresponding condition constraints such as 3D bounding boxes or frame-level text descriptions. Compared to the best models with similar capabilities, our framework achieves improvements of 21.4% in FID and 36.5% in FVD.
PKU-DyMVHumans: A Multi-View Video Benchmark for High-Fidelity Dynamic Human Modeling
High-quality human reconstruction and photo-realistic rendering of a dynamic scene is a long-standing problem in computer vision and graphics. Despite considerable efforts invested in developing various capture systems and reconstruction algorithms, recent advancements still struggle with loose or oversized clothing and overly complex poses. In part, this is due to the challenges of acquiring high-quality human datasets. To facilitate the development of these fields, in this paper, we present PKU-DyMVHumans, a versatile human-centric dataset for high-fidelity reconstruction and rendering of dynamic human scenarios from dense multi-view videos. It comprises 8.2 million frames captured by more than 56 synchronized cameras across diverse scenarios. These sequences comprise 32 human subjects across 45 different scenarios, each with a high-detailed appearance and realistic human motion. Inspired by recent advancements in neural radiance field (NeRF)-based scene representations, we carefully set up an off-the-shelf framework that is easy to provide those state-of-the-art NeRF-based implementations and benchmark on PKU-DyMVHumans dataset. It is paving the way for various applications like fine-grained foreground/background decomposition, high-quality human reconstruction and photo-realistic novel view synthesis of a dynamic scene. Extensive studies are performed on the benchmark, demonstrating new observations and challenges that emerge from using such high-fidelity dynamic data.
Gaussian Garments: Reconstructing Simulation-Ready Clothing with Photorealistic Appearance from Multi-View Video
We introduce Gaussian Garments, a novel approach for reconstructing realistic simulation-ready garment assets from multi-view videos. Our method represents garments with a combination of a 3D mesh and a Gaussian texture that encodes both the color and high-frequency surface details. This representation enables accurate registration of garment geometries to multi-view videos and helps disentangle albedo textures from lighting effects. Furthermore, we demonstrate how a pre-trained graph neural network (GNN) can be fine-tuned to replicate the real behavior of each garment. The reconstructed Gaussian Garments can be automatically combined into multi-garment outfits and animated with the fine-tuned GNN.
MetaCap: Meta-learning Priors from Multi-View Imagery for Sparse-view Human Performance Capture and Rendering
Faithful human performance capture and free-view rendering from sparse RGB observations is a long-standing problem in Vision and Graphics. The main challenges are the lack of observations and the inherent ambiguities of the setting, e.g. occlusions and depth ambiguity. As a result, radiance fields, which have shown great promise in capturing high-frequency appearance and geometry details in dense setups, perform poorly when naively supervising them on sparse camera views, as the field simply overfits to the sparse-view inputs. To address this, we propose MetaCap, a method for efficient and high-quality geometry recovery and novel view synthesis given very sparse or even a single view of the human. Our key idea is to meta-learn the radiance field weights solely from potentially sparse multi-view videos, which can serve as a prior when fine-tuning them on sparse imagery depicting the human. This prior provides a good network weight initialization, thereby effectively addressing ambiguities in sparse-view capture. Due to the articulated structure of the human body and motion-induced surface deformations, learning such a prior is non-trivial. Therefore, we propose to meta-learn the field weights in a pose-canonicalized space, which reduces the spatial feature range and makes feature learning more effective. Consequently, one can fine-tune our field parameters to quickly generalize to unseen poses, novel illumination conditions as well as novel and sparse (even monocular) camera views. For evaluating our method under different scenarios, we collect a new dataset, WildDynaCap, which contains subjects captured in, both, a dense camera dome and in-the-wild sparse camera rigs, and demonstrate superior results compared to recent state-of-the-art methods on, both, public and WildDynaCap dataset.
Animate3D: Animating Any 3D Model with Multi-view Video Diffusion
Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model's multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct motions directly from generated multi-view videos, followed by the introduced 4D-SDS to refine both appearance and motion. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models will be open-released.
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
TrajectoryCrafter: Redirecting Camera Trajectory for Monocular Videos via Diffusion Models
We present TrajectoryCrafter, a novel approach to redirect camera trajectories for monocular videos. By disentangling deterministic view transformations from stochastic content generation, our method achieves precise control over user-specified camera trajectories. We propose a novel dual-stream conditional video diffusion model that concurrently integrates point cloud renders and source videos as conditions, ensuring accurate view transformations and coherent 4D content generation. Instead of leveraging scarce multi-view videos, we curate a hybrid training dataset combining web-scale monocular videos with static multi-view datasets, by our innovative double-reprojection strategy, significantly fostering robust generalization across diverse scenes. Extensive evaluations on multi-view and large-scale monocular videos demonstrate the superior performance of our method.
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.
Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes
This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.
EmoTalk3D: High-Fidelity Free-View Synthesis of Emotional 3D Talking Head
We present a novel approach for synthesizing 3D talking heads with controllable emotion, featuring enhanced lip synchronization and rendering quality. Despite significant progress in the field, prior methods still suffer from multi-view consistency and a lack of emotional expressiveness. To address these issues, we collect EmoTalk3D dataset with calibrated multi-view videos, emotional annotations, and per-frame 3D geometry. By training on the EmoTalk3D dataset, we propose a `Speech-to-Geometry-to-Appearance' mapping framework that first predicts faithful 3D geometry sequence from the audio features, then the appearance of a 3D talking head represented by 4D Gaussians is synthesized from the predicted geometry. The appearance is further disentangled into canonical and dynamic Gaussians, learned from multi-view videos, and fused to render free-view talking head animation. Moreover, our model enables controllable emotion in the generated talking heads and can be rendered in wide-range views. Our method exhibits improved rendering quality and stability in lip motion generation while capturing dynamic facial details such as wrinkles and subtle expressions. Experiments demonstrate the effectiveness of our approach in generating high-fidelity and emotion-controllable 3D talking heads. The code and EmoTalk3D dataset are released at https://nju-3dv.github.io/projects/EmoTalk3D.
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.
GeneMAN: Generalizable Single-Image 3D Human Reconstruction from Multi-Source Human Data
Given a single in-the-wild human photo, it remains a challenging task to reconstruct a high-fidelity 3D human model. Existing methods face difficulties including a) the varying body proportions captured by in-the-wild human images; b) diverse personal belongings within the shot; and c) ambiguities in human postures and inconsistency in human textures. In addition, the scarcity of high-quality human data intensifies the challenge. To address these problems, we propose a Generalizable image-to-3D huMAN reconstruction framework, dubbed GeneMAN, building upon a comprehensive multi-source collection of high-quality human data, including 3D scans, multi-view videos, single photos, and our generated synthetic human data. GeneMAN encompasses three key modules. 1) Without relying on parametric human models (e.g., SMPL), GeneMAN first trains a human-specific text-to-image diffusion model and a view-conditioned diffusion model, serving as GeneMAN 2D human prior and 3D human prior for reconstruction, respectively. 2) With the help of the pretrained human prior models, the Geometry Initialization-&-Sculpting pipeline is leveraged to recover high-quality 3D human geometry given a single image. 3) To achieve high-fidelity 3D human textures, GeneMAN employs the Multi-Space Texture Refinement pipeline, consecutively refining textures in the latent and the pixel spaces. Extensive experimental results demonstrate that GeneMAN could generate high-quality 3D human models from a single image input, outperforming prior state-of-the-art methods. Notably, GeneMAN could reveal much better generalizability in dealing with in-the-wild images, often yielding high-quality 3D human models in natural poses with common items, regardless of the body proportions in the input images.
FluidNexus: 3D Fluid Reconstruction and Prediction from a Single Video
We study reconstructing and predicting 3D fluid appearance and velocity from a single video. Current methods require multi-view videos for fluid reconstruction. We present FluidNexus, a novel framework that bridges video generation and physics simulation to tackle this task. Our key insight is to synthesize multiple novel-view videos as references for reconstruction. FluidNexus consists of two key components: (1) a novel-view video synthesizer that combines frame-wise view synthesis with video diffusion refinement for generating realistic videos, and (2) a physics-integrated particle representation coupling differentiable simulation and rendering to simultaneously facilitate 3D fluid reconstruction and prediction. To evaluate our approach, we collect two new real-world fluid datasets featuring textured backgrounds and object interactions. Our method enables dynamic novel view synthesis, future prediction, and interaction simulation from a single fluid video. Project website: https://yuegao.me/FluidNexus.
FineBio: A Fine-Grained Video Dataset of Biological Experiments with Hierarchical Annotation
In the development of science, accurate and reproducible documentation of the experimental process is crucial. Automatic recognition of the actions in experiments from videos would help experimenters by complementing the recording of experiments. Towards this goal, we propose FineBio, a new fine-grained video dataset of people performing biological experiments. The dataset consists of multi-view videos of 32 participants performing mock biological experiments with a total duration of 14.5 hours. One experiment forms a hierarchical structure, where a protocol consists of several steps, each further decomposed into a set of atomic operations. The uniqueness of biological experiments is that while they require strict adherence to steps described in each protocol, there is freedom in the order of atomic operations. We provide hierarchical annotation on protocols, steps, atomic operations, object locations, and their manipulation states, providing new challenges for structured activity understanding and hand-object interaction recognition. To find out challenges on activity understanding in biological experiments, we introduce baseline models and results on four different tasks, including (i) step segmentation, (ii) atomic operation detection (iii) object detection, and (iv) manipulated/affected object detection. Dataset and code are available from https://github.com/aistairc/FineBio.
MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing
Creating high-fidelity head avatars from multi-view videos is a core issue for many AR/VR applications. However, existing methods usually struggle to obtain high-quality renderings for all different head components simultaneously since they use one single representation to model components with drastically different characteristics (e.g., skin vs. hair). In this paper, we propose a Hybrid Mesh-Gaussian Head Avatar (MeGA) that models different head components with more suitable representations. Specifically, we select an enhanced FLAME mesh as our facial representation and predict a UV displacement map to provide per-vertex offsets for improved personalized geometric details. To achieve photorealistic renderings, we obtain facial colors using deferred neural rendering and disentangle neural textures into three meaningful parts. For hair modeling, we first build a static canonical hair using 3D Gaussian Splatting. A rigid transformation and an MLP-based deformation field are further applied to handle complex dynamic expressions. Combined with our occlusion-aware blending, MeGA generates higher-fidelity renderings for the whole head and naturally supports more downstream tasks. Experiments on the NeRSemble dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods and supporting various editing functionalities, including hairstyle alteration and texture editing.
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/.
Kaiwu: A Multimodal Manipulation Dataset and Framework for Robot Learning and Human-Robot Interaction
Cutting-edge robot learning techniques including foundation models and imitation learning from humans all pose huge demands on large-scale and high-quality datasets which constitute one of the bottleneck in the general intelligent robot fields. This paper presents the Kaiwu multimodal dataset to address the missing real-world synchronized multimodal data problems in the sophisticated assembling scenario,especially with dynamics information and its fine-grained labelling. The dataset first provides an integration of human,environment and robot data collection framework with 20 subjects and 30 interaction objects resulting in totally 11,664 instances of integrated actions. For each of the demonstration,hand motions,operation pressures,sounds of the assembling process,multi-view videos, high-precision motion capture information,eye gaze with first-person videos,electromyography signals are all recorded. Fine-grained multi-level annotation based on absolute timestamp,and semantic segmentation labelling are performed. Kaiwu dataset aims to facilitate robot learning,dexterous manipulation,human intention investigation and human-robot collaboration research.
AniDress: Animatable Loose-Dressed Avatar from Sparse Views Using Garment Rigging Model
Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.
NPGA: Neural Parametric Gaussian Avatars
The creation of high-fidelity, digital versions of human heads is an important stepping stone in the process of further integrating virtual components into our everyday lives. Constructing such avatars is a challenging research problem, due to a high demand for photo-realism and real-time rendering performance. In this work, we propose Neural Parametric Gaussian Avatars (NPGA), a data-driven approach to create high-fidelity, controllable avatars from multi-view video recordings. We build our method around 3D Gaussian Splatting for its highly efficient rendering and to inherit the topological flexibility of point clouds. In contrast to previous work, we condition our avatars' dynamics on the rich expression space of neural parametric head models (NPHM), instead of mesh-based 3DMMs. To this end, we distill the backward deformation field of our underlying NPHM into forward deformations which are compatible with rasterization-based rendering. All remaining fine-scale, expression-dependent details are learned from the multi-view videos. To increase the representational capacity of our avatars, we augment the canonical Gaussian point cloud using per-primitive latent features which govern its dynamic behavior. To regularize this increased dynamic expressivity, we propose Laplacian terms on the latent features and predicted dynamics. We evaluate our method on the public NeRSemble dataset, demonstrating that NPGA significantly outperforms the previous state-of-the-art avatars on the self-reenactment task by 2.6 PSNR. Furthermore, we demonstrate accurate animation capabilities from real-world monocular videos.
Human Gaussian Splatting: Real-time Rendering of Animatable Avatars
This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose an animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. The body is represented by a set of gaussian primitives in a canonical space which is deformed with a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (HuGS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method achieves 1.5 dB PSNR improvement over the state-of-the-art on THuman4 dataset while being able to render in real-time (80 fps for 512x512 resolution).
FürElise: Capturing and Physically Synthesizing Hand Motions of Piano Performance
Piano playing requires agile, precise, and coordinated hand control that stretches the limits of dexterity. Hand motion models with the sophistication to accurately recreate piano playing have a wide range of applications in character animation, embodied AI, biomechanics, and VR/AR. In this paper, we construct a first-of-its-kind large-scale dataset that contains approximately 10 hours of 3D hand motion and audio from 15 elite-level pianists playing 153 pieces of classical music. To capture natural performances, we designed a markerless setup in which motions are reconstructed from multi-view videos using state-of-the-art pose estimation models. The motion data is further refined via inverse kinematics using the high-resolution MIDI key-pressing data obtained from sensors in a specialized Yamaha Disklavier piano. Leveraging the collected dataset, we developed a pipeline that can synthesize physically-plausible hand motions for musical scores outside of the dataset. Our approach employs a combination of imitation learning and reinforcement learning to obtain policies for physics-based bimanual control involving the interaction between hands and piano keys. To solve the sampling efficiency problem with the large motion dataset, we use a diffusion model to generate natural reference motions, which provide high-level trajectory and fingering (finger order and placement) information. However, the generated reference motion alone does not provide sufficient accuracy for piano performance modeling. We then further augmented the data by using musical similarity to retrieve similar motions from the captured dataset to boost the precision of the RL policy. With the proposed method, our model generates natural, dexterous motions that generalize to music from outside the training dataset.
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.
3D Video Loops from Asynchronous Input
Looping videos are short video clips that can be looped endlessly without visible seams or artifacts. They provide a very attractive way to capture the dynamism of natural scenes. Existing methods have been mostly limited to 2D representations. In this paper, we take a step forward and propose a practical solution that enables an immersive experience on dynamic 3D looping scenes. The key challenge is to consider the per-view looping conditions from asynchronous input while maintaining view consistency for the 3D representation. We propose a novel sparse 3D video representation, namely Multi-Tile Video (MTV), which not only provides a view-consistent prior, but also greatly reduces memory usage, making the optimization of a 4D volume tractable. Then, we introduce a two-stage pipeline to construct the 3D looping MTV from completely asynchronous multi-view videos with no time overlap. A novel looping loss based on video temporal retargeting algorithms is adopted during the optimization to loop the 3D scene. Experiments of our framework have shown promise in successfully generating and rendering photorealistic 3D looping videos in real time even on mobile devices. The code, dataset, and live demos are available in https://limacv.github.io/VideoLoop3D_web/.
Drivable 3D Gaussian Avatars
We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable model for human bodies rendered with Gaussian splats. Current photorealistic drivable avatars require either accurate 3D registrations during training, dense input images during testing, or both. The ones based on neural radiance fields also tend to be prohibitively slow for telepresence applications. This work uses the recently presented 3D Gaussian Splatting (3DGS) technique to render realistic humans at real-time framerates, using dense calibrated multi-view videos as input. To deform those primitives, we depart from the commonly used point deformation method of linear blend skinning (LBS) and use a classic volumetric deformation method: cage deformations. Given their smaller size, we drive these deformations with joint angles and keypoints, which are more suitable for communication applications. Our experiments on nine subjects with varied body shapes, clothes, and motions obtain higher-quality results than state-of-the-art methods when using the same training and test data.
DriveMM: All-in-One Large Multimodal Model for Autonomous Driving
Large Multimodal Models (LMMs) have demonstrated exceptional comprehension and interpretation capabilities in Autonomous Driving (AD) by incorporating large language models. Despite the advancements, current data-driven AD approaches tend to concentrate on a single dataset and specific tasks, neglecting their overall capabilities and ability to generalize. To bridge these gaps, we propose DriveMM, a general large multimodal model designed to process diverse data inputs, such as images and multi-view videos, while performing a broad spectrum of AD tasks, including perception, prediction, and planning. Initially, the model undergoes curriculum pre-training to process varied visual signals and perform basic visual comprehension and perception tasks. Subsequently, we augment and standardize various AD-related datasets to fine-tune the model, resulting in an all-in-one LMM for autonomous driving. To assess the general capabilities and generalization ability, we conduct evaluations on six public benchmarks and undertake zero-shot transfer on an unseen dataset, where DriveMM achieves state-of-the-art performance across all tasks. We hope DriveMM as a promising solution for future end-toend autonomous driving applications in the real world.
TransHuman: A Transformer-based Human Representation for Generalizable Neural Human Rendering
In this paper, we focus on the task of generalizable neural human rendering which trains conditional Neural Radiance Fields (NeRF) from multi-view videos of different characters. To handle the dynamic human motion, previous methods have primarily used a SparseConvNet (SPC)-based human representation to process the painted SMPL. However, such SPC-based representation i) optimizes under the volatile observation space which leads to the pose-misalignment between training and inference stages, and ii) lacks the global relationships among human parts that is critical for handling the incomplete painted SMPL. Tackling these issues, we present a brand-new framework named TransHuman, which learns the painted SMPL under the canonical space and captures the global relationships between human parts with transformers. Specifically, TransHuman is mainly composed of Transformer-based Human Encoding (TransHE), Deformable Partial Radiance Fields (DPaRF), and Fine-grained Detail Integration (FDI). TransHE first processes the painted SMPL under the canonical space via transformers for capturing the global relationships between human parts. Then, DPaRF binds each output token with a deformable radiance field for encoding the query point under the observation space. Finally, the FDI is employed to further integrate fine-grained information from reference images. Extensive experiments on ZJU-MoCap and H36M show that our TransHuman achieves a significantly new state-of-the-art performance with high efficiency. Project page: https://pansanity666.github.io/TransHuman/
Motion-X: A Large-scale 3D Expressive Whole-body Human Motion Dataset
In this paper, we present Motion-X, a large-scale 3D expressive whole-body motion dataset. Existing motion datasets predominantly contain body-only poses, lacking facial expressions, hand gestures, and fine-grained pose descriptions. Moreover, they are primarily collected from limited laboratory scenes with textual descriptions manually labeled, which greatly limits their scalability. To overcome these limitations, we develop a whole-body motion and text annotation pipeline, which can automatically annotate motion from either single- or multi-view videos and provide comprehensive semantic labels for each video and fine-grained whole-body pose descriptions for each frame. This pipeline is of high precision, cost-effective, and scalable for further research. Based on it, we construct Motion-X, which comprises 13.7M precise 3D whole-body pose annotations (i.e., SMPL-X) covering 96K motion sequences from massive scenes. Besides, Motion-X provides 13.7M frame-level whole-body pose descriptions and 96K sequence-level semantic labels. Comprehensive experiments demonstrate the accuracy of the annotation pipeline and the significant benefit of Motion-X in enhancing expressive, diverse, and natural motion generation, as well as 3D whole-body human mesh recovery.
AI Choreographer: Music Conditioned 3D Dance Generation with AIST++
We present AIST++, a new multi-modal dataset of 3D dance motion and music, along with FACT, a Full-Attention Cross-modal Transformer network for generating 3D dance motion conditioned on music. The proposed AIST++ dataset contains 5.2 hours of 3D dance motion in 1408 sequences, covering 10 dance genres with multi-view videos with known camera poses -- the largest dataset of this kind to our knowledge. We show that naively applying sequence models such as transformers to this dataset for the task of music conditioned 3D motion generation does not produce satisfactory 3D motion that is well correlated with the input music. We overcome these shortcomings by introducing key changes in its architecture design and supervision: FACT model involves a deep cross-modal transformer block with full-attention that is trained to predict N future motions. We empirically show that these changes are key factors in generating long sequences of realistic dance motion that are well-attuned to the input music. We conduct extensive experiments on AIST++ with user studies, where our method outperforms recent state-of-the-art methods both qualitatively and quantitatively.
LayGA: Layered Gaussian Avatars for Animatable Clothing Transfer
Animatable clothing transfer, aiming at dressing and animating garments across characters, is a challenging problem. Most human avatar works entangle the representations of the human body and clothing together, which leads to difficulties for virtual try-on across identities. What's worse, the entangled representations usually fail to exactly track the sliding motion of garments. To overcome these limitations, we present Layered Gaussian Avatars (LayGA), a new representation that formulates body and clothing as two separate layers for photorealistic animatable clothing transfer from multi-view videos. Our representation is built upon the Gaussian map-based avatar for its excellent representation power of garment details. However, the Gaussian map produces unstructured 3D Gaussians distributed around the actual surface. The absence of a smooth explicit surface raises challenges in accurate garment tracking and collision handling between body and garments. Therefore, we propose two-stage training involving single-layer reconstruction and multi-layer fitting. In the single-layer reconstruction stage, we propose a series of geometric constraints to reconstruct smooth surfaces and simultaneously obtain the segmentation between body and clothing. Next, in the multi-layer fitting stage, we train two separate models to represent body and clothing and utilize the reconstructed clothing geometries as 3D supervision for more accurate garment tracking. Furthermore, we propose geometry and rendering layers for both high-quality geometric reconstruction and high-fidelity rendering. Overall, the proposed LayGA realizes photorealistic animations and virtual try-on, and outperforms other baseline methods. Our project page is https://jsnln.github.io/layga/index.html.
Adversarial Skill Networks: Unsupervised Robot Skill Learning from Video
Key challenges for the deployment of reinforcement learning (RL) agents in the real world are the discovery, representation and reuse of skills in the absence of a reward function. To this end, we propose a novel approach to learn a task-agnostic skill embedding space from unlabeled multi-view videos. Our method learns a general skill embedding independently from the task context by using an adversarial loss. We combine a metric learning loss, which utilizes temporal video coherence to learn a state representation, with an entropy regularized adversarial skill-transfer loss. The metric learning loss learns a disentangled representation by attracting simultaneous viewpoints of the same observations and repelling visually similar frames from temporal neighbors. The adversarial skill-transfer loss enhances re-usability of learned skill embeddings over multiple task domains. We show that the learned embedding enables training of continuous control policies to solve novel tasks that require the interpolation of previously seen skills. Our extensive evaluation with both simulation and real world data demonstrates the effectiveness of our method in learning transferable skills from unlabeled interaction videos and composing them for new tasks. Code, pretrained models and dataset are available at http://robotskills.cs.uni-freiburg.de
Replay: Multi-modal Multi-view Acted Videos for Casual Holography
We introduce Replay, a collection of multi-view, multi-modal videos of humans interacting socially. Each scene is filmed in high production quality, from different viewpoints with several static cameras, as well as wearable action cameras, and recorded with a large array of microphones at different positions in the room. Overall, the dataset contains over 4000 minutes of footage and over 7 million timestamped high-resolution frames annotated with camera poses and partially with foreground masks. The Replay dataset has many potential applications, such as novel-view synthesis, 3D reconstruction, novel-view acoustic synthesis, human body and face analysis, and training generative models. We provide a benchmark for training and evaluating novel-view synthesis, with two scenarios of different difficulty. Finally, we evaluate several baseline state-of-the-art methods on the new benchmark.
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/
Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask
We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.
COPILOT: Human-Environment Collision Prediction and Localization from Egocentric Videos
The ability to forecast human-environment collisions from egocentric observations is vital to enable collision avoidance in applications such as VR, AR, and wearable assistive robotics. In this work, we introduce the challenging problem of predicting collisions in diverse environments from multi-view egocentric videos captured from body-mounted cameras. Solving this problem requires a generalizable perception system that can classify which human body joints will collide and estimate a collision region heatmap to localize collisions in the environment. To achieve this, we propose a transformer-based model called COPILOT to perform collision prediction and localization simultaneously, which accumulates information across multi-view inputs through a novel 4D space-time-viewpoint attention mechanism. To train our model and enable future research on this task, we develop a synthetic data generation framework that produces egocentric videos of virtual humans moving and colliding within diverse 3D environments. This framework is then used to establish a large-scale dataset consisting of 8.6M egocentric RGBD frames. Extensive experiments show that COPILOT generalizes to unseen synthetic as well as real-world scenes. We further demonstrate COPILOT outputs are useful for downstream collision avoidance through simple closed-loop control. Please visit our project webpage at https://sites.google.com/stanford.edu/copilot.
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.
Representing Long Volumetric Video with Temporal Gaussian Hierarchy
This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.
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.
3D$^2$-Actor: Learning Pose-Conditioned 3D-Aware Denoiser for Realistic Gaussian Avatar Modeling
Advancements in neural implicit representations and differentiable rendering have markedly improved the ability to learn animatable 3D avatars from sparse multi-view RGB videos. However, current methods that map observation space to canonical space often face challenges in capturing pose-dependent details and generalizing to novel poses. While diffusion models have demonstrated remarkable zero-shot capabilities in 2D image generation, their potential for creating animatable 3D avatars from 2D inputs remains underexplored. In this work, we introduce 3D^2-Actor, a novel approach featuring a pose-conditioned 3D-aware human modeling pipeline that integrates iterative 2D denoising and 3D rectifying steps. The 2D denoiser, guided by pose cues, generates detailed multi-view images that provide the rich feature set necessary for high-fidelity 3D reconstruction and pose rendering. Complementing this, our Gaussian-based 3D rectifier renders images with enhanced 3D consistency through a two-stage projection strategy and a novel local coordinate representation. Additionally, we propose an innovative sampling strategy to ensure smooth temporal continuity across frames in video synthesis. Our method effectively addresses the limitations of traditional numerical solutions in handling ill-posed mappings, producing realistic and animatable 3D human avatars. Experimental results demonstrate that 3D^2-Actor excels in high-fidelity avatar modeling and robustly generalizes to novel poses. Code is available at: https://github.com/silence-tang/GaussianActor.
SyntheOcc: Synthesize Geometric-Controlled Street View Images through 3D Semantic MPIs
The advancement of autonomous driving is increasingly reliant on high-quality annotated datasets, especially in the task of 3D occupancy prediction, where the occupancy labels require dense 3D annotation with significant human effort. In this paper, we propose SyntheOcc, which denotes a diffusion model that Synthesize photorealistic and geometric-controlled images by conditioning Occupancy labels in driving scenarios. This yields an unlimited amount of diverse, annotated, and controllable datasets for applications like training perception models and simulation. SyntheOcc addresses the critical challenge of how to efficiently encode 3D geometric information as conditional input to a 2D diffusion model. Our approach innovatively incorporates 3D semantic multi-plane images (MPIs) to provide comprehensive and spatially aligned 3D scene descriptions for conditioning. As a result, SyntheOcc can generate photorealistic multi-view images and videos that faithfully align with the given geometric labels (semantics in 3D voxel space). Extensive qualitative and quantitative evaluations of SyntheOcc on the nuScenes dataset prove its effectiveness in generating controllable occupancy datasets that serve as an effective data augmentation to perception models.
Interactive Rendering of Relightable and Animatable Gaussian Avatars
Creating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets.
CVTHead: One-shot Controllable Head Avatar with Vertex-feature Transformer
Reconstructing personalized animatable head avatars has significant implications in the fields of AR/VR. Existing methods for achieving explicit face control of 3D Morphable Models (3DMM) typically rely on multi-view images or videos of a single subject, making the reconstruction process complex. Additionally, the traditional rendering pipeline is time-consuming, limiting real-time animation possibilities. In this paper, we introduce CVTHead, a novel approach that generates controllable neural head avatars from a single reference image using point-based neural rendering. CVTHead considers the sparse vertices of mesh as the point set and employs the proposed Vertex-feature Transformer to learn local feature descriptors for each vertex. This enables the modeling of long-range dependencies among all the vertices. Experimental results on the VoxCeleb dataset demonstrate that CVTHead achieves comparable performance to state-of-the-art graphics-based methods. Moreover, it enables efficient rendering of novel human heads with various expressions, head poses, and camera views. These attributes can be explicitly controlled using the coefficients of 3DMMs, facilitating versatile and realistic animation in real-time scenarios.
Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle
We introduce Gaussian-Flow, a novel point-based approach for fast dynamic scene reconstruction and real-time rendering from both multi-view and monocular videos. In contrast to the prevalent NeRF-based approaches hampered by slow training and rendering speeds, our approach harnesses recent advancements in point-based 3D Gaussian Splatting (3DGS). Specifically, a novel Dual-Domain Deformation Model (DDDM) is proposed to explicitly model attribute deformations of each Gaussian point, where the time-dependent residual of each attribute is captured by a polynomial fitting in the time domain, and a Fourier series fitting in the frequency domain. The proposed DDDM is capable of modeling complex scene deformations across long video footage, eliminating the need for training separate 3DGS for each frame or introducing an additional implicit neural field to model 3D dynamics. Moreover, the explicit deformation modeling for discretized Gaussian points ensures ultra-fast training and rendering of a 4D scene, which is comparable to the original 3DGS designed for static 3D reconstruction. Our proposed approach showcases a substantial efficiency improvement, achieving a 5times faster training speed compared to the per-frame 3DGS modeling. In addition, quantitative results demonstrate that the proposed Gaussian-Flow significantly outperforms previous leading methods in novel view rendering quality. Project page: https://nju-3dv.github.io/projects/Gaussian-Flow
Multi-view Hypergraph-based Contrastive Learning Model for Cold-Start Micro-video Recommendation
With the widespread use of mobile devices and the rapid growth of micro-video platforms such as TikTok and Kwai, the demand for personalized micro-video recommendation systems has significantly increased. Micro-videos typically contain diverse information, such as textual metadata, visual cues (e.g., cover images), and dynamic video content, significantly affecting user interaction and engagement patterns. However, most existing approaches often suffer from the problem of over-smoothing, which limits their ability to capture comprehensive interaction information effectively. Additionally, cold-start scenarios present ongoing challenges due to sparse interaction data and the underutilization of available interaction signals. To address these issues, we propose a Multi-view Hypergraph-based Contrastive learning model for cold-start micro-video Recommendation (MHCR). MHCR introduces a multi-view multimodal feature extraction layer to capture interaction signals from various perspectives and incorporates multi-view self-supervised learning tasks to provide additional supervisory signals. Through extensive experiments on two real-world datasets, we show that MHCR significantly outperforms existing video recommendation models and effectively mitigates cold-start challenges. Our code is available at https://github.com/sisuolv/MHCR.
MAS: Multi-view Ancestral Sampling for 3D motion generation using 2D diffusion
We introduce Multi-view Ancestral Sampling (MAS), a method for generating consistent multi-view 2D samples of a motion sequence, enabling the creation of its 3D counterpart. MAS leverages a diffusion model trained solely on 2D data, opening opportunities to exciting and diverse fields of motion previously under-explored as 3D data is scarce and hard to collect. MAS works by simultaneously denoising multiple 2D motion sequences representing the same motion from different angles. Our consistency block ensures consistency across all views at each diffusion step by combining the individual generations into a unified 3D sequence, and projecting it back to the original views for the next iteration. We demonstrate MAS on 2D pose data acquired from videos depicting professional basketball maneuvers, rhythmic gymnastic performances featuring a ball apparatus, and horse obstacle course races. In each of these domains, 3D motion capture is arduous, and yet, MAS generates diverse and realistic 3D sequences without textual conditioning. As we demonstrate, our ancestral sampling-based approach offers a more natural integration with the diffusion framework compared to popular denoising optimization-based approaches, and avoids common issues such as out-of-domain sampling, lack of details and mode-collapse. https://guytevet.github.io/mas-page/
Mixed Neural Voxels for Fast Multi-view Video Synthesis
Synthesizing high-fidelity videos from real-world multi-view input is challenging because of the complexities of real-world environments and highly dynamic motions. Previous works based on neural radiance fields have demonstrated high-quality reconstructions of dynamic scenes. However, training such models on real-world scenes is time-consuming, usually taking days or weeks. In this paper, we present a novel method named MixVoxels to better represent the dynamic scenes with fast training speed and competitive rendering qualities. The proposed MixVoxels represents the 4D dynamic scenes as a mixture of static and dynamic voxels and processes them with different networks. In this way, the computation of the required modalities for static voxels can be processed by a lightweight model, which essentially reduces the amount of computation, especially for many daily dynamic scenes dominated by the static background. To separate the two kinds of voxels, we propose a novel variation field to estimate the temporal variance of each voxel. For the dynamic voxels, we design an inner-product time query method to efficiently query multiple time steps, which is essential to recover the high-dynamic motions. As a result, with 15 minutes of training for dynamic scenes with inputs of 300-frame videos, MixVoxels achieves better PSNR than previous methods. Codes and trained models are available at https://github.com/fengres/mixvoxels
Grounded Multi-Hop VideoQA in Long-Form Egocentric Videos
This paper considers the problem of Multi-Hop Video Question Answering (MH-VidQA) in long-form egocentric videos. This task not only requires to answer visual questions, but also to localize multiple relevant time intervals within the video as visual evidences. We develop an automated pipeline to create multi-hop question-answering pairs with associated temporal evidence, enabling to construct a large-scale dataset for instruction-tuning. To monitor the progress of this new task, we further curate a high-quality benchmark, MultiHop-EgoQA, with careful manual verification and refinement. Experimental results reveal that existing multi-modal systems exhibit inadequate multi-hop grounding and reasoning abilities, resulting in unsatisfactory performance. We then propose a novel architecture, termed as Grounding Scattered Evidence with Large Language Model (GeLM), that enhances multi-modal large language models (MLLMs) by incorporating a grounding module to retrieve temporal evidence from videos using flexible grounding tokens. Trained on our visual instruction data, GeLM demonstrates improved multi-hop grounding and reasoning capabilities, setting a new baseline for this challenging task. Furthermore, when trained on third-person view videos, the same architecture also achieves state-of-the-art performance on the single-hop VidQA benchmark, ActivityNet-RTL, demonstrating its effectiveness.
MVImgNet: A Large-scale Dataset of Multi-view Images
Being data-driven is one of the most iconic properties of deep learning algorithms. The birth of ImageNet drives a remarkable trend of "learning from large-scale data" in computer vision. Pretraining on ImageNet to obtain rich universal representations has been manifested to benefit various 2D visual tasks, and becomes a standard in 2D vision. However, due to the laborious collection of real-world 3D data, there is yet no generic dataset serving as a counterpart of ImageNet in 3D vision, thus how such a dataset can impact the 3D community is unraveled. To remedy this defect, we introduce MVImgNet, a large-scale dataset of multi-view images, which is highly convenient to gain by shooting videos of real-world objects in human daily life. It contains 6.5 million frames from 219,188 videos crossing objects from 238 classes, with rich annotations of object masks, camera parameters, and point clouds. The multi-view attribute endows our dataset with 3D-aware signals, making it a soft bridge between 2D and 3D vision. We conduct pilot studies for probing the potential of MVImgNet on a variety of 3D and 2D visual tasks, including radiance field reconstruction, multi-view stereo, and view-consistent image understanding, where MVImgNet demonstrates promising performance, remaining lots of possibilities for future explorations. Besides, via dense reconstruction on MVImgNet, a 3D object point cloud dataset is derived, called MVPNet, covering 87,200 samples from 150 categories, with the class label on each point cloud. Experiments show that MVPNet can benefit the real-world 3D object classification while posing new challenges to point cloud understanding. MVImgNet and MVPNet will be publicly available, hoping to inspire the broader vision community.
Pippo: High-Resolution Multi-View Humans from a Single Image
We present Pippo, a generative model capable of producing 1K resolution dense turnaround videos of a person from a single casually clicked photo. Pippo is a multi-view diffusion transformer and does not require any additional inputs - e.g., a fitted parametric model or camera parameters of the input image. We pre-train Pippo on 3B human images without captions, and conduct multi-view mid-training and post-training on studio captured humans. During mid-training, to quickly absorb the studio dataset, we denoise several (up to 48) views at low-resolution, and encode target cameras coarsely using a shallow MLP. During post-training, we denoise fewer views at high-resolution and use pixel-aligned controls (e.g., Spatial anchor and Plucker rays) to enable 3D consistent generations. At inference, we propose an attention biasing technique that allows Pippo to simultaneously generate greater than 5 times as many views as seen during training. Finally, we also introduce an improved metric to evaluate 3D consistency of multi-view generations, and show that Pippo outperforms existing works on multi-view human generation from a single image.
MOHO: Learning Single-view Hand-held Object Reconstruction with Multi-view Occlusion-Aware Supervision
Previous works concerning single-view hand-held object reconstruction typically rely on supervision from 3D ground-truth models, which are hard to collect in real world. In contrast, readily accessible hand-object videos offer a promising training data source, but they only give heavily occluded object observations. In this paper, we present a novel synthetic-to-real framework to exploit Multi-view Occlusion-aware supervision from hand-object videos for Hand-held Object reconstruction (MOHO) from a single image, tackling two predominant challenges in such setting: hand-induced occlusion and object's self-occlusion. First, in the synthetic pre-training stage, we render a large-scaled synthetic dataset SOMVideo with hand-object images and multi-view occlusion-free supervisions, adopted to address hand-induced occlusion in both 2D and 3D spaces. Second, in the real-world finetuning stage, MOHO leverages the amodal-mask-weighted geometric supervision to mitigate the unfaithful guidance caused by the hand-occluded supervising views in real world. Moreover, domain-consistent occlusion-aware features are amalgamated in MOHO to resist object's self-occlusion for inferring the complete object shape. Extensive experiments on HO3D and DexYCB datasets demonstrate 2D-supervised MOHO gains superior results against 3D-supervised methods by a large margin.
SV3D: Novel Multi-view Synthesis and 3D Generation from a Single Image using Latent Video Diffusion
We present Stable Video 3D (SV3D) -- a latent video diffusion model for high-resolution, image-to-multi-view generation of orbital videos around a 3D object. Recent work on 3D generation propose techniques to adapt 2D generative models for novel view synthesis (NVS) and 3D optimization. However, these methods have several disadvantages due to either limited views or inconsistent NVS, thereby affecting the performance of 3D object generation. In this work, we propose SV3D that adapts image-to-video diffusion model for novel multi-view synthesis and 3D generation, thereby leveraging the generalization and multi-view consistency of the video models, while further adding explicit camera control for NVS. We also propose improved 3D optimization techniques to use SV3D and its NVS outputs for image-to-3D generation. Extensive experimental results on multiple datasets with 2D and 3D metrics as well as user study demonstrate SV3D's state-of-the-art performance on NVS as well as 3D reconstruction compared to prior works.
A Large-Scale Outdoor Multi-modal Dataset and Benchmark for Novel View Synthesis and Implicit Scene Reconstruction
Neural Radiance Fields (NeRF) has achieved impressive results in single object scene reconstruction and novel view synthesis, which have been demonstrated on many single modality and single object focused indoor scene datasets like DTU, BMVS, and NeRF Synthetic.However, the study of NeRF on large-scale outdoor scene reconstruction is still limited, as there is no unified outdoor scene dataset for large-scale NeRF evaluation due to expensive data acquisition and calibration costs. In this paper, we propose a large-scale outdoor multi-modal dataset, OMMO dataset, containing complex land objects and scenes with calibrated images, point clouds and prompt annotations. Meanwhile, a new benchmark for several outdoor NeRF-based tasks is established, such as novel view synthesis, surface reconstruction, and multi-modal NeRF. To create the dataset, we capture and collect a large number of real fly-view videos and select high-quality and high-resolution clips from them. Then we design a quality review module to refine images, remove low-quality frames and fail-to-calibrate scenes through a learning-based automatic evaluation plus manual review. Finally, a number of volunteers are employed to add the text descriptions for each scene and key-frame to meet the potential multi-modal requirements in the future. Compared with existing NeRF datasets, our dataset contains abundant real-world urban and natural scenes with various scales, camera trajectories, and lighting conditions. Experiments show that our dataset can benchmark most state-of-the-art NeRF methods on different tasks. We will release the dataset and model weights very soon.
CAT4D: Create Anything in 4D with Multi-View Video Diffusion Models
We present CAT4D, a method for creating 4D (dynamic 3D) scenes from monocular video. CAT4D leverages a multi-view video diffusion model trained on a diverse combination of datasets to enable novel view synthesis at any specified camera poses and timestamps. Combined with a novel sampling approach, this model can transform a single monocular video into a multi-view video, enabling robust 4D reconstruction via optimization of a deformable 3D Gaussian representation. We demonstrate competitive performance on novel view synthesis and dynamic scene reconstruction benchmarks, and highlight the creative capabilities for 4D scene generation from real or generated videos. See our project page for results and interactive demos: cat-4d.github.io.
GPT4Scene: Understand 3D Scenes from Videos with Vision-Language Models
In recent years, 2D Vision-Language Models (VLMs) have made significant strides in image-text understanding tasks. However, their performance in 3D spatial comprehension, which is critical for embodied intelligence, remains limited. Recent advances have leveraged 3D point clouds and multi-view images as inputs, yielding promising results. However, we propose exploring a purely vision-based solution inspired by human perception, which merely relies on visual cues for 3D spatial understanding. This paper empirically investigates the limitations of VLMs in 3D spatial knowledge, revealing that their primary shortcoming lies in the lack of global-local correspondence between the scene and individual frames. To address this, we introduce GPT4Scene, a novel visual prompting paradigm in VLM training and inference that helps build the global-local relationship, significantly improving the 3D spatial understanding of indoor scenes. Specifically, GPT4Scene constructs a 3D Bird's Eye View (BEV) image from the video and marks consistent object IDs across both frames and the BEV image. The model then inputs the concatenated BEV image and video frames with markers. In zero-shot evaluations, GPT4Scene improves performance over closed-source VLMs like GPT-4o. Additionally, we prepare a processed video dataset consisting of 165K text annotation to fine-tune open-source VLMs, achieving state-of-the-art performance on all 3D understanding tasks. Surprisingly, after training with the GPT4Scene paradigm, VLMs consistently improve during inference, even without visual prompting and BEV image as explicit correspondence. It demonstrates that the proposed paradigm helps VLMs develop an intrinsic ability to understand 3D scenes, which paves the way for a noninvasive approach to extending pre-trained VLMs for 3D scene understanding.
EgoLoc: Revisiting 3D Object Localization from Egocentric Videos with Visual Queries
With the recent advances in video and 3D understanding, novel 4D spatio-temporal methods fusing both concepts have emerged. Towards this direction, the Ego4D Episodic Memory Benchmark proposed a task for Visual Queries with 3D Localization (VQ3D). Given an egocentric video clip and an image crop depicting a query object, the goal is to localize the 3D position of the center of that query object with respect to the camera pose of a query frame. Current methods tackle the problem of VQ3D by unprojecting the 2D localization results of the sibling task Visual Queries with 2D Localization (VQ2D) into 3D predictions. Yet, we point out that the low number of camera poses caused by camera re-localization from previous VQ3D methods severally hinders their overall success rate. In this work, we formalize a pipeline (we dub EgoLoc) that better entangles 3D multiview geometry with 2D object retrieval from egocentric videos. Our approach involves estimating more robust camera poses and aggregating multi-view 3D displacements by leveraging the 2D detection confidence, which enhances the success rate of object queries and leads to a significant improvement in the VQ3D baseline performance. Specifically, our approach achieves an overall success rate of up to 87.12%, which sets a new state-of-the-art result in the VQ3D task. We provide a comprehensive empirical analysis of the VQ3D task and existing solutions, and highlight the remaining challenges in VQ3D. The code is available at https://github.com/Wayne-Mai/EgoLoc.
SynCamMaster: Synchronizing Multi-Camera Video Generation from Diverse Viewpoints
Recent advancements in video diffusion models have shown exceptional abilities in simulating real-world dynamics and maintaining 3D consistency. This progress inspires us to investigate the potential of these models to ensure dynamic consistency across various viewpoints, a highly desirable feature for applications such as virtual filming. Unlike existing methods focused on multi-view generation of single objects for 4D reconstruction, our interest lies in generating open-world videos from arbitrary viewpoints, incorporating 6 DoF camera poses. To achieve this, we propose a plug-and-play module that enhances a pre-trained text-to-video model for multi-camera video generation, ensuring consistent content across different viewpoints. Specifically, we introduce a multi-view synchronization module to maintain appearance and geometry consistency across these viewpoints. Given the scarcity of high-quality training data, we design a hybrid training scheme that leverages multi-camera images and monocular videos to supplement Unreal Engine-rendered multi-camera videos. Furthermore, our method enables intriguing extensions, such as re-rendering a video from novel viewpoints. We also release a multi-view synchronized video dataset, named SynCamVideo-Dataset. Project page: https://jianhongbai.github.io/SynCamMaster/.
Human4DiT: Free-view Human Video Generation with 4D Diffusion Transformer
We present a novel approach for generating high-quality, spatio-temporally coherent human videos from a single image under arbitrary viewpoints. Our framework combines the strengths of U-Nets for accurate condition injection and diffusion transformers for capturing global correlations across viewpoints and time. The core is a cascaded 4D transformer architecture that factorizes attention across views, time, and spatial dimensions, enabling efficient modeling of the 4D space. Precise conditioning is achieved by injecting human identity, camera parameters, and temporal signals into the respective transformers. To train this model, we curate a multi-dimensional dataset spanning images, videos, multi-view data and 3D/4D scans, along with a multi-dimensional training strategy. Our approach overcomes the limitations of previous methods based on GAN or UNet-based diffusion models, which struggle with complex motions and viewpoint changes. Through extensive experiments, we demonstrate our method's ability to synthesize realistic, coherent and free-view human videos, paving the way for advanced multimedia applications in areas such as virtual reality and animation. Our project website is https://human4dit.github.io.
From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
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/.
You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale
Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d
Reality's Canvas, Language's Brush: Crafting 3D Avatars from Monocular Video
Recent advancements in 3D avatar generation excel with multi-view supervision for photorealistic models. However, monocular counterparts lag in quality despite broader applicability. We propose ReCaLab to close this gap. ReCaLab is a fully-differentiable pipeline that learns high-fidelity 3D human avatars from just a single RGB video. A pose-conditioned deformable NeRF is optimized to volumetrically represent a human subject in canonical T-pose. The canonical representation is then leveraged to efficiently associate viewpoint-agnostic textures using 2D-3D correspondences. This enables to separately generate albedo and shading which jointly compose an RGB prediction. The design allows to control intermediate results for human pose, body shape, texture, and lighting with text prompts. An image-conditioned diffusion model thereby helps to animate appearance and pose of the 3D avatar to create video sequences with previously unseen human motion. Extensive experiments show that ReCaLab outperforms previous monocular approaches in terms of image quality for image synthesis tasks. ReCaLab even outperforms multi-view methods that leverage up to 19x more synchronized videos for the task of novel pose rendering. Moreover, natural language offers an intuitive user interface for creative manipulation of 3D human avatars.
Tex4D: Zero-shot 4D Scene Texturing with Video Diffusion Models
3D meshes are widely used in computer vision and graphics for their efficiency in animation and minimal memory use, playing a crucial role in movies, games, AR, and VR. However, creating temporally consistent and realistic textures for mesh sequences remains labor-intensive for professional artists. On the other hand, while video diffusion models excel at text-driven video generation, they often lack 3D geometry awareness and struggle with achieving multi-view consistent texturing for 3D meshes. In this work, we present Tex4D, a zero-shot approach that integrates inherent 3D geometry knowledge from mesh sequences with the expressiveness of video diffusion models to produce multi-view and temporally consistent 4D textures. Given an untextured mesh sequence and a text prompt as inputs, our method enhances multi-view consistency by synchronizing the diffusion process across different views through latent aggregation in the UV space. To ensure temporal consistency, we leverage prior knowledge from a conditional video generation model for texture synthesis. However, straightforwardly combining the video diffusion model and the UV texture aggregation leads to blurry results. We analyze the underlying causes and propose a simple yet effective modification to the DDIM sampling process to address this issue. Additionally, we introduce a reference latent texture to strengthen the correlation between frames during the denoising process. To the best of our knowledge, Tex4D is the first method specifically designed for 4D scene texturing. Extensive experiments demonstrate its superiority in producing multi-view and multi-frame consistent videos based on untextured mesh sequences.
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.
One Shot, One Talk: Whole-body Talking Avatar from a Single Image
Building realistic and animatable avatars still requires minutes of multi-view or monocular self-rotating videos, and most methods lack precise control over gestures and expressions. To push this boundary, we address the challenge of constructing a whole-body talking avatar from a single image. We propose a novel pipeline that tackles two critical issues: 1) complex dynamic modeling and 2) generalization to novel gestures and expressions. To achieve seamless generalization, we leverage recent pose-guided image-to-video diffusion models to generate imperfect video frames as pseudo-labels. To overcome the dynamic modeling challenge posed by inconsistent and noisy pseudo-videos, we introduce a tightly coupled 3DGS-mesh hybrid avatar representation and apply several key regularizations to mitigate inconsistencies caused by imperfect labels. Extensive experiments on diverse subjects demonstrate that our method enables the creation of a photorealistic, precisely animatable, and expressive whole-body talking avatar from just a single image.
SplineGS: Robust Motion-Adaptive Spline for Real-Time Dynamic 3D Gaussians from Monocular Video
Synthesizing novel views from in-the-wild monocular videos is challenging due to scene dynamics and the lack of multi-view cues. To address this, we propose SplineGS, a COLMAP-free dynamic 3D Gaussian Splatting (3DGS) framework for high-quality reconstruction and fast rendering from monocular videos. At its core is a novel Motion-Adaptive Spline (MAS) method, which represents continuous dynamic 3D Gaussian trajectories using cubic Hermite splines with a small number of control points. For MAS, we introduce a Motion-Adaptive Control points Pruning (MACP) method to model the deformation of each dynamic 3D Gaussian across varying motions, progressively pruning control points while maintaining dynamic modeling integrity. Additionally, we present a joint optimization strategy for camera parameter estimation and 3D Gaussian attributes, leveraging photometric and geometric consistency. This eliminates the need for Structure-from-Motion preprocessing and enhances SplineGS's robustness in real-world conditions. Experiments show that SplineGS significantly outperforms state-of-the-art methods in novel view synthesis quality for dynamic scenes from monocular videos, achieving thousands times faster rendering speed.
Wonderland: Navigating 3D Scenes from a Single Image
This paper addresses a challenging question: How can we efficiently create high-quality, wide-scope 3D scenes from a single arbitrary image? Existing methods face several constraints, such as requiring multi-view data, time-consuming per-scene optimization, low visual quality in backgrounds, and distorted reconstructions in unseen areas. We propose a novel pipeline to overcome these limitations. Specifically, we introduce a large-scale reconstruction model that uses latents from a video diffusion model to predict 3D Gaussian Splattings for the scenes in a feed-forward manner. The video diffusion model is designed to create videos precisely following specified camera trajectories, allowing it to generate compressed video latents that contain multi-view information while maintaining 3D consistency. We train the 3D reconstruction model to operate on the video latent space with a progressive training strategy, enabling the efficient generation of high-quality, wide-scope, and generic 3D scenes. Extensive evaluations across various datasets demonstrate that our model significantly outperforms existing methods for single-view 3D scene generation, particularly with out-of-domain images. For the first time, we demonstrate that a 3D reconstruction model can be effectively built upon the latent space of a diffusion model to realize efficient 3D scene generation.
Diffusion-Guided Reconstruction of Everyday Hand-Object Interaction Clips
We tackle the task of reconstructing hand-object interactions from short video clips. Given an input video, our approach casts 3D inference as a per-video optimization and recovers a neural 3D representation of the object shape, as well as the time-varying motion and hand articulation. While the input video naturally provides some multi-view cues to guide 3D inference, these are insufficient on their own due to occlusions and limited viewpoint variations. To obtain accurate 3D, we augment the multi-view signals with generic data-driven priors to guide reconstruction. Specifically, we learn a diffusion network to model the conditional distribution of (geometric) renderings of objects conditioned on hand configuration and category label, and leverage it as a prior to guide the novel-view renderings of the reconstructed scene. We empirically evaluate our approach on egocentric videos across 6 object categories, and observe significant improvements over prior single-view and multi-view methods. Finally, we demonstrate our system's ability to reconstruct arbitrary clips from YouTube, showing both 1st and 3rd person interactions.
SHERF: Generalizable Human NeRF from a Single Image
Existing Human NeRF methods for reconstructing 3D humans typically rely on multiple 2D images from multi-view cameras or monocular videos captured from fixed camera views. However, in real-world scenarios, human images are often captured from random camera angles, presenting challenges for high-quality 3D human reconstruction. In this paper, we propose SHERF, the first generalizable Human NeRF model for recovering animatable 3D humans from a single input image. SHERF extracts and encodes 3D human representations in canonical space, enabling rendering and animation from free views and poses. To achieve high-fidelity novel view and pose synthesis, the encoded 3D human representations should capture both global appearance and local fine-grained textures. To this end, we propose a bank of 3D-aware hierarchical features, including global, point-level, and pixel-aligned features, to facilitate informative encoding. Global features enhance the information extracted from the single input image and complement the information missing from the partial 2D observation. Point-level features provide strong clues of 3D human structure, while pixel-aligned features preserve more fine-grained details. To effectively integrate the 3D-aware hierarchical feature bank, we design a feature fusion transformer. Extensive experiments on THuman, RenderPeople, ZJU_MoCap, and HuMMan datasets demonstrate that SHERF achieves state-of-the-art performance, with better generalizability for novel view and pose synthesis.
IDOL: Unified Dual-Modal Latent Diffusion for Human-Centric Joint Video-Depth Generation
Significant advances have been made in human-centric video generation, yet the joint video-depth generation problem remains underexplored. Most existing monocular depth estimation methods may not generalize well to synthesized images or videos, and multi-view-based methods have difficulty controlling the human appearance and motion. In this work, we present IDOL (unIfied Dual-mOdal Latent diffusion) for high-quality human-centric joint video-depth generation. Our IDOL consists of two novel designs. First, to enable dual-modal generation and maximize the information exchange between video and depth generation, we propose a unified dual-modal U-Net, a parameter-sharing framework for joint video and depth denoising, wherein a modality label guides the denoising target, and cross-modal attention enables the mutual information flow. Second, to ensure a precise video-depth spatial alignment, we propose a motion consistency loss that enforces consistency between the video and depth feature motion fields, leading to harmonized outputs. Additionally, a cross-attention map consistency loss is applied to align the cross-attention map of the video denoising with that of the depth denoising, further facilitating spatial alignment. Extensive experiments on the TikTok and NTU120 datasets show our superior performance, significantly surpassing existing methods in terms of video FVD and depth accuracy.
Gaussians-to-Life: Text-Driven Animation of 3D Gaussian Splatting Scenes
State-of-the-art novel view synthesis methods achieve impressive results for multi-view captures of static 3D scenes. However, the reconstructed scenes still lack "liveliness," a key component for creating engaging 3D experiences. Recently, novel video diffusion models generate realistic videos with complex motion and enable animations of 2D images, however they cannot naively be used to animate 3D scenes as they lack multi-view consistency. To breathe life into the static world, we propose Gaussians2Life, a method for animating parts of high-quality 3D scenes in a Gaussian Splatting representation. Our key idea is to leverage powerful video diffusion models as the generative component of our model and to combine these with a robust technique to lift 2D videos into meaningful 3D motion. We find that, in contrast to prior work, this enables realistic animations of complex, pre-existing 3D scenes and further enables the animation of a large variety of object classes, while related work is mostly focused on prior-based character animation, or single 3D objects. Our model enables the creation of consistent, immersive 3D experiences for arbitrary scenes.
FaceLift: Semi-supervised 3D Facial Landmark Localization
3D facial landmark localization has proven to be of particular use for applications, such as face tracking, 3D face modeling, and image-based 3D face reconstruction. In the supervised learning case, such methods usually rely on 3D landmark datasets derived from 3DMM-based registration that often lack spatial definition alignment, as compared with that chosen by hand-labeled human consensus, e.g., how are eyebrow landmarks defined? This creates a gap between landmark datasets generated via high-quality 2D human labels and 3DMMs, and it ultimately limits their effectiveness. To address this issue, we introduce a novel semi-supervised learning approach that learns 3D landmarks by directly lifting (visible) hand-labeled 2D landmarks and ensures better definition alignment, without the need for 3D landmark datasets. To lift 2D landmarks to 3D, we leverage 3D-aware GANs for better multi-view consistency learning and in-the-wild multi-frame videos for robust cross-generalization. Empirical experiments demonstrate that our method not only achieves better definition alignment between 2D-3D landmarks but also outperforms other supervised learning 3D landmark localization methods on both 3DMM labeled and photogrammetric ground truth evaluation datasets. Project Page: https://davidcferman.github.io/FaceLift
Oryx MLLM: On-Demand Spatial-Temporal Understanding at Arbitrary Resolution
Visual data comes in various forms, ranging from small icons of just a few pixels to long videos spanning hours. Existing multi-modal LLMs usually standardize these diverse visual inputs to a fixed resolution for visual encoders and yield similar numbers of tokens for LLMs. This approach is non-optimal for multimodal understanding and inefficient for processing inputs with long and short visual contents. To solve the problem, we propose Oryx, a unified multimodal architecture for the spatial-temporal understanding of images, videos, and multi-view 3D scenes. Oryx offers an on-demand solution to seamlessly and efficiently process visual inputs with arbitrary spatial sizes and temporal lengths through two core innovations: 1) a pre-trained OryxViT model that can encode images at any resolution into LLM-friendly visual representations; 2) a dynamic compressor module that supports 1x to 16x compression on visual tokens by request. These design features enable Oryx to accommodate extremely long visual contexts, such as videos, with lower resolution and high compression while maintaining high recognition precision for tasks like document understanding with native resolution and no compression. Beyond the architectural improvements, enhanced data curation and specialized training on long-context retrieval and spatial-aware data help Oryx achieve strong capabilities in image, video, and 3D multimodal understanding simultaneously. Our work is open-sourced at https://github.com/Oryx-mllm/Oryx.
AutoDecoding Latent 3D Diffusion Models
We present a novel approach to the generation of static and articulated 3D assets that has a 3D autodecoder at its core. The 3D autodecoder framework embeds properties learned from the target dataset in the latent space, which can then be decoded into a volumetric representation for rendering view-consistent appearance and geometry. We then identify the appropriate intermediate volumetric latent space, and introduce robust normalization and de-normalization operations to learn a 3D diffusion from 2D images or monocular videos of rigid or articulated objects. Our approach is flexible enough to use either existing camera supervision or no camera information at all -- instead efficiently learning it during training. Our evaluations demonstrate that our generation results outperform state-of-the-art alternatives on various benchmark datasets and metrics, including multi-view image datasets of synthetic objects, real in-the-wild videos of moving people, and a large-scale, real video dataset of static objects.
Lumina-T2X: Transforming Text into Any Modality, Resolution, and Duration via Flow-based Large Diffusion Transformers
Sora unveils the potential of scaling Diffusion Transformer for generating photorealistic images and videos at arbitrary resolutions, aspect ratios, and durations, yet it still lacks sufficient implementation details. In this technical report, we introduce the Lumina-T2X family - a series of Flow-based Large Diffusion Transformers (Flag-DiT) equipped with zero-initialized attention, as a unified framework designed to transform noise into images, videos, multi-view 3D objects, and audio clips conditioned on text instructions. By tokenizing the latent spatial-temporal space and incorporating learnable placeholders such as [nextline] and [nextframe] tokens, Lumina-T2X seamlessly unifies the representations of different modalities across various spatial-temporal resolutions. This unified approach enables training within a single framework for different modalities and allows for flexible generation of multimodal data at any resolution, aspect ratio, and length during inference. Advanced techniques like RoPE, RMSNorm, and flow matching enhance the stability, flexibility, and scalability of Flag-DiT, enabling models of Lumina-T2X to scale up to 7 billion parameters and extend the context window to 128K tokens. This is particularly beneficial for creating ultra-high-definition images with our Lumina-T2I model and long 720p videos with our Lumina-T2V model. Remarkably, Lumina-T2I, powered by a 5-billion-parameter Flag-DiT, requires only 35% of the training computational costs of a 600-million-parameter naive DiT. Our further comprehensive analysis underscores Lumina-T2X's preliminary capability in resolution extrapolation, high-resolution editing, generating consistent 3D views, and synthesizing videos with seamless transitions. We expect that the open-sourcing of Lumina-T2X will further foster creativity, transparency, and diversity in the generative AI community.
DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering
Realistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity, which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several alluring attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Second, we provide rich assets for each subject -- 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 x 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation. Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/
Towards Universal Soccer Video Understanding
As a globally celebrated sport, soccer has attracted widespread interest from fans all over the world. This paper aims to develop a comprehensive multi-modal framework for soccer video understanding. Specifically, we make the following contributions in this paper: (i) we introduce SoccerReplay-1988, the largest multi-modal soccer dataset to date, featuring videos and detailed annotations from 1,988 complete matches, with an automated annotation pipeline; (ii) we present the first visual-language foundation model in the soccer domain, MatchVision, which leverages spatiotemporal information across soccer videos and excels in various downstream tasks; (iii) we conduct extensive experiments and ablation studies on event classification, commentary generation, and multi-view foul recognition. MatchVision demonstrates state-of-the-art performance on all of them, substantially outperforming existing models, which highlights the superiority of our proposed data and model. We believe that this work will offer a standard paradigm for sports understanding research.
License Plate Recognition Based On Multi-Angle View Model
In the realm of research, the detection/recognition of text within images/videos captured by cameras constitutes a highly challenging problem for researchers. Despite certain advancements achieving high accuracy, current methods still require substantial improvements to be applicable in practical scenarios. Diverging from text detection in images/videos, this paper addresses the issue of text detection within license plates by amalgamating multiple frames of distinct perspectives. For each viewpoint, the proposed method extracts descriptive features characterizing the text components of the license plate, specifically corner points and area. Concretely, we present three viewpoints: view-1, view-2, and view-3, to identify the nearest neighboring components facilitating the restoration of text components from the same license plate line based on estimations of similarity levels and distance metrics. Subsequently, we employ the CnOCR method for text recognition within license plates. Experimental results on the self-collected dataset (PTITPlates), comprising pairs of images in various scenarios, and the publicly available Stanford Cars Dataset, demonstrate the superiority of the proposed method over existing approaches.
EchoPrime: A Multi-Video View-Informed Vision-Language Model for Comprehensive Echocardiography Interpretation
Echocardiography is the most widely used cardiac imaging modality, capturing ultrasound video data to assess cardiac structure and function. Artificial intelligence (AI) in echocardiography has the potential to streamline manual tasks and improve reproducibility and precision. However, most echocardiography AI models are single-view, single-task systems that do not synthesize complementary information from multiple views captured during a full exam, and thus lead to limited performance and scope of applications. To address this problem, we introduce EchoPrime, a multi-view, view-informed, video-based vision-language foundation model trained on over 12 million video-report pairs. EchoPrime uses contrastive learning to train a unified embedding model for all standard views in a comprehensive echocardiogram study with representation of both rare and common diseases and diagnoses. EchoPrime then utilizes view-classification and a view-informed anatomic attention model to weight video-specific interpretations that accurately maps the relationship between echocardiographic views and anatomical structures. With retrieval-augmented interpretation, EchoPrime integrates information from all echocardiogram videos in a comprehensive study and performs holistic comprehensive clinical echocardiography interpretation. In datasets from two independent healthcare systems, EchoPrime achieves state-of-the art performance on 23 diverse benchmarks of cardiac form and function, surpassing the performance of both task-specific approaches and prior foundation models. Following rigorous clinical evaluation, EchoPrime can assist physicians in the automated preliminary assessment of comprehensive echocardiography.
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.
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.
HumanMM: Global Human Motion Recovery from Multi-shot Videos
In this paper, we present a novel framework designed to reconstruct long-sequence 3D human motion in the world coordinates from in-the-wild videos with multiple shot transitions. Such long-sequence in-the-wild motions are highly valuable to applications such as motion generation and motion understanding, but are of great challenge to be recovered due to abrupt shot transitions, partial occlusions, and dynamic backgrounds presented in such videos. Existing methods primarily focus on single-shot videos, where continuity is maintained within a single camera view, or simplify multi-shot alignment in camera space only. In this work, we tackle the challenges by integrating an enhanced camera pose estimation with Human Motion Recovery (HMR) by incorporating a shot transition detector and a robust alignment module for accurate pose and orientation continuity across shots. By leveraging a custom motion integrator, we effectively mitigate the problem of foot sliding and ensure temporal consistency in human pose. Extensive evaluations on our created multi-shot dataset from public 3D human datasets demonstrate the robustness of our method in reconstructing realistic human motion in world coordinates.
RODE: Learning Roles to Decompose Multi-Agent Tasks
Role-based learning holds the promise of achieving scalable multi-agent learning by decomposing complex tasks using roles. However, it is largely unclear how to efficiently discover such a set of roles. To solve this problem, we propose to first decompose joint action spaces into restricted role action spaces by clustering actions according to their effects on the environment and other agents. Learning a role selector based on action effects makes role discovery much easier because it forms a bi-level learning hierarchy -- the role selector searches in a smaller role space and at a lower temporal resolution, while role policies learn in significantly reduced primitive action-observation spaces. We further integrate information about action effects into the role policies to boost learning efficiency and policy generalization. By virtue of these advances, our method (1) outperforms the current state-of-the-art MARL algorithms on 10 of the 14 scenarios that comprise the challenging StarCraft II micromanagement benchmark and (2) achieves rapid transfer to new environments with three times the number of agents. Demonstrative videos are available at https://sites.google.com/view/rode-marl .
FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning
Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home.
Multi-Stage Cable Routing through Hierarchical Imitation Learning
We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.
SMART-LLM: Smart Multi-Agent Robot Task Planning using Large Language Models
In this work, we introduce SMART-LLM, an innovative framework designed for embodied multi-robot task planning. SMART-LLM: Smart Multi-Agent Robot Task Planning using Large Language Models (LLMs), harnesses the power of LLMs to convert high-level task instructions provided as input into a multi-robot task plan. It accomplishes this by executing a series of stages, including task decomposition, coalition formation, and task allocation, all guided by programmatic LLM prompts within the few-shot prompting paradigm. We create a benchmark dataset designed for validating the multi-robot task planning problem, encompassing four distinct categories of high-level instructions that vary in task complexity. Our evaluation experiments span both simulation and real-world scenarios, demonstrating that the proposed model can achieve promising results for generating multi-robot task plans. The experimental videos, code, and datasets from the work can be found at https://sites.google.com/view/smart-llm/.
AssistGPT: A General Multi-modal Assistant that can Plan, Execute, Inspect, and Learn
Recent research on Large Language Models (LLMs) has led to remarkable advancements in general NLP AI assistants. Some studies have further explored the use of LLMs for planning and invoking models or APIs to address more general multi-modal user queries. Despite this progress, complex visual-based tasks still remain challenging due to the diverse nature of visual tasks. This diversity is reflected in two aspects: 1) Reasoning paths. For many real-life applications, it is hard to accurately decompose a query simply by examining the query itself. Planning based on the specific visual content and the results of each step is usually required. 2) Flexible inputs and intermediate results. Input forms could be flexible for in-the-wild cases, and involves not only a single image or video but a mixture of videos and images, e.g., a user-view image with some reference videos. Besides, a complex reasoning process will also generate diverse multimodal intermediate results, e.g., video narrations, segmented video clips, etc. To address such general cases, we propose a multi-modal AI assistant, AssistGPT, with an interleaved code and language reasoning approach called Plan, Execute, Inspect, and Learn (PEIL) to integrate LLMs with various tools. Specifically, the Planner is capable of using natural language to plan which tool in Executor should do next based on the current reasoning progress. Inspector is an efficient memory manager to assist the Planner to feed proper visual information into a specific tool. Finally, since the entire reasoning process is complex and flexible, a Learner is designed to enable the model to autonomously explore and discover the optimal solution. We conducted experiments on A-OKVQA and NExT-QA benchmarks, achieving state-of-the-art results. Moreover, showcases demonstrate the ability of our system to handle questions far more complex than those found in the benchmarks.
BEVerse: Unified Perception and Prediction in Birds-Eye-View for Vision-Centric Autonomous Driving
In this paper, we present BEVerse, a unified framework for 3D perception and prediction based on multi-camera systems. Unlike existing studies focusing on the improvement of single-task approaches, BEVerse features in producing spatio-temporal Birds-Eye-View (BEV) representations from multi-camera videos and jointly reasoning about multiple tasks for vision-centric autonomous driving. Specifically, BEVerse first performs shared feature extraction and lifting to generate 4D BEV representations from multi-timestamp and multi-view images. After the ego-motion alignment, the spatio-temporal encoder is utilized for further feature extraction in BEV. Finally, multiple task decoders are attached for joint reasoning and prediction. Within the decoders, we propose the grid sampler to generate BEV features with different ranges and granularities for different tasks. Also, we design the method of iterative flow for memory-efficient future prediction. We show that the temporal information improves 3D object detection and semantic map construction, while the multi-task learning can implicitly benefit motion prediction. With extensive experiments on the nuScenes dataset, we show that the multi-task BEVerse outperforms existing single-task methods on 3D object detection, semantic map construction, and motion prediction. Compared with the sequential paradigm, BEVerse also favors in significantly improved efficiency. The code and trained models will be released at https://github.com/zhangyp15/BEVerse.
4Diffusion: Multi-view Video Diffusion Model for 4D Generation
Current 4D generation methods have achieved noteworthy efficacy with the aid of advanced diffusion generative models. However, these methods lack multi-view spatial-temporal modeling and encounter challenges in integrating diverse prior knowledge from multiple diffusion models, resulting in inconsistent temporal appearance and flickers. In this paper, we propose a novel 4D generation pipeline, namely 4Diffusion aimed at generating spatial-temporally consistent 4D content from a monocular video. We first design a unified diffusion model tailored for multi-view video generation by incorporating a learnable motion module into a frozen 3D-aware diffusion model to capture multi-view spatial-temporal correlations. After training on a curated dataset, our diffusion model acquires reasonable temporal consistency and inherently preserves the generalizability and spatial consistency of the 3D-aware diffusion model. Subsequently, we propose 4D-aware Score Distillation Sampling loss, which is based on our multi-view video diffusion model, to optimize 4D representation parameterized by dynamic NeRF. This aims to eliminate discrepancies arising from multiple diffusion models, allowing for generating spatial-temporally consistent 4D content. Moreover, we devise an anchor loss to enhance the appearance details and facilitate the learning of dynamic NeRF. Extensive qualitative and quantitative experiments demonstrate that our method achieves superior performance compared to previous methods.
TextToon: Real-Time Text Toonify Head Avatar from Single Video
We propose TextToon, a method to generate a drivable toonified avatar. Given a short monocular video sequence and a written instruction about the avatar style, our model can generate a high-fidelity toonified avatar that can be driven in real-time by another video with arbitrary identities. Existing related works heavily rely on multi-view modeling to recover geometry via texture embeddings, presented in a static manner, leading to control limitations. The multi-view video input also makes it difficult to deploy these models in real-world applications. To address these issues, we adopt a conditional embedding Tri-plane to learn realistic and stylized facial representations in a Gaussian deformation field. Additionally, we expand the stylization capabilities of 3D Gaussian Splatting by introducing an adaptive pixel-translation neural network and leveraging patch-aware contrastive learning to achieve high-quality images. To push our work into consumer applications, we develop a real-time system that can operate at 48 FPS on a GPU machine and 15-18 FPS on a mobile machine. Extensive experiments demonstrate the efficacy of our approach in generating textual avatars over existing methods in terms of quality and real-time animation. Please refer to our project page for more details: https://songluchuan.github.io/TextToon/.
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.
GFlow: Recovering 4D World from Monocular Video
Reconstructing 4D scenes from video inputs is a crucial yet challenging task. Conventional methods usually rely on the assumptions of multi-view video inputs, known camera parameters, or static scenes, all of which are typically absent under in-the-wild scenarios. In this paper, we relax all these constraints and tackle a highly ambitious but practical task, which we termed as AnyV4D: we assume only one monocular video is available without any camera parameters as input, and we aim to recover the dynamic 4D world alongside the camera poses. To this end, we introduce GFlow, a new framework that utilizes only 2D priors (depth and optical flow) to lift a video (3D) to a 4D explicit representation, entailing a flow of Gaussian splatting through space and time. GFlow first clusters the scene into still and moving parts, then applies a sequential optimization process that optimizes camera poses and the dynamics of 3D Gaussian points based on 2D priors and scene clustering, ensuring fidelity among neighboring points and smooth movement across frames. Since dynamic scenes always introduce new content, we also propose a new pixel-wise densification strategy for Gaussian points to integrate new visual content. Moreover, GFlow transcends the boundaries of mere 4D reconstruction; it also enables tracking of any points across frames without the need for prior training and segments moving objects from the scene in an unsupervised way. Additionally, the camera poses of each frame can be derived from GFlow, allowing for rendering novel views of a video scene through changing camera pose. By employing the explicit representation, we may readily conduct scene-level or object-level editing as desired, underscoring its versatility and power. Visit our project website at: https://littlepure2333.github.io/GFlow
EMOPortraits: Emotion-enhanced Multimodal One-shot Head Avatars
Head avatars animated by visual signals have gained popularity, particularly in cross-driving synthesis where the driver differs from the animated character, a challenging but highly practical approach. The recently presented MegaPortraits model has demonstrated state-of-the-art results in this domain. We conduct a deep examination and evaluation of this model, with a particular focus on its latent space for facial expression descriptors, and uncover several limitations with its ability to express intense face motions. To address these limitations, we propose substantial changes in both training pipeline and model architecture, to introduce our EMOPortraits model, where we: Enhance the model's capability to faithfully support intense, asymmetric face expressions, setting a new state-of-the-art result in the emotion transfer task, surpassing previous methods in both metrics and quality. Incorporate speech-driven mode to our model, achieving top-tier performance in audio-driven facial animation, making it possible to drive source identity through diverse modalities, including visual signal, audio, or a blend of both. We propose a novel multi-view video dataset featuring a wide range of intense and asymmetric facial expressions, filling the gap with absence of such data in existing datasets.
PhysAvatar: Learning the Physics of Dressed 3D Avatars from Visual Observations
Modeling and rendering photorealistic avatars is of crucial importance in many applications. Existing methods that build a 3D avatar from visual observations, however, struggle to reconstruct clothed humans. We introduce PhysAvatar, a novel framework that combines inverse rendering with inverse physics to automatically estimate the shape and appearance of a human from multi-view video data along with the physical parameters of the fabric of their clothes. For this purpose, we adopt a mesh-aligned 4D Gaussian technique for spatio-temporal mesh tracking as well as a physically based inverse renderer to estimate the intrinsic material properties. PhysAvatar integrates a physics simulator to estimate the physical parameters of the garments using gradient-based optimization in a principled manner. These novel capabilities enable PhysAvatar to create high-quality novel-view renderings of avatars dressed in loose-fitting clothes under motions and lighting conditions not seen in the training data. This marks a significant advancement towards modeling photorealistic digital humans using physically based inverse rendering with physics in the loop. Our project website is at: https://qingqing-zhao.github.io/PhysAvatar
HumanRF: High-Fidelity Neural Radiance Fields for Humans in Motion
Representing human performance at high-fidelity is an essential building block in diverse applications, such as film production, computer games or videoconferencing. To close the gap to production-level quality, we introduce HumanRF, a 4D dynamic neural scene representation that captures full-body appearance in motion from multi-view video input, and enables playback from novel, unseen viewpoints. Our novel representation acts as a dynamic video encoding that captures fine details at high compression rates by factorizing space-time into a temporal matrix-vector decomposition. This allows us to obtain temporally coherent reconstructions of human actors for long sequences, while representing high-resolution details even in the context of challenging motion. While most research focuses on synthesizing at resolutions of 4MP or lower, we address the challenge of operating at 12MP. To this end, we introduce ActorsHQ, a novel multi-view dataset that provides 12MP footage from 160 cameras for 16 sequences with high-fidelity, per-frame mesh reconstructions. We demonstrate challenges that emerge from using such high-resolution data and show that our newly introduced HumanRF effectively leverages this data, making a significant step towards production-level quality novel view synthesis.
World knowledge-enhanced Reasoning Using Instruction-guided Interactor in Autonomous Driving
The Multi-modal Large Language Models (MLLMs) with extensive world knowledge have revitalized autonomous driving, particularly in reasoning tasks within perceivable regions. However, when faced with perception-limited areas (dynamic or static occlusion regions), MLLMs struggle to effectively integrate perception ability with world knowledge for reasoning. These perception-limited regions can conceal crucial safety information, especially for vulnerable road users. In this paper, we propose a framework, which aims to improve autonomous driving performance under perceptionlimited conditions by enhancing the integration of perception capabilities and world knowledge. Specifically, we propose a plug-and-play instruction-guided interaction module that bridges modality gaps and significantly reduces the input sequence length, allowing it to adapt effectively to multi-view video inputs. Furthermore, to better integrate world knowledge with driving-related tasks, we have collected and refined a large-scale multi-modal dataset that includes 2 million natural language QA pairs, 1.7 million grounding task data. To evaluate the model's utilization of world knowledge, we introduce an object-level risk assessment dataset comprising 200K QA pairs, where the questions necessitate multi-step reasoning leveraging world knowledge for resolution. Extensive experiments validate the effectiveness of our proposed method.
MEt3R: Measuring Multi-View Consistency in Generated Images
We introduce MEt3R, a metric for multi-view consistency in generated images. Large-scale generative models for multi-view image generation are rapidly advancing the field of 3D inference from sparse observations. However, due to the nature of generative modeling, traditional reconstruction metrics are not suitable to measure the quality of generated outputs and metrics that are independent of the sampling procedure are desperately needed. In this work, we specifically address the aspect of consistency between generated multi-view images, which can be evaluated independently of the specific scene. Our approach uses DUSt3R to obtain dense 3D reconstructions from image pairs in a feed-forward manner, which are used to warp image contents from one view into the other. Then, feature maps of these images are compared to obtain a similarity score that is invariant to view-dependent effects. Using MEt3R, we evaluate the consistency of a large set of previous methods for novel view and video generation, including our open, multi-view latent diffusion model.
Seeing the Pose in the Pixels: Learning Pose-Aware Representations in Vision Transformers
Human perception of surroundings is often guided by the various poses present within the environment. Many computer vision tasks, such as human action recognition and robot imitation learning, rely on pose-based entities like human skeletons or robotic arms. However, conventional Vision Transformer (ViT) models uniformly process all patches, neglecting valuable pose priors in input videos. We argue that incorporating poses into RGB data is advantageous for learning fine-grained and viewpoint-agnostic representations. Consequently, we introduce two strategies for learning pose-aware representations in ViTs. The first method, called Pose-aware Attention Block (PAAB), is a plug-and-play ViT block that performs localized attention on pose regions within videos. The second method, dubbed Pose-Aware Auxiliary Task (PAAT), presents an auxiliary pose prediction task optimized jointly with the primary ViT task. Although their functionalities differ, both methods succeed in learning pose-aware representations, enhancing performance in multiple diverse downstream tasks. Our experiments, conducted across seven datasets, reveal the efficacy of both pose-aware methods on three video analysis tasks, with PAAT holding a slight edge over PAAB. Both PAAT and PAAB surpass their respective backbone Transformers by up to 9.8% in real-world action recognition and 21.8% in multi-view robotic video alignment. Code is available at https://github.com/dominickrei/PoseAwareVT.
Zero-Shot Novel View and Depth Synthesis with Multi-View Geometric Diffusion
Current methods for 3D scene reconstruction from sparse posed images employ intermediate 3D representations such as neural fields, voxel grids, or 3D Gaussians, to achieve multi-view consistent scene appearance and geometry. In this paper we introduce MVGD, a diffusion-based architecture capable of direct pixel-level generation of images and depth maps from novel viewpoints, given an arbitrary number of input views. Our method uses raymap conditioning to both augment visual features with spatial information from different viewpoints, as well as to guide the generation of images and depth maps from novel views. A key aspect of our approach is the multi-task generation of images and depth maps, using learnable task embeddings to guide the diffusion process towards specific modalities. We train this model on a collection of more than 60 million multi-view samples from publicly available datasets, and propose techniques to enable efficient and consistent learning in such diverse conditions. We also propose a novel strategy that enables the efficient training of larger models by incrementally fine-tuning smaller ones, with promising scaling behavior. Through extensive experiments, we report state-of-the-art results in multiple novel view synthesis benchmarks, as well as multi-view stereo and video depth estimation.
End-to-end SYNTAX score prediction: benchmark and methods
The SYNTAX score has become a widely used measure of coronary disease severity , crucial in selecting the optimal mode of revascularization. This paper introduces a new medical regression and classification problem - automatically estimating SYNTAX score from coronary angiography. Our study presents a comprehensive dataset of 1,844 patients, featuring a balanced distribution of individuals with zero and non-zero scores. This dataset includes a first-of-its-kind, complete coronary angiography samples captured through a multi-view X-ray video, allowing one to observe coronary arteries from multiple perspectives. Furthermore, we present a novel, fully automatic end-to-end method for estimating the SYNTAX. For such a difficult task, we have achieved a solid coefficient of determination R2 of 0.51 in score predictions.
VideoMV: Consistent Multi-View Generation Based on Large Video Generative Model
Generating multi-view images based on text or single-image prompts is a critical capability for the creation of 3D content. Two fundamental questions on this topic are what data we use for training and how to ensure multi-view consistency. This paper introduces a novel framework that makes fundamental contributions to both questions. Unlike leveraging images from 2D diffusion models for training, we propose a dense consistent multi-view generation model that is fine-tuned from off-the-shelf video generative models. Images from video generative models are more suitable for multi-view generation because the underlying network architecture that generates them employs a temporal module to enforce frame consistency. Moreover, the video data sets used to train these models are abundant and diverse, leading to a reduced train-finetuning domain gap. To enhance multi-view consistency, we introduce a 3D-Aware Denoising Sampling, which first employs a feed-forward reconstruction module to get an explicit global 3D model, and then adopts a sampling strategy that effectively involves images rendered from the global 3D model into the denoising sampling loop to improve the multi-view consistency of the final images. As a by-product, this module also provides a fast way to create 3D assets represented by 3D Gaussians within a few seconds. Our approach can generate 24 dense views and converges much faster in training than state-of-the-art approaches (4 GPU hours versus many thousand GPU hours) with comparable visual quality and consistency. By further fine-tuning, our approach outperforms existing state-of-the-art methods in both quantitative metrics and visual effects. Our project page is aigc3d.github.io/VideoMV.
Multi-View Masked World Models for Visual Robotic Manipulation
Visual robotic manipulation research and applications often use multiple cameras, or views, to better perceive the world. How else can we utilize the richness of multi-view data? In this paper, we investigate how to learn good representations with multi-view data and utilize them for visual robotic manipulation. Specifically, we train a multi-view masked autoencoder which reconstructs pixels of randomly masked viewpoints and then learn a world model operating on the representations from the autoencoder. We demonstrate the effectiveness of our method in a range of scenarios, including multi-view control and single-view control with auxiliary cameras for representation learning. We also show that the multi-view masked autoencoder trained with multiple randomized viewpoints enables training a policy with strong viewpoint randomization and transferring the policy to solve real-robot tasks without camera calibration and an adaptation procedure. Video demonstrations are available at: https://sites.google.com/view/mv-mwm.
3DEnhancer: Consistent Multi-View Diffusion for 3D Enhancement
Despite advances in neural rendering, due to the scarcity of high-quality 3D datasets and the inherent limitations of multi-view diffusion models, view synthesis and 3D model generation are restricted to low resolutions with suboptimal multi-view consistency. In this study, we present a novel 3D enhancement pipeline, dubbed 3DEnhancer, which employs a multi-view latent diffusion model to enhance coarse 3D inputs while preserving multi-view consistency. Our method includes a pose-aware encoder and a diffusion-based denoiser to refine low-quality multi-view images, along with data augmentation and a multi-view attention module with epipolar aggregation to maintain consistent, high-quality 3D outputs across views. Unlike existing video-based approaches, our model supports seamless multi-view enhancement with improved coherence across diverse viewing angles. Extensive evaluations show that 3DEnhancer significantly outperforms existing methods, boosting both multi-view enhancement and per-instance 3D optimization tasks.
MVInpainter: Learning Multi-View Consistent Inpainting to Bridge 2D and 3D Editing
Novel View Synthesis (NVS) and 3D generation have recently achieved prominent improvements. However, these works mainly focus on confined categories or synthetic 3D assets, which are discouraged from generalizing to challenging in-the-wild scenes and fail to be employed with 2D synthesis directly. Moreover, these methods heavily depended on camera poses, limiting their real-world applications. To overcome these issues, we propose MVInpainter, re-formulating the 3D editing as a multi-view 2D inpainting task. Specifically, MVInpainter partially inpaints multi-view images with the reference guidance rather than intractably generating an entirely novel view from scratch, which largely simplifies the difficulty of in-the-wild NVS and leverages unmasked clues instead of explicit pose conditions. To ensure cross-view consistency, MVInpainter is enhanced by video priors from motion components and appearance guidance from concatenated reference key&value attention. Furthermore, MVInpainter incorporates slot attention to aggregate high-level optical flow features from unmasked regions to control the camera movement with pose-free training and inference. Sufficient scene-level experiments on both object-centric and forward-facing datasets verify the effectiveness of MVInpainter, including diverse tasks, such as multi-view object removal, synthesis, insertion, and replacement. The project page is https://ewrfcas.github.io/MVInpainter/.
SelfPose3d: Self-Supervised Multi-Person Multi-View 3d Pose Estimation
We present a new self-supervised approach, SelfPose3d, for estimating 3d poses of multiple persons from multiple camera views. Unlike current state-of-the-art fully-supervised methods, our approach does not require any 2d or 3d ground-truth poses and uses only the multi-view input images from a calibrated camera setup and 2d pseudo poses generated from an off-the-shelf 2d human pose estimator. We propose two self-supervised learning objectives: self-supervised person localization in 3d space and self-supervised 3d pose estimation. We achieve self-supervised 3d person localization by training the model on synthetically generated 3d points, serving as 3d person root positions, and on the projected root-heatmaps in all the views. We then model the 3d poses of all the localized persons with a bottleneck representation, map them onto all views obtaining 2d joints, and render them using 2d Gaussian heatmaps in an end-to-end differentiable manner. Afterwards, we use the corresponding 2d joints and heatmaps from the pseudo 2d poses for learning. To alleviate the intrinsic inaccuracy of the pseudo labels, we propose an adaptive supervision attention mechanism to guide the self-supervision. Our experiments and analysis on three public benchmark datasets, including Panoptic, Shelf, and Campus, show the effectiveness of our approach, which is comparable to fully-supervised methods. Code: https://github.com/CAMMA-public/SelfPose3D. Video demo: https://youtu.be/GAqhmUIr2E8.
DynVideo-E: Harnessing Dynamic NeRF for Large-Scale Motion- and View-Change Human-Centric Video Editing
Despite remarkable research advances in diffusion-based video editing, existing methods are limited to short-length videos due to the contradiction between long-range consistency and frame-wise editing. Recent approaches attempt to tackle this challenge by introducing video-2D representations to degrade video editing to image editing. However, they encounter significant difficulties in handling large-scale motion- and view-change videos especially for human-centric videos. This motivates us to introduce the dynamic Neural Radiance Fields (NeRF) as the human-centric video representation to ease the video editing problem to a 3D space editing task. As such, editing can be performed in the 3D spaces and propagated to the entire video via the deformation field. To provide finer and direct controllable editing, we propose the image-based 3D space editing pipeline with a set of effective designs. These include multi-view multi-pose Score Distillation Sampling (SDS) from both 2D personalized diffusion priors and 3D diffusion priors, reconstruction losses on the reference image, text-guided local parts super-resolution, and style transfer for 3D background space. Extensive experiments demonstrate that our method, dubbed as DynVideo-E, significantly outperforms SOTA approaches on two challenging datasets by a large margin of 50% ~ 95% in terms of human preference. Compelling video comparisons are provided in the project page https://showlab.github.io/DynVideo-E/. Our code and data will be released to the community.
Exploring Recurrent Long-term Temporal Fusion for Multi-view 3D Perception
Long-term temporal fusion is a crucial but often overlooked technique in camera-based Bird's-Eye-View (BEV) 3D perception. Existing methods are mostly in a parallel manner. While parallel fusion can benefit from long-term information, it suffers from increasing computational and memory overheads as the fusion window size grows. Alternatively, BEVFormer adopts a recurrent fusion pipeline so that history information can be efficiently integrated, yet it fails to benefit from longer temporal frames. In this paper, we explore an embarrassingly simple long-term recurrent fusion strategy built upon the LSS-based methods and find it already able to enjoy the merits from both sides, i.e., rich long-term information and efficient fusion pipeline. A temporal embedding module is further proposed to improve the model's robustness against occasionally missed frames in practical scenarios. We name this simple but effective fusing pipeline VideoBEV. Experimental results on the nuScenes benchmark show that VideoBEV obtains leading performance on various camera-based 3D perception tasks, including object detection (55.4% mAP and 62.9% NDS), segmentation (48.6% vehicle mIoU), tracking (54.8% AMOTA), and motion prediction (0.80m minADE and 0.463 EPA). Code will be available.
Transductive Multi-view Zero-Shot Learning
Most existing zero-shot learning approaches exploit transfer learning via an intermediate-level semantic representation shared between an annotated auxiliary dataset and a target dataset with different classes and no annotation. A projection from a low-level feature space to the semantic representation space is learned from the auxiliary dataset and is applied without adaptation to the target dataset. In this paper we identify two inherent limitations with these approaches. First, due to having disjoint and potentially unrelated classes, the projection functions learned from the auxiliary dataset/domain are biased when applied directly to the target dataset/domain. We call this problem the projection domain shift problem and propose a novel framework, transductive multi-view embedding, to solve it. The second limitation is the prototype sparsity problem which refers to the fact that for each target class, only a single prototype is available for zero-shot learning given a semantic representation. To overcome this problem, a novel heterogeneous multi-view hypergraph label propagation method is formulated for zero-shot learning in the transductive embedding space. It effectively exploits the complementary information offered by different semantic representations and takes advantage of the manifold structures of multiple representation spaces in a coherent manner. We demonstrate through extensive experiments that the proposed approach (1) rectifies the projection shift between the auxiliary and target domains, (2) exploits the complementarity of multiple semantic representations, (3) significantly outperforms existing methods for both zero-shot and N-shot recognition on three image and video benchmark datasets, and (4) enables novel cross-view annotation tasks.
ViewCrafter: Taming Video Diffusion Models for High-fidelity Novel View Synthesis
Despite recent advancements in neural 3D reconstruction, the dependence on dense multi-view captures restricts their broader applicability. In this work, we propose ViewCrafter, a novel method for synthesizing high-fidelity novel views of generic scenes from single or sparse images with the prior of video diffusion model. Our method takes advantage of the powerful generation capabilities of video diffusion model and the coarse 3D clues offered by point-based representation to generate high-quality video frames with precise camera pose control. To further enlarge the generation range of novel views, we tailored an iterative view synthesis strategy together with a camera trajectory planning algorithm to progressively extend the 3D clues and the areas covered by the novel views. With ViewCrafter, we can facilitate various applications, such as immersive experiences with real-time rendering by efficiently optimizing a 3D-GS representation using the reconstructed 3D points and the generated novel views, and scene-level text-to-3D generation for more imaginative content creation. Extensive experiments on diverse datasets demonstrate the strong generalization capability and superior performance of our method in synthesizing high-fidelity and consistent novel views.
Multiview Aerial Visual Recognition (MAVREC): Can Multi-view Improve Aerial Visual Perception?
Despite the commercial abundance of UAVs, aerial data acquisition remains challenging, and the existing Asia and North America-centric open-source UAV datasets are small-scale or low-resolution and lack diversity in scene contextuality. Additionally, the color content of the scenes, solar-zenith angle, and population density of different geographies influence the data diversity. These two factors conjointly render suboptimal aerial-visual perception of the deep neural network (DNN) models trained primarily on the ground-view data, including the open-world foundational models. To pave the way for a transformative era of aerial detection, we present Multiview Aerial Visual RECognition or MAVREC, a video dataset where we record synchronized scenes from different perspectives -- ground camera and drone-mounted camera. MAVREC consists of around 2.5 hours of industry-standard 2.7K resolution video sequences, more than 0.5 million frames, and 1.1 million annotated bounding boxes. This makes MAVREC the largest ground and aerial-view dataset, and the fourth largest among all drone-based datasets across all modalities and tasks. Through our extensive benchmarking on MAVREC, we recognize that augmenting object detectors with ground-view images from the corresponding geographical location is a superior pre-training strategy for aerial detection. Building on this strategy, we benchmark MAVREC with a curriculum-based semi-supervised object detection approach that leverages labeled (ground and aerial) and unlabeled (only aerial) images to enhance the aerial detection. We publicly release the MAVREC dataset: https://mavrec.github.io.
Generative Object Insertion in Gaussian Splatting with a Multi-View Diffusion Model
Generating and inserting new objects into 3D content is a compelling approach for achieving versatile scene recreation. Existing methods, which rely on SDS optimization or single-view inpainting, often struggle to produce high-quality results. To address this, we propose a novel method for object insertion in 3D content represented by Gaussian Splatting. Our approach introduces a multi-view diffusion model, dubbed MVInpainter, which is built upon a pre-trained stable video diffusion model to facilitate view-consistent object inpainting. Within MVInpainter, we incorporate a ControlNet-based conditional injection module to enable controlled and more predictable multi-view generation. After generating the multi-view inpainted results, we further propose a mask-aware 3D reconstruction technique to refine Gaussian Splatting reconstruction from these sparse inpainted views. By leveraging these fabricate techniques, our approach yields diverse results, ensures view-consistent and harmonious insertions, and produces better object quality. Extensive experiments demonstrate that our approach outperforms existing methods.
Joint Depth Prediction and Semantic Segmentation with Multi-View SAM
Multi-task approaches to joint depth and segmentation prediction are well-studied for monocular images. Yet, predictions from a single-view are inherently limited, while multiple views are available in many robotics applications. On the other end of the spectrum, video-based and full 3D methods require numerous frames to perform reconstruction and segmentation. With this work we propose a Multi-View Stereo (MVS) technique for depth prediction that benefits from rich semantic features of the Segment Anything Model (SAM). This enhanced depth prediction, in turn, serves as a prompt to our Transformer-based semantic segmentation decoder. We report the mutual benefit that both tasks enjoy in our quantitative and qualitative studies on the ScanNet dataset. Our approach consistently outperforms single-task MVS and segmentation models, along with multi-task monocular methods.
UMIFormer: Mining the Correlations between Similar Tokens for Multi-View 3D Reconstruction
In recent years, many video tasks have achieved breakthroughs by utilizing the vision transformer and establishing spatial-temporal decoupling for feature extraction. Although multi-view 3D reconstruction also faces multiple images as input, it cannot immediately inherit their success due to completely ambiguous associations between unstructured views. There is not usable prior relationship, which is similar to the temporally-coherence property in a video. To solve this problem, we propose a novel transformer network for Unstructured Multiple Images (UMIFormer). It exploits transformer blocks for decoupled intra-view encoding and designed blocks for token rectification that mine the correlation between similar tokens from different views to achieve decoupled inter-view encoding. Afterward, all tokens acquired from various branches are compressed into a fixed-size compact representation while preserving rich information for reconstruction by leveraging the similarities between tokens. We empirically demonstrate on ShapeNet and confirm that our decoupled learning method is adaptable for unstructured multiple images. Meanwhile, the experiments also verify our model outperforms existing SOTA methods by a large margin. Code will be available at https://github.com/GaryZhu1996/UMIFormer.
LLaVA-NeXT-Interleave: Tackling Multi-image, Video, and 3D in Large Multimodal Models
Visual instruction tuning has made considerable strides in enhancing the capabilities of Large Multimodal Models (LMMs). However, existing open LMMs largely focus on single-image tasks, their applications to multi-image scenarios remains less explored. Additionally, prior LMM research separately tackles different scenarios, leaving it impossible to generalize cross scenarios with new emerging capabilities. To this end, we introduce LLaVA-NeXT-Interleave, which simultaneously tackles Multi-image, Multi-frame (video), Multi-view (3D), and Multi-patch (single-image) scenarios in LMMs. To enable these capabilities, we regard the interleaved data format as a general template and compile the M4-Instruct dataset with 1,177.6k samples, spanning 4 primary domains with 14 tasks and 41 datasets. We also curate the LLaVA-Interleave Bench to comprehensively evaluate the multi-image performance of LMMs. Through extensive experiments, LLaVA-NeXT-Interleave achieves leading results in multi-image, video, and 3D benchmarks, while maintaining the performance of single-image tasks. Besides, our model also exhibits several emerging capabilities, e.g., transferring tasks across different settings and modalities. Code is available at https://github.com/LLaVA-VL/LLaVA-NeXT
Hi3D: Pursuing High-Resolution Image-to-3D Generation with Video Diffusion Models
Despite having tremendous progress in image-to-3D generation, existing methods still struggle to produce multi-view consistent images with high-resolution textures in detail, especially in the paradigm of 2D diffusion that lacks 3D awareness. In this work, we present High-resolution Image-to-3D model (Hi3D), a new video diffusion based paradigm that redefines a single image to multi-view images as 3D-aware sequential image generation (i.e., orbital video generation). This methodology delves into the underlying temporal consistency knowledge in video diffusion model that generalizes well to geometry consistency across multiple views in 3D generation. Technically, Hi3D first empowers the pre-trained video diffusion model with 3D-aware prior (camera pose condition), yielding multi-view images with low-resolution texture details. A 3D-aware video-to-video refiner is learnt to further scale up the multi-view images with high-resolution texture details. Such high-resolution multi-view images are further augmented with novel views through 3D Gaussian Splatting, which are finally leveraged to obtain high-fidelity meshes via 3D reconstruction. Extensive experiments on both novel view synthesis and single view reconstruction demonstrate that our Hi3D manages to produce superior multi-view consistency images with highly-detailed textures. Source code and data are available at https://github.com/yanghb22-fdu/Hi3D-Official.
VFusion3D: Learning Scalable 3D Generative Models from Video Diffusion Models
This paper presents a novel paradigm for building scalable 3D generative models utilizing pre-trained video diffusion models. The primary obstacle in developing foundation 3D generative models is the limited availability of 3D data. Unlike images, texts, or videos, 3D data are not readily accessible and are difficult to acquire. This results in a significant disparity in scale compared to the vast quantities of other types of data. To address this issue, we propose using a video diffusion model, trained with extensive volumes of text, images, and videos, as a knowledge source for 3D data. By unlocking its multi-view generative capabilities through fine-tuning, we generate a large-scale synthetic multi-view dataset to train a feed-forward 3D generative model. The proposed model, VFusion3D, trained on nearly 3M synthetic multi-view data, can generate a 3D asset from a single image in seconds and achieves superior performance when compared to current SOTA feed-forward 3D generative models, with users preferring our results over 70% of the time.
Diffusion4D: Fast Spatial-temporal Consistent 4D Generation via Video Diffusion Models
The availability of large-scale multimodal datasets and advancements in diffusion models have significantly accelerated progress in 4D content generation. Most prior approaches rely on multiple image or video diffusion models, utilizing score distillation sampling for optimization or generating pseudo novel views for direct supervision. However, these methods are hindered by slow optimization speeds and multi-view inconsistency issues. Spatial and temporal consistency in 4D geometry has been extensively explored respectively in 3D-aware diffusion models and traditional monocular video diffusion models. Building on this foundation, we propose a strategy to migrate the temporal consistency in video diffusion models to the spatial-temporal consistency required for 4D generation. Specifically, we present a novel framework, Diffusion4D, for efficient and scalable 4D content generation. Leveraging a meticulously curated dynamic 3D dataset, we develop a 4D-aware video diffusion model capable of synthesizing orbital views of dynamic 3D assets. To control the dynamic strength of these assets, we introduce a 3D-to-4D motion magnitude metric as guidance. Additionally, we propose a novel motion magnitude reconstruction loss and 3D-aware classifier-free guidance to refine the learning and generation of motion dynamics. After obtaining orbital views of the 4D asset, we perform explicit 4D construction with Gaussian splatting in a coarse-to-fine manner. The synthesized multi-view consistent 4D image set enables us to swiftly generate high-fidelity and diverse 4D assets within just several minutes. Extensive experiments demonstrate that our method surpasses prior state-of-the-art techniques in terms of generation efficiency and 4D geometry consistency across various prompt modalities.
Human-VDM: Learning Single-Image 3D Human Gaussian Splatting from Video Diffusion Models
Generating lifelike 3D humans from a single RGB image remains a challenging task in computer vision, as it requires accurate modeling of geometry, high-quality texture, and plausible unseen parts. Existing methods typically use multi-view diffusion models for 3D generation, but they often face inconsistent view issues, which hinder high-quality 3D human generation. To address this, we propose Human-VDM, a novel method for generating 3D human from a single RGB image using Video Diffusion Models. Human-VDM provides temporally consistent views for 3D human generation using Gaussian Splatting. It consists of three modules: a view-consistent human video diffusion module, a video augmentation module, and a Gaussian Splatting module. First, a single image is fed into a human video diffusion module to generate a coherent human video. Next, the video augmentation module applies super-resolution and video interpolation to enhance the textures and geometric smoothness of the generated video. Finally, the 3D Human Gaussian Splatting module learns lifelike humans under the guidance of these high-resolution and view-consistent images. Experiments demonstrate that Human-VDM achieves high-quality 3D human from a single image, outperforming state-of-the-art methods in both generation quality and quantity. Project page: https://human-vdm.github.io/Human-VDM/
Rethinking Amodal Video Segmentation from Learning Supervised Signals with Object-centric Representation
Video amodal segmentation is a particularly challenging task in computer vision, which requires to deduce the full shape of an object from the visible parts of it. Recently, some studies have achieved promising performance by using motion flow to integrate information across frames under a self-supervised setting. However, motion flow has a clear limitation by the two factors of moving cameras and object deformation. This paper presents a rethinking to previous works. We particularly leverage the supervised signals with object-centric representation in real-world scenarios. The underlying idea is the supervision signal of the specific object and the features from different views can mutually benefit the deduction of the full mask in any specific frame. We thus propose an Efficient object-centric Representation amodal Segmentation (EoRaS). Specially, beyond solely relying on supervision signals, we design a translation module to project image features into the Bird's-Eye View (BEV), which introduces 3D information to improve current feature quality. Furthermore, we propose a multi-view fusion layer based temporal module which is equipped with a set of object slots and interacts with features from different views by attention mechanism to fulfill sufficient object representation completion. As a result, the full mask of the object can be decoded from image features updated by object slots. Extensive experiments on both real-world and synthetic benchmarks demonstrate the superiority of our proposed method, achieving state-of-the-art performance. Our code will be released at https://github.com/kfan21/EoRaS.
MonoHuman: Animatable Human Neural Field from Monocular Video
Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frame-independent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.
Flex3D: Feed-Forward 3D Generation With Flexible Reconstruction Model And Input View Curation
Generating high-quality 3D content from text, single images, or sparse view images remains a challenging task with broad applications.Existing methods typically employ multi-view diffusion models to synthesize multi-view images, followed by a feed-forward process for 3D reconstruction. However, these approaches are often constrained by a small and fixed number of input views, limiting their ability to capture diverse viewpoints and, even worse, leading to suboptimal generation results if the synthesized views are of poor quality. To address these limitations, we propose Flex3D, a novel two-stage framework capable of leveraging an arbitrary number of high-quality input views. The first stage consists of a candidate view generation and curation pipeline. We employ a fine-tuned multi-view image diffusion model and a video diffusion model to generate a pool of candidate views, enabling a rich representation of the target 3D object. Subsequently, a view selection pipeline filters these views based on quality and consistency, ensuring that only the high-quality and reliable views are used for reconstruction. In the second stage, the curated views are fed into a Flexible Reconstruction Model (FlexRM), built upon a transformer architecture that can effectively process an arbitrary number of inputs. FlemRM directly outputs 3D Gaussian points leveraging a tri-plane representation, enabling efficient and detailed 3D generation. Through extensive exploration of design and training strategies, we optimize FlexRM to achieve superior performance in both reconstruction and generation tasks. Our results demonstrate that Flex3D achieves state-of-the-art performance, with a user study winning rate of over 92% in 3D generation tasks when compared to several of the latest feed-forward 3D generative models.
Sequence Matters: Harnessing Video Models in 3D Super-Resolution
3D super-resolution aims to reconstruct high-fidelity 3D models from low-resolution (LR) multi-view images. Early studies primarily focused on single-image super-resolution (SISR) models to upsample LR images into high-resolution images. However, these methods often lack view consistency because they operate independently on each image. Although various post-processing techniques have been extensively explored to mitigate these inconsistencies, they have yet to fully resolve the issues. In this paper, we perform a comprehensive study of 3D super-resolution by leveraging video super-resolution (VSR) models. By utilizing VSR models, we ensure a higher degree of spatial consistency and can reference surrounding spatial information, leading to more accurate and detailed reconstructions. Our findings reveal that VSR models can perform remarkably well even on sequences that lack precise spatial alignment. Given this observation, we propose a simple yet practical approach to align LR images without involving fine-tuning or generating 'smooth' trajectory from the trained 3D models over LR images. The experimental results show that the surprisingly simple algorithms can achieve the state-of-the-art results of 3D super-resolution tasks on standard benchmark datasets, such as the NeRF-synthetic and MipNeRF-360 datasets. Project page: https://ko-lani.github.io/Sequence-Matters
NPC: Neural Point Characters from Video
High-fidelity human 3D models can now be learned directly from videos, typically by combining a template-based surface model with neural representations. However, obtaining a template surface requires expensive multi-view capture systems, laser scans, or strictly controlled conditions. Previous methods avoid using a template but rely on a costly or ill-posed mapping from observation to canonical space. We propose a hybrid point-based representation for reconstructing animatable characters that does not require an explicit surface model, while being generalizable to novel poses. For a given video, our method automatically produces an explicit set of 3D points representing approximate canonical geometry, and learns an articulated deformation model that produces pose-dependent point transformations. The points serve both as a scaffold for high-frequency neural features and an anchor for efficiently mapping between observation and canonical space. We demonstrate on established benchmarks that our representation overcomes limitations of prior work operating in either canonical or in observation space. Moreover, our automatic point extraction approach enables learning models of human and animal characters alike, matching the performance of the methods using rigged surface templates despite being more general. Project website: https://lemonatsu.github.io/npc/
MIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling
Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.
Stable Video Diffusion: Scaling Latent Video Diffusion Models to Large Datasets
We present Stable Video Diffusion - a latent video diffusion model for high-resolution, state-of-the-art text-to-video and image-to-video generation. Recently, latent diffusion models trained for 2D image synthesis have been turned into generative video models by inserting temporal layers and finetuning them on small, high-quality video datasets. However, training methods in the literature vary widely, and the field has yet to agree on a unified strategy for curating video data. In this paper, we identify and evaluate three different stages for successful training of video LDMs: text-to-image pretraining, video pretraining, and high-quality video finetuning. Furthermore, we demonstrate the necessity of a well-curated pretraining dataset for generating high-quality videos and present a systematic curation process to train a strong base model, including captioning and filtering strategies. We then explore the impact of finetuning our base model on high-quality data and train a text-to-video model that is competitive with closed-source video generation. We also show that our base model provides a powerful motion representation for downstream tasks such as image-to-video generation and adaptability to camera motion-specific LoRA modules. Finally, we demonstrate that our model provides a strong multi-view 3D-prior and can serve as a base to finetune a multi-view diffusion model that jointly generates multiple views of objects in a feedforward fashion, outperforming image-based methods at a fraction of their compute budget. We release code and model weights at https://github.com/Stability-AI/generative-models .
World-consistent Video Diffusion with Explicit 3D Modeling
Recent advancements in diffusion models have set new benchmarks in image and video generation, enabling realistic visual synthesis across single- and multi-frame contexts. However, these models still struggle with efficiently and explicitly generating 3D-consistent content. To address this, we propose World-consistent Video Diffusion (WVD), a novel framework that incorporates explicit 3D supervision using XYZ images, which encode global 3D coordinates for each image pixel. More specifically, we train a diffusion transformer to learn the joint distribution of RGB and XYZ frames. This approach supports multi-task adaptability via a flexible inpainting strategy. For example, WVD can estimate XYZ frames from ground-truth RGB or generate novel RGB frames using XYZ projections along a specified camera trajectory. In doing so, WVD unifies tasks like single-image-to-3D generation, multi-view stereo, and camera-controlled video generation. Our approach demonstrates competitive performance across multiple benchmarks, providing a scalable solution for 3D-consistent video and image generation with a single pretrained model.
V3D: Video Diffusion Models are Effective 3D Generators
Automatic 3D generation has recently attracted widespread attention. Recent methods have greatly accelerated the generation speed, but usually produce less-detailed objects due to limited model capacity or 3D data. Motivated by recent advancements in video diffusion models, we introduce V3D, which leverages the world simulation capacity of pre-trained video diffusion models to facilitate 3D generation. To fully unleash the potential of video diffusion to perceive the 3D world, we further introduce geometrical consistency prior and extend the video diffusion model to a multi-view consistent 3D generator. Benefiting from this, the state-of-the-art video diffusion model could be fine-tuned to generate 360degree orbit frames surrounding an object given a single image. With our tailored reconstruction pipelines, we can generate high-quality meshes or 3D Gaussians within 3 minutes. Furthermore, our method can be extended to scene-level novel view synthesis, achieving precise control over the camera path with sparse input views. Extensive experiments demonstrate the superior performance of the proposed approach, especially in terms of generation quality and multi-view consistency. Our code is available at https://github.com/heheyas/V3D
ReliTalk: Relightable Talking Portrait Generation from a Single Video
Recent years have witnessed great progress in creating vivid audio-driven portraits from monocular videos. However, how to seamlessly adapt the created video avatars to other scenarios with different backgrounds and lighting conditions remains unsolved. On the other hand, existing relighting studies mostly rely on dynamically lighted or multi-view data, which are too expensive for creating video portraits. To bridge this gap, we propose ReliTalk, a novel framework for relightable audio-driven talking portrait generation from monocular videos. Our key insight is to decompose the portrait's reflectance from implicitly learned audio-driven facial normals and images. Specifically, we involve 3D facial priors derived from audio features to predict delicate normal maps through implicit functions. These initially predicted normals then take a crucial part in reflectance decomposition by dynamically estimating the lighting condition of the given video. Moreover, the stereoscopic face representation is refined using the identity-consistent loss under simulated multiple lighting conditions, addressing the ill-posed problem caused by limited views available from a single monocular video. Extensive experiments validate the superiority of our proposed framework on both real and synthetic datasets. Our code is released in https://github.com/arthur-qiu/ReliTalk.
ReLoo: Reconstructing Humans Dressed in Loose Garments from Monocular Video in the Wild
While previous years have seen great progress in the 3D reconstruction of humans from monocular videos, few of the state-of-the-art methods are able to handle loose garments that exhibit large non-rigid surface deformations during articulation. This limits the application of such methods to humans that are dressed in standard pants or T-shirts. Our method, ReLoo, overcomes this limitation and reconstructs high-quality 3D models of humans dressed in loose garments from monocular in-the-wild videos. To tackle this problem, we first establish a layered neural human representation that decomposes clothed humans into a neural inner body and outer clothing. On top of the layered neural representation, we further introduce a non-hierarchical virtual bone deformation module for the clothing layer that can freely move, which allows the accurate recovery of non-rigidly deforming loose clothing. A global optimization jointly optimizes the shape, appearance, and deformations of the human body and clothing via multi-layer differentiable volume rendering. To evaluate ReLoo, we record subjects with dynamically deforming garments in a multi-view capture studio. This evaluation, both on existing and our novel dataset, demonstrates ReLoo's clear superiority over prior art on both indoor datasets and in-the-wild videos.
STIV: Scalable Text and Image Conditioned Video Generation
The field of video generation has made remarkable advancements, yet there remains a pressing need for a clear, systematic recipe that can guide the development of robust and scalable models. In this work, we present a comprehensive study that systematically explores the interplay of model architectures, training recipes, and data curation strategies, culminating in a simple and scalable text-image-conditioned video generation method, named STIV. Our framework integrates image condition into a Diffusion Transformer (DiT) through frame replacement, while incorporating text conditioning via a joint image-text conditional classifier-free guidance. This design enables STIV to perform both text-to-video (T2V) and text-image-to-video (TI2V) tasks simultaneously. Additionally, STIV can be easily extended to various applications, such as video prediction, frame interpolation, multi-view generation, and long video generation, etc. With comprehensive ablation studies on T2I, T2V, and TI2V, STIV demonstrate strong performance, despite its simple design. An 8.7B model with 512 resolution achieves 83.1 on VBench T2V, surpassing both leading open and closed-source models like CogVideoX-5B, Pika, Kling, and Gen-3. The same-sized model also achieves a state-of-the-art result of 90.1 on VBench I2V task at 512 resolution. By providing a transparent and extensible recipe for building cutting-edge video generation models, we aim to empower future research and accelerate progress toward more versatile and reliable video generation solutions.
FantasyID: Face Knowledge Enhanced ID-Preserving Video Generation
Tuning-free approaches adapting large-scale pre-trained video diffusion models for identity-preserving text-to-video generation (IPT2V) have gained popularity recently due to their efficacy and scalability. However, significant challenges remain to achieve satisfied facial dynamics while keeping the identity unchanged. In this work, we present a novel tuning-free IPT2V framework by enhancing face knowledge of the pre-trained video model built on diffusion transformers (DiT), dubbed FantasyID. Essentially, 3D facial geometry prior is incorporated to ensure plausible facial structures during video synthesis. To prevent the model from learning copy-paste shortcuts that simply replicate reference face across frames, a multi-view face augmentation strategy is devised to capture diverse 2D facial appearance features, hence increasing the dynamics over the facial expressions and head poses. Additionally, after blending the 2D and 3D features as guidance, instead of naively employing cross-attention to inject guidance cues into DiT layers, a learnable layer-aware adaptive mechanism is employed to selectively inject the fused features into each individual DiT layers, facilitating balanced modeling of identity preservation and motion dynamics. Experimental results validate our model's superiority over the current tuning-free IPT2V methods.
EasyVolcap: Accelerating Neural Volumetric Video Research
Volumetric video is a technology that digitally records dynamic events such as artistic performances, sporting events, and remote conversations. When acquired, such volumography can be viewed from any viewpoint and timestamp on flat screens, 3D displays, or VR headsets, enabling immersive viewing experiences and more flexible content creation in a variety of applications such as sports broadcasting, video conferencing, gaming, and movie productions. With the recent advances and fast-growing interest in neural scene representations for volumetric video, there is an urgent need for a unified open-source library to streamline the process of volumetric video capturing, reconstruction, and rendering for both researchers and non-professional users to develop various algorithms and applications of this emerging technology. In this paper, we present EasyVolcap, a Python & Pytorch library for accelerating neural volumetric video research with the goal of unifying the process of multi-view data processing, 4D scene reconstruction, and efficient dynamic volumetric video rendering. Our source code is available at https://github.com/zju3dv/EasyVolcap.
WildAvatar: Web-scale In-the-wild Video Dataset for 3D Avatar Creation
Existing human datasets for avatar creation are typically limited to laboratory environments, wherein high-quality annotations (e.g., SMPL estimation from 3D scans or multi-view images) can be ideally provided. However, their annotating requirements are impractical for real-world images or videos, posing challenges toward real-world applications on current avatar creation methods. To this end, we propose the WildAvatar dataset, a web-scale in-the-wild human avatar creation dataset extracted from YouTube, with 10,000+ different human subjects and scenes. WildAvatar is at least 10times richer than previous datasets for 3D human avatar creation. We evaluate several state-of-the-art avatar creation methods on our dataset, highlighting the unexplored challenges in real-world applications on avatar creation. We also demonstrate the potential for generalizability of avatar creation methods, when provided with data at scale. We publicly release our data source links and annotations, to push forward 3D human avatar creation and other related fields for real-world applications.
MaskGWM: A Generalizable Driving World Model with Video Mask Reconstruction
World models that forecast environmental changes from actions are vital for autonomous driving models with strong generalization. The prevailing driving world model mainly build on video prediction model. Although these models can produce high-fidelity video sequences with advanced diffusion-based generator, they are constrained by their predictive duration and overall generalization capabilities. In this paper, we explore to solve this problem by combining generation loss with MAE-style feature-level context learning. In particular, we instantiate this target with three key design: (1) A more scalable Diffusion Transformer (DiT) structure trained with extra mask construction task. (2) we devise diffusion-related mask tokens to deal with the fuzzy relations between mask reconstruction and generative diffusion process. (3) we extend mask construction task to spatial-temporal domain by utilizing row-wise mask for shifted self-attention rather than masked self-attention in MAE. Then, we adopt a row-wise cross-view module to align with this mask design. Based on above improvement, we propose MaskGWM: a Generalizable driving World Model embodied with Video Mask reconstruction. Our model contains two variants: MaskGWM-long, focusing on long-horizon prediction, and MaskGWM-mview, dedicated to multi-view generation. Comprehensive experiments on standard benchmarks validate the effectiveness of the proposed method, which contain normal validation of Nuscene dataset, long-horizon rollout of OpenDV-2K dataset and zero-shot validation of Waymo dataset. Quantitative metrics on these datasets show our method notably improving state-of-the-art driving world model.
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.
DressRecon: Freeform 4D Human Reconstruction from Monocular Video
We present a method to reconstruct time-consistent human body models from monocular videos, focusing on extremely loose clothing or handheld object interactions. Prior work in human reconstruction is either limited to tight clothing with no object interactions, or requires calibrated multi-view captures or personalized template scans which are costly to collect at scale. Our key insight for high-quality yet flexible reconstruction is the careful combination of generic human priors about articulated body shape (learned from large-scale training data) with video-specific articulated "bag-of-bones" deformation (fit to a single video via test-time optimization). We accomplish this by learning a neural implicit model that disentangles body versus clothing deformations as separate motion model layers. To capture subtle geometry of clothing, we leverage image-based priors such as human body pose, surface normals, and optical flow during optimization. The resulting neural fields can be extracted into time-consistent meshes, or further optimized as explicit 3D Gaussians for high-fidelity interactive rendering. On datasets with highly challenging clothing deformations and object interactions, DressRecon yields higher-fidelity 3D reconstructions than prior art. Project page: https://jefftan969.github.io/dressrecon/
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/.
AnchorCrafter: Animate CyberAnchors Saling Your Products via Human-Object Interacting Video Generation
The automatic generation of anchor-style product promotion videos presents promising opportunities in online commerce, advertising, and consumer engagement. However, this remains a challenging task despite significant advancements in pose-guided human video generation. In addressing this challenge, we identify the integration of human-object interactions (HOI) into pose-guided human video generation as a core issue. To this end, we introduce AnchorCrafter, a novel diffusion-based system designed to generate 2D videos featuring a target human and a customized object, achieving high visual fidelity and controllable interactions. Specifically, we propose two key innovations: the HOI-appearance perception, which enhances object appearance recognition from arbitrary multi-view perspectives and disentangles object and human appearance, and the HOI-motion injection, which enables complex human-object interactions by overcoming challenges in object trajectory conditioning and inter-occlusion management. Additionally, we introduce the HOI-region reweighting loss, a training objective that enhances the learning of object details. Extensive experiments demonstrate that our proposed system outperforms existing methods in preserving object appearance and shape awareness, while simultaneously maintaining consistency in human appearance and motion. Project page: https://cangcz.github.io/Anchor-Crafter/
IM-3D: Iterative Multiview Diffusion and Reconstruction for High-Quality 3D Generation
Most text-to-3D generators build upon off-the-shelf text-to-image models trained on billions of images. They use variants of Score Distillation Sampling (SDS), which is slow, somewhat unstable, and prone to artifacts. A mitigation is to fine-tune the 2D generator to be multi-view aware, which can help distillation or can be combined with reconstruction networks to output 3D objects directly. In this paper, we further explore the design space of text-to-3D models. We significantly improve multi-view generation by considering video instead of image generators. Combined with a 3D reconstruction algorithm which, by using Gaussian splatting, can optimize a robust image-based loss, we directly produce high-quality 3D outputs from the generated views. Our new method, IM-3D, reduces the number of evaluations of the 2D generator network 10-100x, resulting in a much more efficient pipeline, better quality, fewer geometric inconsistencies, and higher yield of usable 3D assets.
RealmDreamer: Text-Driven 3D Scene Generation with Inpainting and Depth Diffusion
We introduce RealmDreamer, a technique for generation of general forward-facing 3D scenes from text descriptions. Our technique optimizes a 3D Gaussian Splatting representation to match complex text prompts. We initialize these splats by utilizing the state-of-the-art text-to-image generators, lifting their samples into 3D, and computing the occlusion volume. We then optimize this representation across multiple views as a 3D inpainting task with image-conditional diffusion models. To learn correct geometric structure, we incorporate a depth diffusion model by conditioning on the samples from the inpainting model, giving rich geometric structure. Finally, we finetune the model using sharpened samples from image generators. Notably, our technique does not require video or multi-view data and can synthesize a variety of high-quality 3D scenes in different styles, consisting of multiple objects. Its generality additionally allows 3D synthesis from a single image.
MIMIC: Masked Image Modeling with Image Correspondences
Many pixelwise dense prediction tasks-depth estimation and semantic segmentation in computer vision today rely on pretrained image representations. Therefore, curating effective pretraining datasets is vital. Unfortunately, the effective pretraining datasets are those with multi-view scenes and have only been curated using annotated 3D meshes, point clouds, and camera parameters from simulated environments. We propose a dataset-curation mechanism that does not require any annotations. We mine two datasets: MIMIC-1M with 1.3M and MIMIC-3M with 3.1M multi-view image pairs from open-sourced video datasets and from synthetic 3D environments. We train multiple self-supervised models with different masked image modeling objectives to showcase the following findings: Representations trained on MIMIC-3M outperform those mined using annotations on multiple downstream tasks, including depth estimation, semantic segmentation, surface normals, and pose estimation. They also outperform representations that are frozen and when downstream training data is limited to few-shot. Larger dataset (MIMIC-3M) significantly improves performance, which is promising since our curation method can arbitrarily scale to produce even larger datasets. MIMIC code, dataset, and pretrained models are open-sourced at https://github.com/RAIVNLab/MIMIC.
Envision3D: One Image to 3D with Anchor Views Interpolation
We present Envision3D, a novel method for efficiently generating high-quality 3D content from a single image. Recent methods that extract 3D content from multi-view images generated by diffusion models show great potential. However, it is still challenging for diffusion models to generate dense multi-view consistent images, which is crucial for the quality of 3D content extraction. To address this issue, we propose a novel cascade diffusion framework, which decomposes the challenging dense views generation task into two tractable stages, namely anchor views generation and anchor views interpolation. In the first stage, we train the image diffusion model to generate global consistent anchor views conditioning on image-normal pairs. Subsequently, leveraging our video diffusion model fine-tuned on consecutive multi-view images, we conduct interpolation on the previous anchor views to generate extra dense views. This framework yields dense, multi-view consistent images, providing comprehensive 3D information. To further enhance the overall generation quality, we introduce a coarse-to-fine sampling strategy for the reconstruction algorithm to robustly extract textured meshes from the generated dense images. Extensive experiments demonstrate that our method is capable of generating high-quality 3D content in terms of texture and geometry, surpassing previous image-to-3D baseline methods.
AniGS: Animatable Gaussian Avatar from a Single Image with Inconsistent Gaussian Reconstruction
Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative approaches for controllable animation, though avoiding explicit 3D modeling, suffer from viewpoint inconsistencies in extreme poses and computational inefficiencies. In this paper, we address these challenges by leveraging the power of generative models to produce detailed multi-view canonical pose images, which help resolve ambiguities in animatable human reconstruction. We then propose a robust method for 3D reconstruction of inconsistent images, enabling real-time rendering during inference. Specifically, we adapt a transformer-based video generation model to generate multi-view canonical pose images and normal maps, pretraining on a large-scale video dataset to improve generalization. To handle view inconsistencies, we recast the reconstruction problem as a 4D task and introduce an efficient 3D modeling approach using 4D Gaussian Splatting. Experiments demonstrate that our method achieves photorealistic, real-time animation of 3D human avatars from in-the-wild images, showcasing its effectiveness and generalization capability.
3DEgo: 3D Editing on the Go!
We introduce 3DEgo to address a novel problem of directly synthesizing photorealistic 3D scenes from monocular videos guided by textual prompts. Conventional methods construct a text-conditioned 3D scene through a three-stage process, involving pose estimation using Structure-from-Motion (SfM) libraries like COLMAP, initializing the 3D model with unedited images, and iteratively updating the dataset with edited images to achieve a 3D scene with text fidelity. Our framework streamlines the conventional multi-stage 3D editing process into a single-stage workflow by overcoming the reliance on COLMAP and eliminating the cost of model initialization. We apply a diffusion model to edit video frames prior to 3D scene creation by incorporating our designed noise blender module for enhancing multi-view editing consistency, a step that does not require additional training or fine-tuning of T2I diffusion models. 3DEgo utilizes 3D Gaussian Splatting to create 3D scenes from the multi-view consistent edited frames, capitalizing on the inherent temporal continuity and explicit point cloud data. 3DEgo demonstrates remarkable editing precision, speed, and adaptability across a variety of video sources, as validated by extensive evaluations on six datasets, including our own prepared GS25 dataset. Project Page: https://3dego.github.io/
Neural Haircut: Prior-Guided Strand-Based Hair Reconstruction
Generating realistic human 3D reconstructions using image or video data is essential for various communication and entertainment applications. While existing methods achieved impressive results for body and facial regions, realistic hair modeling still remains challenging due to its high mechanical complexity. This work proposes an approach capable of accurate hair geometry reconstruction at a strand level from a monocular video or multi-view images captured in uncontrolled lighting conditions. Our method has two stages, with the first stage performing joint reconstruction of coarse hair and bust shapes and hair orientation using implicit volumetric representations. The second stage then estimates a strand-level hair reconstruction by reconciling in a single optimization process the coarse volumetric constraints with hair strand and hairstyle priors learned from the synthetic data. To further increase the reconstruction fidelity, we incorporate image-based losses into the fitting process using a new differentiable renderer. The combined system, named Neural Haircut, achieves high realism and personalization of the reconstructed hairstyles.
One-shot Implicit Animatable Avatars with Model-based Priors
Existing neural rendering methods for creating human avatars typically either require dense input signals such as video or multi-view images, or leverage a learned prior from large-scale specific 3D human datasets such that reconstruction can be performed with sparse-view inputs. Most of these methods fail to achieve realistic reconstruction when only a single image is available. To enable the data-efficient creation of realistic animatable 3D humans, we propose ELICIT, a novel method for learning human-specific neural radiance fields from a single image. Inspired by the fact that humans can effortlessly estimate the body geometry and imagine full-body clothing from a single image, we leverage two priors in ELICIT: 3D geometry prior and visual semantic prior. Specifically, ELICIT utilizes the 3D body shape geometry prior from a skinned vertex-based template model (i.e., SMPL) and implements the visual clothing semantic prior with the CLIP-based pretrained models. Both priors are used to jointly guide the optimization for creating plausible content in the invisible areas. Taking advantage of the CLIP models, ELICIT can use text descriptions to generate text-conditioned unseen regions. In order to further improve visual details, we propose a segmentation-based sampling strategy that locally refines different parts of the avatar. Comprehensive evaluations on multiple popular benchmarks, including ZJU-MoCAP, Human3.6M, and DeepFashion, show that ELICIT has outperformed strong baseline methods of avatar creation when only a single image is available. The code is public for research purposes at https://huangyangyi.github.io/ELICIT/.
STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians
Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.
Neuralangelo: High-Fidelity Neural Surface Reconstruction
Neural surface reconstruction has been shown to be powerful for recovering dense 3D surfaces via image-based neural rendering. However, current methods struggle to recover detailed structures of real-world scenes. To address the issue, we present Neuralangelo, which combines the representation power of multi-resolution 3D hash grids with neural surface rendering. Two key ingredients enable our approach: (1) numerical gradients for computing higher-order derivatives as a smoothing operation and (2) coarse-to-fine optimization on the hash grids controlling different levels of details. Even without auxiliary inputs such as depth, Neuralangelo can effectively recover dense 3D surface structures from multi-view images with fidelity significantly surpassing previous methods, enabling detailed large-scale scene reconstruction from RGB video captures.
Bootstrap3D: Improving 3D Content Creation with Synthetic Data
Recent years have witnessed remarkable progress in multi-view diffusion models for 3D content creation. However, there remains a significant gap in image quality and prompt-following ability compared to 2D diffusion models. A critical bottleneck is the scarcity of high-quality 3D assets with detailed captions. To address this challenge, we propose Bootstrap3D, a novel framework that automatically generates an arbitrary quantity of multi-view images to assist in training multi-view diffusion models. Specifically, we introduce a data generation pipeline that employs (1) 2D and video diffusion models to generate multi-view images based on constructed text prompts, and (2) our fine-tuned 3D-aware MV-LLaVA for filtering high-quality data and rewriting inaccurate captions. Leveraging this pipeline, we have generated 1 million high-quality synthetic multi-view images with dense descriptive captions to address the shortage of high-quality 3D data. Furthermore, we present a Training Timestep Reschedule (TTR) strategy that leverages the denoising process to learn multi-view consistency while maintaining the original 2D diffusion prior. Extensive experiments demonstrate that Bootstrap3D can generate high-quality multi-view images with superior aesthetic quality, image-text alignment, and maintained view consistency.
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/
Importance-based Token Merging for Diffusion Models
Diffusion models excel at high-quality image and video generation. However, a major drawback is their high latency. A simple yet powerful way to speed them up is by merging similar tokens for faster computation, though this can result in some quality loss. In this paper, we demonstrate that preserving important tokens during merging significantly improves sample quality. Notably, the importance of each token can be reliably determined using the classifier-free guidance magnitude, as this measure is strongly correlated with the conditioning input and corresponds to output fidelity. Since classifier-free guidance incurs no additional computational cost or requires extra modules, our method can be easily integrated into most diffusion-based frameworks. Experiments show that our approach significantly outperforms the baseline across various applications, including text-to-image synthesis, multi-view image generation, and video generation.
AcinoSet: A 3D Pose Estimation Dataset and Baseline Models for Cheetahs in the Wild
Animals are capable of extreme agility, yet understanding their complex dynamics, which have ecological, biomechanical and evolutionary implications, remains challenging. Being able to study this incredible agility will be critical for the development of next-generation autonomous legged robots. In particular, the cheetah (acinonyx jubatus) is supremely fast and maneuverable, yet quantifying its whole-body 3D kinematic data during locomotion in the wild remains a challenge, even with new deep learning-based methods. In this work we present an extensive dataset of free-running cheetahs in the wild, called AcinoSet, that contains 119,490 frames of multi-view synchronized high-speed video footage, camera calibration files and 7,588 human-annotated frames. We utilize markerless animal pose estimation to provide 2D keypoints. Then, we use three methods that serve as strong baselines for 3D pose estimation tool development: traditional sparse bundle adjustment, an Extended Kalman Filter, and a trajectory optimization-based method we call Full Trajectory Estimation. The resulting 3D trajectories, human-checked 3D ground truth, and an interactive tool to inspect the data is also provided. We believe this dataset will be useful for a diverse range of fields such as ecology, neuroscience, robotics, biomechanics as well as computer vision.
Learning from Semantic Alignment between Unpaired Multiviews for Egocentric Video Recognition
We are concerned with a challenging scenario in unpaired multiview video learning. In this case, the model aims to learn comprehensive multiview representations while the cross-view semantic information exhibits variations. We propose Semantics-based Unpaired Multiview Learning (SUM-L) to tackle this unpaired multiview learning problem. The key idea is to build cross-view pseudo-pairs and do view-invariant alignment by leveraging the semantic information of videos. To facilitate the data efficiency of multiview learning, we further perform video-text alignment for first-person and third-person videos, to fully leverage the semantic knowledge to improve video representations. Extensive experiments on multiple benchmark datasets verify the effectiveness of our framework. Our method also outperforms multiple existing view-alignment methods, under the more challenging scenario than typical paired or unpaired multimodal or multiview learning. Our code is available at https://github.com/wqtwjt1996/SUM-L.
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.
VideoFactory: Swap Attention in Spatiotemporal Diffusions for Text-to-Video Generation
We present VideoFactory, an innovative framework for generating high-quality open-domain videos. VideoFactory excels in producing high-definition (1376x768), widescreen (16:9) videos without watermarks, creating an engaging user experience. Generating videos guided by text instructions poses significant challenges, such as modeling the complex relationship between space and time, and the lack of large-scale text-video paired data. Previous approaches extend pretrained text-to-image generation models by adding temporal 1D convolution/attention modules for video generation. However, these approaches overlook the importance of jointly modeling space and time, inevitably leading to temporal distortions and misalignment between texts and videos. In this paper, we propose a novel approach that strengthens the interaction between spatial and temporal perceptions. In particular, we utilize a swapped cross-attention mechanism in 3D windows that alternates the "query" role between spatial and temporal blocks, enabling mutual reinforcement for each other. To fully unlock model capabilities for high-quality video generation, we curate a large-scale video dataset called HD-VG-130M. This dataset comprises 130 million text-video pairs from the open-domain, ensuring high-definition, widescreen and watermark-free characters. Objective metrics and user studies demonstrate the superiority of our approach in terms of per-frame quality, temporal correlation, and text-video alignment, with clear margins.
MTVG : Multi-text Video Generation with Text-to-Video Models
Recently, video generation has attracted massive attention and yielded noticeable outcomes. Concerning the characteristics of video, multi-text conditioning incorporating sequential events is necessary for next-step video generation. In this work, we propose a novel multi-text video generation~(MTVG) by directly utilizing a pre-trained diffusion-based text-to-video~(T2V) generation model without additional fine-tuning. To generate consecutive video segments, visual consistency generated by distinct prompts is necessary with diverse variations, such as motion and content-related transitions. Our proposed MTVG includes Dynamic Noise and Last Frame Aware Inversion which reinitialize the noise latent to preserve visual coherence between videos of different prompts and prevent repetitive motion or contents. Furthermore, we present Structure Guiding Sampling to maintain the global appearance across the frames in a single video clip, where we leverage iterative latent updates across the preceding frame. Additionally, our Prompt Generator allows for arbitrary format of text conditions consisting of diverse events. As a result, our extensive experiments, including diverse transitions of descriptions, demonstrate that our proposed methods show superior generated outputs in terms of semantically coherent and temporally seamless video.Video examples are available in our project page: https://kuai-lab.github.io/mtvg-page.
Multi-task View Synthesis with Neural Radiance Fields
Multi-task visual learning is a critical aspect of computer vision. Current research, however, predominantly concentrates on the multi-task dense prediction setting, which overlooks the intrinsic 3D world and its multi-view consistent structures, and lacks the capability for versatile imagination. In response to these limitations, we present a novel problem setting -- multi-task view synthesis (MTVS), which reinterprets multi-task prediction as a set of novel-view synthesis tasks for multiple scene properties, including RGB. To tackle the MTVS problem, we propose MuvieNeRF, a framework that incorporates both multi-task and cross-view knowledge to simultaneously synthesize multiple scene properties. MuvieNeRF integrates two key modules, the Cross-Task Attention (CTA) and Cross-View Attention (CVA) modules, enabling the efficient use of information across multiple views and tasks. Extensive evaluation on both synthetic and realistic benchmarks demonstrates that MuvieNeRF is capable of simultaneously synthesizing different scene properties with promising visual quality, even outperforming conventional discriminative models in various settings. Notably, we show that MuvieNeRF exhibits universal applicability across a range of NeRF backbones. Our code is available at https://github.com/zsh2000/MuvieNeRF.
Vid3D: Synthesis of Dynamic 3D Scenes using 2D Video Diffusion
A recent frontier in computer vision has been the task of 3D video generation, which consists of generating a time-varying 3D representation of a scene. To generate dynamic 3D scenes, current methods explicitly model 3D temporal dynamics by jointly optimizing for consistency across both time and views of the scene. In this paper, we instead investigate whether it is necessary to explicitly enforce multiview consistency over time, as current approaches do, or if it is sufficient for a model to generate 3D representations of each timestep independently. We hence propose a model, Vid3D, that leverages 2D video diffusion to generate 3D videos by first generating a 2D "seed" of the video's temporal dynamics and then independently generating a 3D representation for each timestep in the seed video. We evaluate Vid3D against two state-of-the-art 3D video generation methods and find that Vid3D is achieves comparable results despite not explicitly modeling 3D temporal dynamics. We further ablate how the quality of Vid3D depends on the number of views generated per frame. While we observe some degradation with fewer views, performance degradation remains minor. Our results thus suggest that 3D temporal knowledge may not be necessary to generate high-quality dynamic 3D scenes, potentially enabling simpler generative algorithms for this task.
GPT2MVS: Generative Pre-trained Transformer-2 for Multi-modal Video Summarization
Traditional video summarization methods generate fixed video representations regardless of user interest. Therefore such methods limit users' expectations in content search and exploration scenarios. Multi-modal video summarization is one of the methods utilized to address this problem. When multi-modal video summarization is used to help video exploration, a text-based query is considered as one of the main drivers of video summary generation, as it is user-defined. Thus, encoding the text-based query and the video effectively are both important for the task of multi-modal video summarization. In this work, a new method is proposed that uses a specialized attention network and contextualized word representations to tackle this task. The proposed model consists of a contextualized video summary controller, multi-modal attention mechanisms, an interactive attention network, and a video summary generator. Based on the evaluation of the existing multi-modal video summarization benchmark, experimental results show that the proposed model is effective with the increase of +5.88% in accuracy and +4.06% increase of F1-score, compared with the state-of-the-art method.
DiTCtrl: Exploring Attention Control in Multi-Modal Diffusion Transformer for Tuning-Free Multi-Prompt Longer Video Generation
Sora-like video generation models have achieved remarkable progress with a Multi-Modal Diffusion Transformer MM-DiT architecture. However, the current video generation models predominantly focus on single-prompt, struggling to generate coherent scenes with multiple sequential prompts that better reflect real-world dynamic scenarios. While some pioneering works have explored multi-prompt video generation, they face significant challenges including strict training data requirements, weak prompt following, and unnatural transitions. To address these problems, we propose DiTCtrl, a training-free multi-prompt video generation method under MM-DiT architectures for the first time. Our key idea is to take the multi-prompt video generation task as temporal video editing with smooth transitions. To achieve this goal, we first analyze MM-DiT's attention mechanism, finding that the 3D full attention behaves similarly to that of the cross/self-attention blocks in the UNet-like diffusion models, enabling mask-guided precise semantic control across different prompts with attention sharing for multi-prompt video generation. Based on our careful design, the video generated by DiTCtrl achieves smooth transitions and consistent object motion given multiple sequential prompts without additional training. Besides, we also present MPVBench, a new benchmark specially designed for multi-prompt video generation to evaluate the performance of multi-prompt generation. Extensive experiments demonstrate that our method achieves state-of-the-art performance without additional training.
VideoGPT+: Integrating Image and Video Encoders for Enhanced Video Understanding
Building on the advances of language models, Large Multimodal Models (LMMs) have contributed significant improvements in video understanding. While the current video LMMs utilize advanced Large Language Models (LLMs), they rely on either image or video encoders to process visual inputs, each of which has its own limitations. Image encoders excel at capturing rich spatial details from frame sequences but lack explicit temporal context, which can be important in videos with intricate action sequences. On the other hand, video encoders provide temporal context but are often limited by computational constraints that lead to processing only sparse frames at lower resolutions, resulting in reduced contextual and spatial understanding. To this end, we introduce VideoGPT+, which combines the complementary benefits of the image encoder (for detailed spatial understanding) and the video encoder (for global temporal context modeling). The model processes videos by dividing them into smaller segments and applies an adaptive pooling strategy on features extracted by both image and video encoders. Our architecture showcases improved performance across multiple video benchmarks, including VCGBench, MVBench and Zero-shot question-answering. Further, we develop 112K video-instruction set using a novel semi-automatic annotation pipeline which further improves the model performance. Additionally, to comprehensively evaluate video LMMs, we present VCGBench-Diverse, covering 18 broad video categories such as lifestyle, sports, science, gaming, and surveillance videos. This benchmark with 4,354 question-answer pairs evaluates the generalization of existing LMMs on dense video captioning, spatial and temporal understanding, and complex reasoning, ensuring comprehensive assessment across diverse video types and dynamics. Code: https://github.com/mbzuai-oryx/VideoGPT-plus.
MultiVENT 2.0: A Massive Multilingual Benchmark for Event-Centric Video Retrieval
Efficiently retrieving and synthesizing information from large-scale multimodal collections has become a critical challenge. However, existing video retrieval datasets suffer from scope limitations, primarily focusing on matching descriptive but vague queries with small collections of professionally edited, English-centric videos. To address this gap, we introduce MultiVENT 2.0, a large-scale, multilingual event-centric video retrieval benchmark featuring a collection of more than 218,000 news videos and 3,906 queries targeting specific world events. These queries specifically target information found in the visual content, audio, embedded text, and text metadata of the videos, requiring systems leverage all these sources to succeed at the task. Preliminary results show that state-of-the-art vision-language models struggle significantly with this task, and while alternative approaches show promise, they are still insufficient to adequately address this problem. These findings underscore the need for more robust multimodal retrieval systems, as effective video retrieval is a crucial step towards multimodal content understanding and generation tasks.
V2Xum-LLM: Cross-Modal Video Summarization with Temporal Prompt Instruction Tuning
Video summarization aims to create short, accurate, and cohesive summaries of longer videos. Despite the existence of various video summarization datasets, a notable limitation is their limited amount of source videos, which hampers the effective fine-tuning of advanced large vision-language models (VLMs). Additionally, most existing datasets are created for video-to-video summarization, overlooking the contemporary need for multimodal video content summarization. Recent efforts have been made to expand from unimodal to multimodal video summarization, categorizing the task into three sub-tasks based on the summary's modality: video-to-video (V2V), video-to-text (V2T), and a combination of video and text summarization (V2VT). However, the textual summaries in previous multimodal datasets are inadequate. To address these issues, we introduce Instruct-V2Xum, a cross-modal video summarization dataset featuring 30,000 diverse videos sourced from YouTube, with lengths ranging from 40 to 940 seconds and an average summarization ratio of 16.39\%. Each video summary in Instruct-V2Xum is paired with a textual summary that references specific frame indexes, facilitating the generation of aligned video and textual summaries. In addition, we propose a new video summarization framework named V2Xum-LLM. V2Xum-LLM, specifically V2Xum-LLaMA in this study, is the first framework that unifies different video summarization tasks into one large language model's (LLM) text decoder and achieves task-controllable video summarization with temporal prompts and task instructions. Experiments show that V2Xum-LLaMA outperforms strong baseline models on multiple video summarization tasks. Furthermore, we propose an enhanced evaluation metric for V2V and V2VT summarization tasks.
MMTrail: A Multimodal Trailer Video Dataset with Language and Music Descriptions
Massive multi-modality datasets play a significant role in facilitating the success of large video-language models. However, current video-language datasets primarily provide text descriptions for visual frames, considering audio to be weakly related information. They usually overlook exploring the potential of inherent audio-visual correlation, leading to monotonous annotation within each modality instead of comprehensive and precise descriptions. Such ignorance results in the difficulty of multiple cross-modality studies. To fulfill this gap, we present MMTrail, a large-scale multi-modality video-language dataset incorporating more than 20M trailer clips with visual captions, and 2M high-quality clips with multimodal captions. Trailers preview full-length video works and integrate context, visual frames, and background music. In particular, the trailer has two main advantages: (1) the topics are diverse, and the content characters are of various types, e.g., film, news, and gaming. (2) the corresponding background music is custom-designed, making it more coherent with the visual context. Upon these insights, we propose a systemic captioning framework, achieving various modality annotations with more than 27.1k hours of trailer videos. Here, to ensure the caption retains music perspective while preserving the authority of visual context, we leverage the advanced LLM to merge all annotations adaptively. In this fashion, our MMtrail dataset potentially paves the path for fine-grained large multimodal-language model training. In experiments, we provide evaluation metrics and benchmark results on our dataset, demonstrating the high quality of our annotation and its effectiveness for model training.
An Image Grid Can Be Worth a Video: Zero-shot Video Question Answering Using a VLM
Stimulated by the sophisticated reasoning capabilities of recent Large Language Models (LLMs), a variety of strategies for bridging video modality have been devised. A prominent strategy involves Video Language Models (VideoLMs), which train a learnable interface with video data to connect advanced vision encoders with LLMs. Recently, an alternative strategy has surfaced, employing readily available foundation models, such as VideoLMs and LLMs, across multiple stages for modality bridging. In this study, we introduce a simple yet novel strategy where only a single Vision Language Model (VLM) is utilized. Our starting point is the plain insight that a video comprises a series of images, or frames, interwoven with temporal information. The essence of video comprehension lies in adeptly managing the temporal aspects along with the spatial details of each frame. Initially, we transform a video into a single composite image by arranging multiple frames in a grid layout. The resulting single image is termed as an image grid. This format, while maintaining the appearance of a solitary image, effectively retains temporal information within the grid structure. Therefore, the image grid approach enables direct application of a single high-performance VLM without necessitating any video-data training. Our extensive experimental analysis across ten zero-shot video question answering benchmarks, including five open-ended and five multiple-choice benchmarks, reveals that the proposed Image Grid Vision Language Model (IG-VLM) surpasses the existing methods in nine out of ten benchmarks.
DCA: Diversified Co-Attention towards Informative Live Video Commenting
We focus on the task of Automatic Live Video Commenting (ALVC), which aims to generate real-time video comments with both video frames and other viewers' comments as inputs. A major challenge in this task is how to properly leverage the rich and diverse information carried by video and text. In this paper, we aim to collect diversified information from video and text for informative comment generation. To achieve this, we propose a Diversified Co-Attention (DCA) model for this task. Our model builds bidirectional interactions between video frames and surrounding comments from multiple perspectives via metric learning, to collect a diversified and informative context for comment generation. We also propose an effective parameter orthogonalization technique to avoid excessive overlap of information learned from different perspectives. Results show that our approach outperforms existing methods in the ALVC task, achieving new state-of-the-art results.
Shot2Story20K: A New Benchmark for Comprehensive Understanding of Multi-shot Videos
A short clip of video may contain progression of multiple events and an interesting story line. A human need to capture both the event in every shot and associate them together to understand the story behind it. In this work, we present a new multi-shot video understanding benchmark Shot2Story20K with detailed shot-level captions and comprehensive video summaries. To facilitate better semantic understanding of videos, we provide captions for both visual signals and human narrations. We design several distinct tasks including single-shot video and narration captioning, multi-shot video summarization, and video retrieval with shot descriptions. Preliminary experiments show some challenges to generate a long and comprehensive video summary. Nevertheless, the generated imperfect summaries can already significantly boost the performance of existing video understanding tasks such as video question-answering, promoting an under-explored setting of video understanding with detailed summaries.
MiniGPT4-Video: Advancing Multimodal LLMs for Video Understanding with Interleaved Visual-Textual Tokens
This paper introduces MiniGPT4-Video, a multimodal Large Language Model (LLM) designed specifically for video understanding. The model is capable of processing both temporal visual and textual data, making it adept at understanding the complexities of videos. Building upon the success of MiniGPT-v2, which excelled in translating visual features into the LLM space for single images and achieved impressive results on various image-text benchmarks, this paper extends the model's capabilities to process a sequence of frames, enabling it to comprehend videos. MiniGPT4-video does not only consider visual content but also incorporates textual conversations, allowing the model to effectively answer queries involving both visual and text components. The proposed model outperforms existing state-of-the-art methods, registering gains of 4.22%, 1.13%, 20.82%, and 13.1% on the MSVD, MSRVTT, TGIF, and TVQA benchmarks respectively. Our models and code have been made publicly available here https://vision-cair.github.io/MiniGPT4-video/
Panda-70M: Captioning 70M Videos with Multiple Cross-Modality Teachers
The quality of the data and annotation upper-bounds the quality of a downstream model. While there exist large text corpora and image-text pairs, high-quality video-text data is much harder to collect. First of all, manual labeling is more time-consuming, as it requires an annotator to watch an entire video. Second, videos have a temporal dimension, consisting of several scenes stacked together, and showing multiple actions. Accordingly, to establish a video dataset with high-quality captions, we propose an automatic approach leveraging multimodal inputs, such as textual video description, subtitles, and individual video frames. Specifically, we curate 3.8M high-resolution videos from the publicly available HD-VILA-100M dataset. We then split them into semantically consistent video clips, and apply multiple cross-modality teacher models to obtain captions for each video. Next, we finetune a retrieval model on a small subset where the best caption of each video is manually selected and then employ the model in the whole dataset to select the best caption as the annotation. In this way, we get 70M videos paired with high-quality text captions. We dub the dataset as Panda-70M. We show the value of the proposed dataset on three downstream tasks: video captioning, video and text retrieval, and text-driven video generation. The models trained on the proposed data score substantially better on the majority of metrics across all the tasks.
VLANet: Video-Language Alignment Network for Weakly-Supervised Video Moment Retrieval
Video Moment Retrieval (VMR) is a task to localize the temporal moment in untrimmed video specified by natural language query. For VMR, several methods that require full supervision for training have been proposed. Unfortunately, acquiring a large number of training videos with labeled temporal boundaries for each query is a labor-intensive process. This paper explores methods for performing VMR in a weakly-supervised manner (wVMR): training is performed without temporal moment labels but only with the text query that describes a segment of the video. Existing methods on wVMR generate multi-scale proposals and apply query-guided attention mechanisms to highlight the most relevant proposal. To leverage the weak supervision, contrastive learning is used which predicts higher scores for the correct video-query pairs than for the incorrect pairs. It has been observed that a large number of candidate proposals, coarse query representation, and one-way attention mechanism lead to blurry attention maps which limit the localization performance. To handle this issue, Video-Language Alignment Network (VLANet) is proposed that learns sharper attention by pruning out spurious candidate proposals and applying a multi-directional attention mechanism with fine-grained query representation. The Surrogate Proposal Selection module selects a proposal based on the proximity to the query in the joint embedding space, and thus substantially reduces candidate proposals which leads to lower computation load and sharper attention. Next, the Cascaded Cross-modal Attention module considers dense feature interactions and multi-directional attention flow to learn the multi-modal alignment. VLANet is trained end-to-end using contrastive loss which enforces semantically similar videos and queries to gather. The experiments show that the method achieves state-of-the-art performance on Charades-STA and DiDeMo datasets.
Multi-event Video-Text Retrieval
Video-Text Retrieval (VTR) is a crucial multi-modal task in an era of massive video-text data on the Internet. A plethora of work characterized by using a two-stream Vision-Language model architecture that learns a joint representation of video-text pairs has become a prominent approach for the VTR task. However, these models operate under the assumption of bijective video-text correspondences and neglect a more practical scenario where video content usually encompasses multiple events, while texts like user queries or webpage metadata tend to be specific and correspond to single events. This establishes a gap between the previous training objective and real-world applications, leading to the potential performance degradation of earlier models during inference. In this study, we introduce the Multi-event Video-Text Retrieval (MeVTR) task, addressing scenarios in which each video contains multiple different events, as a niche scenario of the conventional Video-Text Retrieval Task. We present a simple model, Me-Retriever, which incorporates key event video representation and a new MeVTR loss for the MeVTR task. Comprehensive experiments show that this straightforward framework outperforms other models in the Video-to-Text and Text-to-Video tasks, effectively establishing a robust baseline for the MeVTR task. We believe this work serves as a strong foundation for future studies. Code is available at https://github.com/gengyuanmax/MeVTR.
InternVid: A Large-scale Video-Text Dataset for Multimodal Understanding and Generation
This paper introduces InternVid, a large-scale video-centric multimodal dataset that enables learning powerful and transferable video-text representations for multimodal understanding and generation. The InternVid dataset contains over 7 million videos lasting nearly 760K hours, yielding 234M video clips accompanied by detailed descriptions of total 4.1B words. Our core contribution is to develop a scalable approach to autonomously build a high-quality video-text dataset with large language models (LLM), thereby showcasing its efficacy in learning video-language representation at scale. Specifically, we utilize a multi-scale approach to generate video-related descriptions. Furthermore, we introduce ViCLIP, a video-text representation learning model based on ViT-L. Learned on InternVid via contrastive learning, this model demonstrates leading zero-shot action recognition and competitive video retrieval performance. Beyond basic video understanding tasks like recognition and retrieval, our dataset and model have broad applications. They are particularly beneficial for generating interleaved video-text data for learning a video-centric dialogue system, advancing video-to-text and text-to-video generation research. These proposed resources provide a tool for researchers and practitioners interested in multimodal video understanding and generation.
X-Pool: Cross-Modal Language-Video Attention for Text-Video Retrieval
In text-video retrieval, the objective is to learn a cross-modal similarity function between a text and a video that ranks relevant text-video pairs higher than irrelevant pairs. However, videos inherently express a much wider gamut of information than texts. Instead, texts often capture sub-regions of entire videos and are most semantically similar to certain frames within videos. Therefore, for a given text, a retrieval model should focus on the text's most semantically similar video sub-regions to make a more relevant comparison. Yet, most existing works aggregate entire videos without directly considering text. Common text-agnostic aggregations schemes include mean-pooling or self-attention over the frames, but these are likely to encode misleading visual information not described in the given text. To address this, we propose a cross-modal attention model called X-Pool that reasons between a text and the frames of a video. Our core mechanism is a scaled dot product attention for a text to attend to its most semantically similar frames. We then generate an aggregated video representation conditioned on the text's attention weights over the frames. We evaluate our method on three benchmark datasets of MSR-VTT, MSVD and LSMDC, achieving new state-of-the-art results by up to 12% in relative improvement in Recall@1. Our findings thereby highlight the importance of joint text-video reasoning to extract important visual cues according to text. Full code and demo can be found at: https://layer6ai-labs.github.io/xpool/
Unifying Specialized Visual Encoders for Video Language Models
The recent advent of Large Language Models (LLMs) has ushered sophisticated reasoning capabilities into the realm of video through Video Large Language Models (VideoLLMs). However, VideoLLMs currently rely on a single vision encoder for all of their visual processing, which limits the amount and type of visual information that can be conveyed to the LLM. Our method, MERV, Multi-Encoder Representation of Videos, instead leverages multiple frozen visual encoders to create a unified representation of a video, providing the VideoLLM with a comprehensive set of specialized visual knowledge. Spatio-temporally aligning the features from each encoder allows us to tackle a wider range of open-ended and multiple-choice video understanding questions and outperform prior state-of-the-art works. MERV is up to 3.7% better in accuracy than Video-LLaVA across the standard suite video understanding benchmarks, while also having a better Video-ChatGPT score. We also improve upon SeViLA, the previous best on zero-shot Perception Test accuracy, by 2.2%. MERV introduces minimal extra parameters and trains faster than equivalent single-encoder methods while parallelizing the visual processing. Finally, we provide qualitative evidence that MERV successfully captures domain knowledge from each of its encoders. Our results offer promising directions in utilizing multiple vision encoders for comprehensive video understanding.
ChatVideo: A Tracklet-centric Multimodal and Versatile Video Understanding System
Existing deep video models are limited by specific tasks, fixed input-output spaces, and poor generalization capabilities, making it difficult to deploy them in real-world scenarios. In this paper, we present our vision for multimodal and versatile video understanding and propose a prototype system, \system. Our system is built upon a tracklet-centric paradigm, which treats tracklets as the basic video unit and employs various Video Foundation Models (ViFMs) to annotate their properties e.g., appearance, motion, \etc. All the detected tracklets are stored in a database and interact with the user through a database manager. We have conducted extensive case studies on different types of in-the-wild videos, which demonstrates the effectiveness of our method in answering various video-related problems. Our project is available at https://www.wangjunke.info/ChatVideo/
Towards Generalisable Video Moment Retrieval: Visual-Dynamic Injection to Image-Text Pre-Training
The correlation between the vision and text is essential for video moment retrieval (VMR), however, existing methods heavily rely on separate pre-training feature extractors for visual and textual understanding. Without sufficient temporal boundary annotations, it is non-trivial to learn universal video-text alignments. In this work, we explore multi-modal correlations derived from large-scale image-text data to facilitate generalisable VMR. To address the limitations of image-text pre-training models on capturing the video changes, we propose a generic method, referred to as Visual-Dynamic Injection (VDI), to empower the model's understanding of video moments. Whilst existing VMR methods are focusing on building temporal-aware video features, being aware of the text descriptions about the temporal changes is also critical but originally overlooked in pre-training by matching static images with sentences. Therefore, we extract visual context and spatial dynamic information from video frames and explicitly enforce their alignments with the phrases describing video changes (e.g. verb). By doing so, the potentially relevant visual and motion patterns in videos are encoded in the corresponding text embeddings (injected) so to enable more accurate video-text alignments. We conduct extensive experiments on two VMR benchmark datasets (Charades-STA and ActivityNet-Captions) and achieve state-of-the-art performances. Especially, VDI yields notable advantages when being tested on the out-of-distribution splits where the testing samples involve novel scenes and vocabulary.
VideoRAG: Retrieval-Augmented Generation over Video Corpus
Retrieval-Augmented Generation (RAG) is a powerful strategy to address the issue of generating factually incorrect outputs in foundation models by retrieving external knowledge relevant to queries and incorporating it into their generation process. However, existing RAG approaches have primarily focused on textual information, with some recent advancements beginning to consider images, and they largely overlook videos, a rich source of multimodal knowledge capable of representing events, processes, and contextual details more effectively than any other modality. While a few recent studies explore the integration of videos in the response generation process, they either predefine query-associated videos without retrieving them according to queries, or convert videos into the textual descriptions without harnessing their multimodal richness. To tackle these, we introduce VideoRAG, a novel framework that not only dynamically retrieves relevant videos based on their relevance with queries but also utilizes both visual and textual information of videos in the output generation. Further, to operationalize this, our method revolves around the recent advance of Large Video Language Models (LVLMs), which enable the direct processing of video content to represent it for retrieval and seamless integration of the retrieved videos jointly with queries. We experimentally validate the effectiveness of VideoRAG, showcasing that it is superior to relevant baselines.
MM-VID: Advancing Video Understanding with GPT-4V(ision)
We present MM-VID, an integrated system that harnesses the capabilities of GPT-4V, combined with specialized tools in vision, audio, and speech, to facilitate advanced video understanding. MM-VID is designed to address the challenges posed by long-form videos and intricate tasks such as reasoning within hour-long content and grasping storylines spanning multiple episodes. MM-VID uses a video-to-script generation with GPT-4V to transcribe multimodal elements into a long textual script. The generated script details character movements, actions, expressions, and dialogues, paving the way for large language models (LLMs) to achieve video understanding. This enables advanced capabilities, including audio description, character identification, and multimodal high-level comprehension. Experimental results demonstrate the effectiveness of MM-VID in handling distinct video genres with various video lengths. Additionally, we showcase its potential when applied to interactive environments, such as video games and graphic user interfaces.
TinyLLaVA-Video: A Simple Framework of Small-scale Large Multimodal Models for Video Understanding
We present the TinyLLaVA-Video, a video understanding model with parameters not exceeding 4B that processes video sequences in a simple manner, without the need for complex architectures, supporting both fps sampling and uniform frame sampling. Our model is characterized by modularity and scalability, allowing training and inference with limited computational resources and enabling users to replace components based on their needs. We validate the effectiveness of this framework through experiments, the best model achieving performance comparable to certain existing 7B models on multiple video understanding benchmarks. The code and training recipes are fully open source, with all components and training data publicly available. We hope this work can serve as a baseline for practitioners exploring small-scale multimodal models for video understanding. It is available at https://github.com/ZhangXJ199/TinyLLaVA-Video.
LLaVA-OneVision: Easy Visual Task Transfer
We present LLaVA-OneVision, a family of open large multimodal models (LMMs) developed by consolidating our insights into data, models, and visual representations in the LLaVA-NeXT blog series. Our experimental results demonstrate that LLaVA-OneVision is the first single model that can simultaneously push the performance boundaries of open LMMs in three important computer vision scenarios: single-image, multi-image, and video scenarios. Importantly, the design of LLaVA-OneVision allows strong transfer learning across different modalities/scenarios, yielding new emerging capabilities. In particular, strong video understanding and cross-scenario capabilities are demonstrated through task transfer from images to videos.
VideoLights: Feature Refinement and Cross-Task Alignment Transformer for Joint Video Highlight Detection and Moment Retrieval
Video Highlight Detection and Moment Retrieval (HD/MR) are essential in video analysis. Recent joint prediction transformer models often overlook their cross-task dynamics and video-text alignment and refinement. Moreover, most models typically use limited, uni-directional attention mechanisms, resulting in weakly integrated representations and suboptimal performance in capturing the interdependence between video and text modalities. Although large-language and vision-language models (LLM/LVLMs) have gained prominence across various domains, their application in this field remains relatively underexplored. Here we propose VideoLights, a novel HD/MR framework addressing these limitations through (i) Convolutional Projection and Feature Refinement modules with an alignment loss for better video-text feature alignment, (ii) Bi-Directional Cross-Modal Fusion network for strongly coupled query-aware clip representations, and (iii) Uni-directional joint-task feedback mechanism enhancing both tasks through correlation. In addition, (iv) we introduce hard positive/negative losses for adaptive error penalization and improved learning, and (v) leverage LVLMs like BLIP-2 for enhanced multimodal feature integration and intelligent pretraining using synthetic data generated from LVLMs. Comprehensive experiments on QVHighlights, TVSum, and Charades-STA benchmarks demonstrate state-of-the-art performance. Codes and models are available at https://github.com/dpaul06/VideoLights .
Generating 3D-Consistent Videos from Unposed Internet Photos
We address the problem of generating videos from unposed internet photos. A handful of input images serve as keyframes, and our model interpolates between them to simulate a path moving between the cameras. Given random images, a model's ability to capture underlying geometry, recognize scene identity, and relate frames in terms of camera position and orientation reflects a fundamental understanding of 3D structure and scene layout. However, existing video models such as Luma Dream Machine fail at this task. We design a self-supervised method that takes advantage of the consistency of videos and variability of multiview internet photos to train a scalable, 3D-aware video model without any 3D annotations such as camera parameters. We validate that our method outperforms all baselines in terms of geometric and appearance consistency. We also show our model benefits applications that enable camera control, such as 3D Gaussian Splatting. Our results suggest that we can scale up scene-level 3D learning using only 2D data such as videos and multiview internet photos.
Video-MME: The First-Ever Comprehensive Evaluation Benchmark of Multi-modal LLMs in Video Analysis
In the quest for artificial general intelligence, Multi-modal Large Language Models (MLLMs) have emerged as a focal point in recent advancements. However, the predominant focus remains on developing their capabilities in static image understanding. The potential of MLLMs in processing sequential visual data is still insufficiently explored, highlighting the absence of a comprehensive, high-quality assessment of their performance. In this paper, we introduce Video-MME, the first-ever full-spectrum, Multi-Modal Evaluation benchmark of MLLMs in Video analysis. Our work distinguishes from existing benchmarks through four key features: 1) Diversity in video types, spanning 6 primary visual domains with 30 subfields to ensure broad scenario generalizability; 2) Duration in temporal dimension, encompassing both short-, medium-, and long-term videos, ranging from 11 seconds to 1 hour, for robust contextual dynamics; 3) Breadth in data modalities, integrating multi-modal inputs besides video frames, including subtitles and audios, to unveil the all-round capabilities of MLLMs; 4) Quality in annotations, utilizing rigorous manual labeling by expert annotators to facilitate precise and reliable model assessment. 900 videos with a total of 256 hours are manually selected and annotated by repeatedly viewing all the video content, resulting in 2,700 question-answer pairs. With Video-MME, we extensively evaluate various state-of-the-art MLLMs, including GPT-4 series and Gemini 1.5 Pro, as well as open-source image models like InternVL-Chat-V1.5 and video models like LLaVA-NeXT-Video. Our experiments reveal that Gemini 1.5 Pro is the best-performing commercial model, significantly outperforming the open-source models. Our dataset along with these findings underscores the need for further improvements in handling longer sequences and multi-modal data. Project Page: https://video-mme.github.io
XFMamba: Cross-Fusion Mamba for Multi-View Medical Image Classification
Compared to single view medical image classification, using multiple views can significantly enhance predictive accuracy as it can account for the complementarity of each view while leveraging correlations between views. Existing multi-view approaches typically employ separate convolutional or transformer branches combined with simplistic feature fusion strategies. However, these approaches inadvertently disregard essential cross-view correlations, leading to suboptimal classification performance, and suffer from challenges with limited receptive field (CNNs) or quadratic computational complexity (transformers). Inspired by state space sequence models, we propose XFMamba, a pure Mamba-based cross-fusion architecture to address the challenge of multi-view medical image classification. XFMamba introduces a novel two-stage fusion strategy, facilitating the learning of single-view features and their cross-view disparity. This mechanism captures spatially long-range dependencies in each view while enhancing seamless information transfer between views. Results on three public datasets, MURA, CheXpert and DDSM, illustrate the effectiveness of our approach across diverse multi-view medical image classification tasks, showing that it outperforms existing convolution-based and transformer-based multi-view methods. Code is available at https://github.com/XZheng0427/XFMamba.
VideoXum: Cross-modal Visual and Textural Summarization of Videos
Video summarization aims to distill the most important information from a source video to produce either an abridged clip or a textual narrative. Traditionally, different methods have been proposed depending on whether the output is a video or text, thus ignoring the correlation between the two semantically related tasks of visual summarization and textual summarization. We propose a new joint video and text summarization task. The goal is to generate both a shortened video clip along with the corresponding textual summary from a long video, collectively referred to as a cross-modal summary. The generated shortened video clip and text narratives should be semantically well aligned. To this end, we first build a large-scale human-annotated dataset -- VideoXum (X refers to different modalities). The dataset is reannotated based on ActivityNet. After we filter out the videos that do not meet the length requirements, 14,001 long videos remain in our new dataset. Each video in our reannotated dataset has human-annotated video summaries and the corresponding narrative summaries. We then design a novel end-to-end model -- VTSUM-BILP to address the challenges of our proposed task. Moreover, we propose a new metric called VT-CLIPScore to help evaluate the semantic consistency of cross-modality summary. The proposed model achieves promising performance on this new task and establishes a benchmark for future research.
Needle In A Video Haystack: A Scalable Synthetic Framework for Benchmarking Video MLLMs
Video understanding is a crucial next step for multimodal large language models (MLLMs). To probe specific aspects of video understanding ability, existing video benchmarks typically require careful video selection based on the target capability, along with laborious annotation of query-response pairs to match the specific video content. This process is both challenging and resource-intensive. In this paper, we propose VideoNIAH (Video Needle In A Haystack), a benchmark construction framework through synthetic video generation. VideoNIAH decouples test video content from their query-responses by inserting unrelated image/text 'needles' into original videos. It generates annotations solely from these needles, ensuring diversity in video sources and a variety of query-responses. Additionally, by inserting multiple needles, VideoNIAH rigorously evaluates the temporal understanding capabilities of models. We utilized VideoNIAH to compile a video benchmark VNBench, including tasks such as retrieval, ordering, and counting. VNBench can efficiently evaluate the fine-grained understanding ability and spatio-temporal modeling ability of a video model, while also supporting the long-context evaluation. Additionally, we evaluated recent video-centric multimodal large language models (MLLMs), both open-source and proprietary, providing a comprehensive analysis. We found that although proprietary models have significant advantages over open-source models, all existing video models still perform poorly on long-distance dependency tasks. VideoNIAH is a simple yet highly scalable benchmark construction framework, and we believe it will inspire future video benchmark works. The code and data are available at https://github.com/joez17/VideoNIAH.
TempCompass: Do Video LLMs Really Understand Videos?
Recently, there is a surge in interest surrounding video large language models (Video LLMs). However, existing benchmarks fail to provide a comprehensive feedback on the temporal perception ability of Video LLMs. On the one hand, most of them are unable to distinguish between different temporal aspects (e.g., speed, direction) and thus cannot reflect the nuanced performance on these specific aspects. On the other hand, they are limited in the diversity of task formats (e.g., only multi-choice QA), which hinders the understanding of how temporal perception performance may vary across different types of tasks. Motivated by these two problems, we propose the TempCompass benchmark, which introduces a diversity of temporal aspects and task formats. To collect high-quality test data, we devise two novel strategies: (1) In video collection, we construct conflicting videos that share the same static content but differ in a specific temporal aspect, which prevents Video LLMs from leveraging single-frame bias or language priors. (2) To collect the task instructions, we propose a paradigm where humans first annotate meta-information for a video and then an LLM generates the instruction. We also design an LLM-based approach to automatically and accurately evaluate the responses from Video LLMs. Based on TempCompass, we comprehensively evaluate 8 state-of-the-art (SOTA) Video LLMs and 3 Image LLMs, and reveal the discerning fact that these models exhibit notably poor temporal perception ability. The data and evaluation code are available at https://github.com/llyx97/TempCompass.
LLM4VG: Large Language Models Evaluation for Video Grounding
Recently, researchers have attempted to investigate the capability of LLMs in handling videos and proposed several video LLM models. However, the ability of LLMs to handle video grounding (VG), which is an important time-related video task requiring the model to precisely locate the start and end timestamps of temporal moments in videos that match the given textual queries, still remains unclear and unexplored in literature. To fill the gap, in this paper, we propose the LLM4VG benchmark, which systematically evaluates the performance of different LLMs on video grounding tasks. Based on our proposed LLM4VG, we design extensive experiments to examine two groups of video LLM models on video grounding: (i) the video LLMs trained on the text-video pairs (denoted as VidLLM), and (ii) the LLMs combined with pretrained visual description models such as the video/image captioning model. We propose prompt methods to integrate the instruction of VG and description from different kinds of generators, including caption-based generators for direct visual description and VQA-based generators for information enhancement. We also provide comprehensive comparisons of various VidLLMs and explore the influence of different choices of visual models, LLMs, prompt designs, etc, as well. Our experimental evaluations lead to two conclusions: (i) the existing VidLLMs are still far away from achieving satisfactory video grounding performance, and more time-related video tasks should be included to further fine-tune these models, and (ii) the combination of LLMs and visual models shows preliminary abilities for video grounding with considerable potential for improvement by resorting to more reliable models and further guidance of prompt instructions.
UniVG: Towards UNIfied-modal Video Generation
Diffusion based video generation has received extensive attention and achieved considerable success within both the academic and industrial communities. However, current efforts are mainly concentrated on single-objective or single-task video generation, such as generation driven by text, by image, or by a combination of text and image. This cannot fully meet the needs of real-world application scenarios, as users are likely to input images and text conditions in a flexible manner, either individually or in combination. To address this, we propose a Unified-modal Video Genearation system that is capable of handling multiple video generation tasks across text and image modalities. To this end, we revisit the various video generation tasks within our system from the perspective of generative freedom, and classify them into high-freedom and low-freedom video generation categories. For high-freedom video generation, we employ Multi-condition Cross Attention to generate videos that align with the semantics of the input images or text. For low-freedom video generation, we introduce Biased Gaussian Noise to replace the pure random Gaussian Noise, which helps to better preserve the content of the input conditions. Our method achieves the lowest Fr\'echet Video Distance (FVD) on the public academic benchmark MSR-VTT, surpasses the current open-source methods in human evaluations, and is on par with the current close-source method Gen2. For more samples, visit https://univg-baidu.github.io.
Vinoground: Scrutinizing LMMs over Dense Temporal Reasoning with Short Videos
There has been growing sentiment recently that modern large multimodal models (LMMs) have addressed most of the key challenges related to short video comprehension. As a result, both academia and industry are gradually shifting their attention towards the more complex challenges posed by understanding long-form videos. However, is this really the case? Our studies indicate that LMMs still lack many fundamental reasoning capabilities even when dealing with short videos. We introduce Vinoground, a temporal counterfactual LMM evaluation benchmark encompassing 1000 short and natural video-caption pairs. We demonstrate that existing LMMs severely struggle to distinguish temporal differences between different actions and object transformations. For example, the best model GPT-4o only obtains ~50% on our text and video scores, showing a large gap compared to the human baseline of ~90%. All open-source multimodal models and CLIP-based models perform much worse, producing mostly random chance performance. Through this work, we shed light onto the fact that temporal reasoning in short videos is a problem yet to be fully solved. The dataset and evaluation code are available at https://vinoground.github.io.
CLIPRerank: An Extremely Simple Method for Improving Ad-hoc Video Search
Ad-hoc Video Search (AVS) enables users to search for unlabeled video content using on-the-fly textual queries. Current deep learning-based models for AVS are trained to optimize holistic similarity between short videos and their associated descriptions. However, due to the diversity of ad-hoc queries, even for a short video, its truly relevant part w.r.t. a given query can be of shorter duration. In such a scenario, the holistic similarity becomes suboptimal. To remedy the issue, we propose in this paper CLIPRerank, a fine-grained re-scoring method. We compute cross-modal similarities between query and video frames using a pre-trained CLIP model, with multi-frame scores aggregated by max pooling. The fine-grained score is weightedly added to the initial score for search result reranking. As such, CLIPRerank is agnostic to the underlying video retrieval models and extremely simple, making it a handy plug-in for boosting AVS. Experiments on the challenging TRECVID AVS benchmarks (from 2016 to 2021) justify the effectiveness of the proposed strategy. CLIPRerank consistently improves the TRECVID top performers and multiple existing models including SEA, W2VV++, Dual Encoding, Dual Task, LAFF, CLIP2Video, TS2-Net and X-CLIP. Our method also works when substituting BLIP-2 for CLIP.
LongVLM: Efficient Long Video Understanding via Large Language Models
Empowered by Large Language Models (LLMs), recent advancements in Video-based LLMs (VideoLLMs) have driven progress in various video understanding tasks. These models encode video representations through pooling or query aggregation over a vast number of visual tokens, making computational and memory costs affordable. Despite successfully providing an overall comprehension of video content, existing VideoLLMs still face challenges in achieving detailed understanding due to overlooking local information in long-term videos. To tackle this challenge, we introduce LongVLM, a simple yet powerful VideoLLM for long video understanding, building upon the observation that long videos often consist of sequential key events, complex actions, and camera movements. Our approach proposes to decompose long videos into multiple short-term segments and encode local features for each segment via a hierarchical token merging module. These features are concatenated in temporal order to maintain the storyline across sequential short-term segments. Additionally, we propose to integrate global semantics into each local feature to enhance context understanding. In this way, we encode video representations that incorporate both local and global information, enabling the LLM to generate comprehensive responses for long-term videos. Experimental results on the VideoChatGPT benchmark and zero-shot video question-answering datasets demonstrate the superior capabilities of our model over the previous state-of-the-art methods. Qualitative examples show that our model produces more precise responses for long video understanding. Code is available at https://github.com/ziplab/LongVLM.
Imagine360: Immersive 360 Video Generation from Perspective Anchor
360^circ videos offer a hyper-immersive experience that allows the viewers to explore a dynamic scene from full 360 degrees. To achieve more user-friendly and personalized content creation in 360^circ video format, we seek to lift standard perspective videos into 360^circ equirectangular videos. To this end, we introduce Imagine360, the first perspective-to-360^circ video generation framework that creates high-quality 360^circ videos with rich and diverse motion patterns from video anchors. Imagine360 learns fine-grained spherical visual and motion patterns from limited 360^circ video data with several key designs. 1) Firstly we adopt the dual-branch design, including a perspective and a panorama video denoising branch to provide local and global constraints for 360^circ video generation, with motion module and spatial LoRA layers fine-tuned on extended web 360^circ videos. 2) Additionally, an antipodal mask is devised to capture long-range motion dependencies, enhancing the reversed camera motion between antipodal pixels across hemispheres. 3) To handle diverse perspective video inputs, we propose elevation-aware designs that adapt to varying video masking due to changing elevations across frames. Extensive experiments show Imagine360 achieves superior graphics quality and motion coherence among state-of-the-art 360^circ video generation methods. We believe Imagine360 holds promise for advancing personalized, immersive 360^circ video creation.
Prompt Switch: Efficient CLIP Adaptation for Text-Video Retrieval
In text-video retrieval, recent works have benefited from the powerful learning capabilities of pre-trained text-image foundation models (e.g., CLIP) by adapting them to the video domain. A critical problem for them is how to effectively capture the rich semantics inside the video using the image encoder of CLIP. To tackle this, state-of-the-art methods adopt complex cross-modal modeling techniques to fuse the text information into video frame representations, which, however, incurs severe efficiency issues in large-scale retrieval systems as the video representations must be recomputed online for every text query. In this paper, we discard this problematic cross-modal fusion process and aim to learn semantically-enhanced representations purely from the video, so that the video representations can be computed offline and reused for different texts. Concretely, we first introduce a spatial-temporal "Prompt Cube" into the CLIP image encoder and iteratively switch it within the encoder layers to efficiently incorporate the global video semantics into frame representations. We then propose to apply an auxiliary video captioning objective to train the frame representations, which facilitates the learning of detailed video semantics by providing fine-grained guidance in the semantic space. With a naive temporal fusion strategy (i.e., mean-pooling) on the enhanced frame representations, we obtain state-of-the-art performances on three benchmark datasets, i.e., MSR-VTT, MSVD, and LSMDC.
How Good is a Video Summary? A New Benchmarking Dataset and Evaluation Framework Towards Realistic Video Summarization
Automatic video summarization is still an unsolved problem due to several challenges. The currently available datasets either have very short videos or have few long videos of only a particular type. We introduce a new benchmarking video dataset called VISIOCITY (VIdeo SummarIzatiOn based on Continuity, Intent and DiversiTY) which comprises of longer videos across six different categories with dense concept annotations capable of supporting different flavors of video summarization and other vision problems. For long videos, human reference summaries necessary for supervised video summarization techniques are difficult to obtain. We explore strategies to automatically generate multiple reference summaries from indirect ground truth present in VISIOCITY. We show that these summaries are at par with human summaries. We also present a study of different desired characteristics of a good summary and demonstrate how it is normal to have two good summaries with different characteristics. Thus we argue that evaluating a summary against one or more human summaries and using a single measure has its shortcomings. We propose an evaluation framework for better quantitative assessment of summary quality which is closer to human judgment. Lastly, we present insights into how a model can be enhanced to yield better summaries. Sepcifically, when multiple diverse ground truth summaries can exist, learning from them individually and using a combination of loss functions measuring different characteristics is better than learning from a single combined (oracle) ground truth summary using a single loss function. We demonstrate the effectiveness of doing so as compared to some of the representative state of the art techniques tested on VISIOCITY. We release VISIOCITY as a benchmarking dataset and invite researchers to test the effectiveness of their video summarization algorithms on VISIOCITY.
Driving into the Future: Multiview Visual Forecasting and Planning with World Model for Autonomous Driving
In autonomous driving, predicting future events in advance and evaluating the foreseeable risks empowers autonomous vehicles to better plan their actions, enhancing safety and efficiency on the road. To this end, we propose Drive-WM, the first driving world model compatible with existing end-to-end planning models. Through a joint spatial-temporal modeling facilitated by view factorization, our model generates high-fidelity multiview videos in driving scenes. Building on its powerful generation ability, we showcase the potential of applying the world model for safe driving planning for the first time. Particularly, our Drive-WM enables driving into multiple futures based on distinct driving maneuvers, and determines the optimal trajectory according to the image-based rewards. Evaluation on real-world driving datasets verifies that our method could generate high-quality, consistent, and controllable multiview videos, opening up possibilities for real-world simulations and safe planning.
Video Understanding with Large Language Models: A Survey
With the burgeoning growth of online video platforms and the escalating volume of video content, the demand for proficient video understanding tools has intensified markedly. Given the remarkable capabilities of Large Language Models (LLMs) in language and multimodal tasks, this survey provides a detailed overview of the recent advancements in video understanding harnessing the power of LLMs (Vid-LLMs). The emergent capabilities of Vid-LLMs are surprisingly advanced, particularly their ability for open-ended spatial-temporal reasoning combined with commonsense knowledge, suggesting a promising path for future video understanding. We examine the unique characteristics and capabilities of Vid-LLMs, categorizing the approaches into four main types: LLM-based Video Agents, Vid-LLMs Pretraining, Vid-LLMs Instruction Tuning, and Hybrid Methods. Furthermore, this survey presents a comprehensive study of the tasks, datasets, and evaluation methodologies for Vid-LLMs. Additionally, it explores the expansive applications of Vid-LLMs across various domains, highlighting their remarkable scalability and versatility in real-world video understanding challenges. Finally, it summarizes the limitations of existing Vid-LLMs and outlines directions for future research. For more information, readers are recommended to visit the repository at https://github.com/yunlong10/Awesome-LLMs-for-Video-Understanding.
VISTA: Enhancing Long-Duration and High-Resolution Video Understanding by Video Spatiotemporal Augmentation
Current large multimodal models (LMMs) face significant challenges in processing and comprehending long-duration or high-resolution videos, which is mainly due to the lack of high-quality datasets. To address this issue from a data-centric perspective, we propose VISTA, a simple yet effective Video Spatiotemporal Augmentation framework that synthesizes long-duration and high-resolution video instruction-following pairs from existing video-caption datasets. VISTA spatially and temporally combines videos to create new synthetic videos with extended durations and enhanced resolutions, and subsequently produces question-answer pairs pertaining to these newly synthesized videos. Based on this paradigm, we develop seven video augmentation methods and curate VISTA-400K, a video instruction-following dataset aimed at enhancing long-duration and high-resolution video understanding. Finetuning various video LMMs on our data resulted in an average improvement of 3.3% across four challenging benchmarks for long-video understanding. Furthermore, we introduce the first comprehensive high-resolution video understanding benchmark HRVideoBench, on which our finetuned models achieve a 6.5% performance gain. These results highlight the effectiveness of our framework.
VIOLIN: A Large-Scale Dataset for Video-and-Language Inference
We introduce a new task, Video-and-Language Inference, for joint multimodal understanding of video and text. Given a video clip with aligned subtitles as premise, paired with a natural language hypothesis based on the video content, a model needs to infer whether the hypothesis is entailed or contradicted by the given video clip. A new large-scale dataset, named Violin (VIdeO-and-Language INference), is introduced for this task, which consists of 95,322 video-hypothesis pairs from 15,887 video clips, spanning over 582 hours of video. These video clips contain rich content with diverse temporal dynamics, event shifts, and people interactions, collected from two sources: (i) popular TV shows, and (ii) movie clips from YouTube channels. In order to address our new multimodal inference task, a model is required to possess sophisticated reasoning skills, from surface-level grounding (e.g., identifying objects and characters in the video) to in-depth commonsense reasoning (e.g., inferring causal relations of events in the video). We present a detailed analysis of the dataset and an extensive evaluation over many strong baselines, providing valuable insights on the challenges of this new task.
MA-LMM: Memory-Augmented Large Multimodal Model for Long-Term Video Understanding
With the success of large language models (LLMs), integrating the vision model into LLMs to build vision-language foundation models has gained much more interest recently. However, existing LLM-based large multimodal models (e.g., Video-LLaMA, VideoChat) can only take in a limited number of frames for short video understanding. In this study, we mainly focus on designing an efficient and effective model for long-term video understanding. Instead of trying to process more frames simultaneously like most existing work, we propose to process videos in an online manner and store past video information in a memory bank. This allows our model to reference historical video content for long-term analysis without exceeding LLMs' context length constraints or GPU memory limits. Our memory bank can be seamlessly integrated into current multimodal LLMs in an off-the-shelf manner. We conduct extensive experiments on various video understanding tasks, such as long-video understanding, video question answering, and video captioning, and our model can achieve state-of-the-art performances across multiple datasets. Code available at https://boheumd.github.io/MA-LMM/.
Contrastive Sequential-Diffusion Learning: An approach to Multi-Scene Instructional Video Synthesis
Action-centric sequence descriptions like recipe instructions and do-it-yourself projects include non-linear patterns in which the next step may require to be visually consistent not on the immediate previous step but on earlier steps. Current video synthesis approaches fail to generate consistent multi-scene videos for such task descriptions. We propose a contrastive sequential video diffusion method that selects the most suitable previously generated scene to guide and condition the denoising process of the next scene. The result is a multi-scene video that is grounded in the scene descriptions and coherent w.r.t the scenes that require consistent visualisation. Our experiments with real-world data demonstrate the practicality and improved consistency of our model compared to prior work.
Step Differences in Instructional Video
Comparing a user video to a reference how-to video is a key requirement for AR/VR technology delivering personalized assistance tailored to the user's progress. However, current approaches for language-based assistance can only answer questions about a single video. We propose an approach that first automatically generates large amounts of visual instruction tuning data involving pairs of videos from HowTo100M by leveraging existing step annotations and accompanying narrations, and then trains a video-conditioned language model to jointly reason across multiple raw videos. Our model achieves state-of-the-art performance at identifying differences between video pairs and ranking videos based on the severity of these differences, and shows promising ability to perform general reasoning over multiple videos. Project page: https://github.com/facebookresearch/stepdiff
Dynamic-VLM: Simple Dynamic Visual Token Compression for VideoLLM
The application of Large Vision-Language Models (LVLMs) for analyzing images and videos is an exciting and rapidly evolving field. In recent years, we've seen significant growth in high-quality image-text datasets for fine-tuning image understanding, but there is still a lack of comparable datasets for videos. Additionally, many VideoLLMs are extensions of single-image VLMs, which may not efficiently handle the complexities of longer videos. In this study, we introduce a large-scale synthetic dataset created from proprietary models, using carefully designed prompts to tackle a wide range of questions. We also explore a dynamic visual token compression architecture that strikes a balance between computational efficiency and performance. Our proposed achieves state-of-the-art results across various video tasks and shows impressive generalization, setting new baselines in multi-image understanding. Notably, delivers an absolute improvement of 2.7\% over LLaVA-OneVision on VideoMME and 10.7\% on MuirBench. Codes are available at https://github.com/Hon-Wong/ByteVideoLLM
VidChapters-7M: Video Chapters at Scale
Segmenting long videos into chapters enables users to quickly navigate to the information of their interest. This important topic has been understudied due to the lack of publicly released datasets. To address this issue, we present VidChapters-7M, a dataset of 817K user-chaptered videos including 7M chapters in total. VidChapters-7M is automatically created from videos online in a scalable manner by scraping user-annotated chapters and hence without any additional manual annotation. We introduce the following three tasks based on this data. First, the video chapter generation task consists of temporally segmenting the video and generating a chapter title for each segment. To further dissect the problem, we also define two variants of this task: video chapter generation given ground-truth boundaries, which requires generating a chapter title given an annotated video segment, and video chapter grounding, which requires temporally localizing a chapter given its annotated title. We benchmark both simple baselines and state-of-the-art video-language models for these three tasks. We also show that pretraining on VidChapters-7M transfers well to dense video captioning tasks in both zero-shot and finetuning settings, largely improving the state of the art on the YouCook2 and ViTT benchmarks. Finally, our experiments reveal that downstream performance scales well with the size of the pretraining dataset. Our dataset, code, and models are publicly available at https://antoyang.github.io/vidchapters.html.
OpenVid-1M: A Large-Scale High-Quality Dataset for Text-to-video Generation
Text-to-video (T2V) generation has recently garnered significant attention thanks to the large multi-modality model Sora. However, T2V generation still faces two important challenges: 1) Lacking a precise open sourced high-quality dataset. The previous popular video datasets, e.g. WebVid-10M and Panda-70M, are either with low quality or too large for most research institutions. Therefore, it is challenging but crucial to collect a precise high-quality text-video pairs for T2V generation. 2) Ignoring to fully utilize textual information. Recent T2V methods have focused on vision transformers, using a simple cross attention module for video generation, which falls short of thoroughly extracting semantic information from text prompt. To address these issues, we introduce OpenVid-1M, a precise high-quality dataset with expressive captions. This open-scenario dataset contains over 1 million text-video pairs, facilitating research on T2V generation. Furthermore, we curate 433K 1080p videos from OpenVid-1M to create OpenVidHD-0.4M, advancing high-definition video generation. Additionally, we propose a novel Multi-modal Video Diffusion Transformer (MVDiT) capable of mining both structure information from visual tokens and semantic information from text tokens. Extensive experiments and ablation studies verify the superiority of OpenVid-1M over previous datasets and the effectiveness of our MVDiT.
Video-Text Retrieval by Supervised Sparse Multi-Grained Learning
While recent progress in video-text retrieval has been advanced by the exploration of better representation learning, in this paper, we present a novel multi-grained sparse learning framework, S3MA, to learn an aligned sparse space shared between the video and the text for video-text retrieval. The shared sparse space is initialized with a finite number of sparse concepts, each of which refers to a number of words. With the text data at hand, we learn and update the shared sparse space in a supervised manner using the proposed similarity and alignment losses. Moreover, to enable multi-grained alignment, we incorporate frame representations for better modeling the video modality and calculating fine-grained and coarse-grained similarities. Benefiting from the learned shared sparse space and multi-grained similarities, extensive experiments on several video-text retrieval benchmarks demonstrate the superiority of S3MA over existing methods. Our code is available at https://github.com/yimuwangcs/Better_Cross_Modal_Retrieval.
4Real-Video: Learning Generalizable Photo-Realistic 4D Video Diffusion
We propose 4Real-Video, a novel framework for generating 4D videos, organized as a grid of video frames with both time and viewpoint axes. In this grid, each row contains frames sharing the same timestep, while each column contains frames from the same viewpoint. We propose a novel two-stream architecture. One stream performs viewpoint updates on columns, and the other stream performs temporal updates on rows. After each diffusion transformer layer, a synchronization layer exchanges information between the two token streams. We propose two implementations of the synchronization layer, using either hard or soft synchronization. This feedforward architecture improves upon previous work in three ways: higher inference speed, enhanced visual quality (measured by FVD, CLIP, and VideoScore), and improved temporal and viewpoint consistency (measured by VideoScore and Dust3R-Confidence).
Making Short-Form Videos Accessible with Hierarchical Video Summaries
Short videos on platforms such as TikTok, Instagram Reels, and YouTube Shorts (i.e. short-form videos) have become a primary source of information and entertainment. Many short-form videos are inaccessible to blind and low vision (BLV) viewers due to their rapid visual changes, on-screen text, and music or meme-audio overlays. In our formative study, 7 BLV viewers who regularly watched short-form videos reported frequently skipping such inaccessible content. We present ShortScribe, a system that provides hierarchical visual summaries of short-form videos at three levels of detail to support BLV viewers in selecting and understanding short-form videos. ShortScribe allows BLV users to navigate between video descriptions based on their level of interest. To evaluate ShortScribe, we assessed description accuracy and conducted a user study with 10 BLV participants comparing ShortScribe to a baseline interface. When using ShortScribe, participants reported higher comprehension and provided more accurate summaries of video content.
MLVU: A Comprehensive Benchmark for Multi-Task Long Video Understanding
The evaluation of Long Video Understanding (LVU) performance poses an important but challenging research problem. Despite previous efforts, the existing video understanding benchmarks are severely constrained by several issues, especially the insufficient lengths of videos, a lack of diversity in video types and evaluation tasks, and the inappropriateness for evaluating LVU performances. To address the above problems, we propose a new benchmark, called MLVU (Multi-task Long Video Understanding Benchmark), for the comprehensive and in-depth evaluation of LVU. MLVU presents the following critical values: 1) The substantial and flexible extension of video lengths, which enables the benchmark to evaluate LVU performance across a wide range of durations. 2) The inclusion of various video genres, e.g., movies, surveillance footage, egocentric videos, cartoons, game videos, etc., which reflects the models' LVU performances in different scenarios. 3) The development of diversified evaluation tasks, which enables a comprehensive examination of MLLMs' key abilities in long-video understanding. The empirical study with 20 latest MLLMs reveals significant room for improvement in today's technique, as all existing methods struggle with most of the evaluation tasks and exhibit severe performance degradation when handling longer videos. Additionally, it suggests that factors such as context length, image-understanding quality, and the choice of LLM backbone can play critical roles in future advancements. We anticipate that MLVU will advance the research of long video understanding by providing a comprehensive and in-depth analysis of MLLMs.
SALOVA: Segment-Augmented Long Video Assistant for Targeted Retrieval and Routing in Long-Form Video Analysis
Despite advances in Large Multi-modal Models, applying them to long and untrimmed video content remains challenging due to limitations in context length and substantial memory overhead. These constraints often lead to significant information loss and reduced relevance in the model responses. With the exponential growth of video data across web platforms, understanding long-form video is crucial for advancing generalized intelligence. In this paper, we introduce SALOVA: Segment-Augmented LOng Video Assistant, a novel video-LLM framework designed to enhance the comprehension of lengthy video content through targeted retrieval process. We address two main challenges to achieve it: (i) We present the SceneWalk dataset, a high-quality collection of 87.8K long videos, each densely captioned at the segment level to enable models to capture scene continuity and maintain rich descriptive context. (ii) We develop robust architectural designs integrating dynamic routing mechanism and spatio-temporal projector to efficiently retrieve and process relevant video segments based on user queries. Our framework mitigates the limitations of current video-LMMs by allowing for precise identification and retrieval of relevant video segments in response to queries, thereby improving the contextual relevance of the generated responses. Through extensive experiments, SALOVA demonstrates enhanced capability in processing complex long-form videos, showing significant capability to maintain contextual integrity across extended sequences.
360DVD: Controllable Panorama Video Generation with 360-Degree Video Diffusion Model
Panorama video recently attracts more interest in both study and application, courtesy of its immersive experience. Due to the expensive cost of capturing 360-degree panoramic videos, generating desirable panorama videos by prompts is urgently required. Lately, the emerging text-to-video (T2V) diffusion methods demonstrate notable effectiveness in standard video generation. However, due to the significant gap in content and motion patterns between panoramic and standard videos, these methods encounter challenges in yielding satisfactory 360-degree panoramic videos. In this paper, we propose a pipeline named 360-Degree Video Diffusion model (360DVD) for generating 360-degree panoramic videos based on the given prompts and motion conditions. Specifically, we introduce a lightweight 360-Adapter accompanied by 360 Enhancement Techniques to transform pre-trained T2V models for panorama video generation. We further propose a new panorama dataset named WEB360 consisting of panoramic video-text pairs for training 360DVD, addressing the absence of captioned panoramic video datasets. Extensive experiments demonstrate the superiority and effectiveness of 360DVD for panorama video generation. Our project page is at https://akaneqwq.github.io/360DVD/.
M^3AV: A Multimodal, Multigenre, and Multipurpose Audio-Visual Academic Lecture Dataset
Publishing open-source academic video recordings is an emergent and prevalent approach to sharing knowledge online. Such videos carry rich multimodal information including speech, the facial and body movements of the speakers, as well as the texts and pictures in the slides and possibly even the papers. Although multiple academic video datasets have been constructed and released, few of them support both multimodal content recognition and understanding tasks, which is partially due to the lack of high-quality human annotations. In this paper, we propose a novel multimodal, multigenre, and multipurpose audio-visual academic lecture dataset (M^3AV), which has almost 367 hours of videos from five sources covering computer science, mathematics, and medical and biology topics. With high-quality human annotations of the spoken and written words, in particular high-valued name entities, the dataset can be used for multiple audio-visual recognition and understanding tasks. Evaluations performed on contextual speech recognition, speech synthesis, and slide and script generation tasks demonstrate that the diversity of M^3AV makes it a challenging dataset.
360+x: A Panoptic Multi-modal Scene Understanding Dataset
Human perception of the world is shaped by a multitude of viewpoints and modalities. While many existing datasets focus on scene understanding from a certain perspective (e.g. egocentric or third-person views), our dataset offers a panoptic perspective (i.e. multiple viewpoints with multiple data modalities). Specifically, we encapsulate third-person panoramic and front views, as well as egocentric monocular/binocular views with rich modalities including video, multi-channel audio, directional binaural delay, location data and textual scene descriptions within each scene captured, presenting comprehensive observation of the world. Figure 1 offers a glimpse of all 28 scene categories of our 360+x dataset. To the best of our knowledge, this is the first database that covers multiple viewpoints with multiple data modalities to mimic how daily information is accessed in the real world. Through our benchmark analysis, we presented 5 different scene understanding tasks on the proposed 360+x dataset to evaluate the impact and benefit of each data modality and perspective in panoptic scene understanding. We hope this unique dataset could broaden the scope of comprehensive scene understanding and encourage the community to approach these problems from more diverse perspectives.
VidCompress: Memory-Enhanced Temporal Compression for Video Understanding in Large Language Models
Video-based multimodal large language models (Video-LLMs) possess significant potential for video understanding tasks. However, most Video-LLMs treat videos as a sequential set of individual frames, which results in insufficient temporal-spatial interaction that hinders fine-grained comprehension and difficulty in processing longer videos due to limited visual token capacity. To address these challenges, we propose VidCompress, a novel Video-LLM featuring memory-enhanced temporal compression. VidCompress employs a dual-compressor approach: a memory-enhanced compressor captures both short-term and long-term temporal relationships in videos and compresses the visual tokens using a multiscale transformer with a memory-cache mechanism, while a text-perceived compressor generates condensed visual tokens by utilizing Q-Former and integrating temporal contexts into query embeddings with cross attention. Experiments on several VideoQA datasets and comprehensive benchmarks demonstrate that VidCompress efficiently models complex temporal-spatial relations and significantly outperforms existing Video-LLMs.
Semi-Parametric Video-Grounded Text Generation
Efficient video-language modeling should consider the computational cost because of a large, sometimes intractable, number of video frames. Parametric approaches such as the attention mechanism may not be ideal since its computational cost quadratically increases as the video length increases. Rather, previous studies have relied on offline feature extraction or frame sampling to represent the video efficiently, focusing on cross-modal modeling in short video clips. In this paper, we propose a semi-parametric video-grounded text generation model, SeViT, a novel perspective on scalable video-language modeling toward long untrimmed videos. Treating a video as an external data store, SeViT includes a non-parametric frame retriever to select a few query-relevant frames from the data store for a given query and a parametric generator to effectively aggregate the frames with the query via late fusion methods. Experimental results demonstrate our method has a significant advantage in longer videos and causal video understanding. Moreover, our model achieves the new state of the art on four video-language datasets, iVQA (+4.8), Next-QA (+6.9), and Activitynet-QA (+4.8) in accuracy, and MSRVTT-Caption (+3.6) in CIDEr.
MMBench-Video: A Long-Form Multi-Shot Benchmark for Holistic Video Understanding
The advent of large vision-language models (LVLMs) has spurred research into their applications in multi-modal contexts, particularly in video understanding. Traditional VideoQA benchmarks, despite providing quantitative metrics, often fail to encompass the full spectrum of video content and inadequately assess models' temporal comprehension. To address these limitations, we introduce MMBench-Video, a quantitative benchmark designed to rigorously evaluate LVLMs' proficiency in video understanding. MMBench-Video incorporates lengthy videos from YouTube and employs free-form questions, mirroring practical use cases. The benchmark is meticulously crafted to probe the models' temporal reasoning skills, with all questions human-annotated according to a carefully constructed ability taxonomy. We employ GPT-4 for automated assessment, demonstrating superior accuracy and robustness over earlier LLM-based evaluations. Utilizing MMBench-Video, we have conducted comprehensive evaluations that include both proprietary and open-source LVLMs for images and videos. MMBench-Video stands as a valuable resource for the research community, facilitating improved evaluation of LVLMs and catalyzing progress in the field of video understanding. The evalutation code of MMBench-Video will be integrated into VLMEvalKit: https://github.com/open-compass/VLMEvalKit.
Contrastive Multiview Coding
Humans view the world through many sensory channels, e.g., the long-wavelength light channel, viewed by the left eye, or the high-frequency vibrations channel, heard by the right ear. Each view is noisy and incomplete, but important factors, such as physics, geometry, and semantics, tend to be shared between all views (e.g., a "dog" can be seen, heard, and felt). We investigate the classic hypothesis that a powerful representation is one that models view-invariant factors. We study this hypothesis under the framework of multiview contrastive learning, where we learn a representation that aims to maximize mutual information between different views of the same scene but is otherwise compact. Our approach scales to any number of views, and is view-agnostic. We analyze key properties of the approach that make it work, finding that the contrastive loss outperforms a popular alternative based on cross-view prediction, and that the more views we learn from, the better the resulting representation captures underlying scene semantics. Our approach achieves state-of-the-art results on image and video unsupervised learning benchmarks. Code is released at: http://github.com/HobbitLong/CMC/.
Multi-View Fusion Transformer for Sensor-Based Human Activity Recognition
As a fundamental problem in ubiquitous computing and machine learning, sensor-based human activity recognition (HAR) has drawn extensive attention and made great progress in recent years. HAR aims to recognize human activities based on the availability of rich time-series data collected from multi-modal sensors such as accelerometers and gyroscopes. However, recent deep learning methods are focusing on one view of the data, i.e., the temporal view, while shallow methods tend to utilize the hand-craft features for recognition, e.g., the statistics view. In this paper, to extract a better feature for advancing the performance, we propose a novel method, namely multi-view fusion transformer (MVFT) along with a novel attention mechanism. First, MVFT encodes three views of information, i.e., the temporal, frequent, and statistical views to generate multi-view features. Second, the novel attention mechanism uncovers inner- and cross-view clues to catalyze mutual interactions between three views for detailed relation modeling. Moreover, extensive experiments on two datasets illustrate the superiority of our methods over several state-of-the-art methods.
In-Style: Bridging Text and Uncurated Videos with Style Transfer for Text-Video Retrieval
Large-scale noisy web image-text datasets have been proven to be efficient for learning robust vision-language models. However, when transferring them to the task of video retrieval, models still need to be fine-tuned on hand-curated paired text-video data to adapt to the diverse styles of video descriptions. To address this problem without the need for hand-annotated pairs, we propose a new setting, text-video retrieval with uncurated & unpaired data, that during training utilizes only text queries together with uncurated web videos without any paired text-video data. To this end, we propose an approach, In-Style, that learns the style of the text queries and transfers it to uncurated web videos. Moreover, to improve generalization, we show that one model can be trained with multiple text styles. To this end, we introduce a multi-style contrastive training procedure that improves the generalizability over several datasets simultaneously. We evaluate our model on retrieval performance over multiple datasets to demonstrate the advantages of our style transfer framework on the new task of uncurated & unpaired text-video retrieval and improve state-of-the-art performance on zero-shot text-video retrieval.
Valley: Video Assistant with Large Language model Enhanced abilitY
Recently, several multi-modal models have been developed for joint image and language understanding, which have demonstrated impressive chat abilities by utilizing advanced large language models (LLMs). The process of developing such models is straightforward yet effective. It involves pre-training an adaptation module to align the semantics of the vision encoder and language model, followed by fine-tuning on the instruction-following data. However, despite the success of this pipeline in image and language understanding, its effectiveness in joint video and language understanding has not been widely explored. In this paper, we aim to develop a novel multi-modal foundation model capable of perceiving video, image, and language within a general framework. To achieve this goal, we introduce Valley: Video Assistant with Large Language model Enhanced ability. Specifically, our proposed Valley model is designed with a simple projection module that bridges video, image, and language modalities, and is further unified with a multi-lingual LLM. We also collect multi-source vision-text pairs and adopt a spatio-temporal pooling strategy to obtain a unified vision encoding of video and image input for pre-training. Furthermore, we generate multi-task instruction-following video data, including multi-shot captions, long video descriptions, action recognition, causal relationship inference, etc. To obtain the instruction-following data, we design diverse rounds of task-oriented conversations between humans and videos, facilitated by ChatGPT. Qualitative examples demonstrate that our proposed model has the potential to function as a highly effective multilingual video assistant that can make complex video understanding scenarios easy. Code, data, and models will be available at https://github.com/RupertLuo/Valley.
ShareGPT4Video: Improving Video Understanding and Generation with Better Captions
We present the ShareGPT4Video series, aiming to facilitate the video understanding of large video-language models (LVLMs) and the video generation of text-to-video models (T2VMs) via dense and precise captions. The series comprises: 1) ShareGPT4Video, 40K GPT4V annotated dense captions of videos with various lengths and sources, developed through carefully designed data filtering and annotating strategy. 2) ShareCaptioner-Video, an efficient and capable captioning model for arbitrary videos, with 4.8M high-quality aesthetic videos annotated by it. 3) ShareGPT4Video-8B, a simple yet superb LVLM that reached SOTA performance on three advancing video benchmarks. To achieve this, taking aside the non-scalable costly human annotators, we find using GPT4V to caption video with a naive multi-frame or frame-concatenation input strategy leads to less detailed and sometimes temporal-confused results. We argue the challenge of designing a high-quality video captioning strategy lies in three aspects: 1) Inter-frame precise temporal change understanding. 2) Intra-frame detailed content description. 3) Frame-number scalability for arbitrary-length videos. To this end, we meticulously designed a differential video captioning strategy, which is stable, scalable, and efficient for generating captions for videos with arbitrary resolution, aspect ratios, and length. Based on it, we construct ShareGPT4Video, which contains 40K high-quality videos spanning a wide range of categories, and the resulting captions encompass rich world knowledge, object attributes, camera movements, and crucially, detailed and precise temporal descriptions of events. Based on ShareGPT4Video, we further develop ShareCaptioner-Video, a superior captioner capable of efficiently generating high-quality captions for arbitrary videos...
MVSplat360: Feed-Forward 360 Scene Synthesis from Sparse Views
We introduce MVSplat360, a feed-forward approach for 360{\deg} novel view synthesis (NVS) of diverse real-world scenes, using only sparse observations. This setting is inherently ill-posed due to minimal overlap among input views and insufficient visual information provided, making it challenging for conventional methods to achieve high-quality results. Our MVSplat360 addresses this by effectively combining geometry-aware 3D reconstruction with temporally consistent video generation. Specifically, it refactors a feed-forward 3D Gaussian Splatting (3DGS) model to render features directly into the latent space of a pre-trained Stable Video Diffusion (SVD) model, where these features then act as pose and visual cues to guide the denoising process and produce photorealistic 3D-consistent views. Our model is end-to-end trainable and supports rendering arbitrary views with as few as 5 sparse input views. To evaluate MVSplat360's performance, we introduce a new benchmark using the challenging DL3DV-10K dataset, where MVSplat360 achieves superior visual quality compared to state-of-the-art methods on wide-sweeping or even 360{\deg} NVS tasks. Experiments on the existing benchmark RealEstate10K also confirm the effectiveness of our model. The video results are available on our project page: https://donydchen.github.io/mvsplat360.
VideoLLM Knows When to Speak: Enhancing Time-Sensitive Video Comprehension with Video-Text Duet Interaction Format
Recent researches on video large language models (VideoLLM) predominantly focus on model architectures and training datasets, leaving the interaction format between the user and the model under-explored. In existing works, users often interact with VideoLLMs by using the entire video and a query as input, after which the model generates a response. This interaction format constrains the application of VideoLLMs in scenarios such as live-streaming comprehension where videos do not end and responses are required in a real-time manner, and also results in unsatisfactory performance on time-sensitive tasks that requires localizing video segments. In this paper, we focus on a video-text duet interaction format. This interaction format is characterized by the continuous playback of the video, and both the user and the model can insert their text messages at any position during the video playback. When a text message ends, the video continues to play, akin to the alternative of two performers in a duet. We construct MMDuetIT, a video-text training dataset designed to adapt VideoLLMs to video-text duet interaction format. We also introduce the Multi-Answer Grounded Video Question Answering (MAGQA) task to benchmark the real-time response ability of VideoLLMs. Trained on MMDuetIT, MMDuet demonstrates that adopting the video-text duet interaction format enables the model to achieve significant improvements in various time-sensitive tasks (76% CIDEr on YouCook2 dense video captioning, 90\% mAP on QVHighlights highlight detection and 25% R@0.5 on Charades-STA temporal video grounding) with minimal training efforts, and also enable VideoLLMs to reply in a real-time manner as the video plays. Code, data and demo are available at: https://github.com/yellow-binary-tree/MMDuet.
Video ReCap: Recursive Captioning of Hour-Long Videos
Most video captioning models are designed to process short video clips of few seconds and output text describing low-level visual concepts (e.g., objects, scenes, atomic actions). However, most real-world videos last for minutes or hours and have a complex hierarchical structure spanning different temporal granularities. We propose Video ReCap, a recursive video captioning model that can process video inputs of dramatically different lengths (from 1 second to 2 hours) and output video captions at multiple hierarchy levels. The recursive video-language architecture exploits the synergy between different video hierarchies and can process hour-long videos efficiently. We utilize a curriculum learning training scheme to learn the hierarchical structure of videos, starting from clip-level captions describing atomic actions, then focusing on segment-level descriptions, and concluding with generating summaries for hour-long videos. Furthermore, we introduce Ego4D-HCap dataset by augmenting Ego4D with 8,267 manually collected long-range video summaries. Our recursive model can flexibly generate captions at different hierarchy levels while also being useful for other complex video understanding tasks, such as VideoQA on EgoSchema. Data, code, and models are available at: https://sites.google.com/view/vidrecap
Fast View Synthesis of Casual Videos
Novel view synthesis from an in-the-wild video is difficult due to challenges like scene dynamics and lack of parallax. While existing methods have shown promising results with implicit neural radiance fields, they are slow to train and render. This paper revisits explicit video representations to synthesize high-quality novel views from a monocular video efficiently. We treat static and dynamic video content separately. Specifically, we build a global static scene model using an extended plane-based scene representation to synthesize temporally coherent novel video. Our plane-based scene representation is augmented with spherical harmonics and displacement maps to capture view-dependent effects and model non-planar complex surface geometry. We opt to represent the dynamic content as per-frame point clouds for efficiency. While such representations are inconsistency-prone, minor temporal inconsistencies are perceptually masked due to motion. We develop a method to quickly estimate such a hybrid video representation and render novel views in real time. Our experiments show that our method can render high-quality novel views from an in-the-wild video with comparable quality to state-of-the-art methods while being 100x faster in training and enabling real-time rendering.
Audio-Visual Glance Network for Efficient Video Recognition
Deep learning has made significant strides in video understanding tasks, but the computation required to classify lengthy and massive videos using clip-level video classifiers remains impractical and prohibitively expensive. To address this issue, we propose Audio-Visual Glance Network (AVGN), which leverages the commonly available audio and visual modalities to efficiently process the spatio-temporally important parts of a video. AVGN firstly divides the video into snippets of image-audio clip pair and employs lightweight unimodal encoders to extract global visual features and audio features. To identify the important temporal segments, we use an Audio-Visual Temporal Saliency Transformer (AV-TeST) that estimates the saliency scores of each frame. To further increase efficiency in the spatial dimension, AVGN processes only the important patches instead of the whole images. We use an Audio-Enhanced Spatial Patch Attention (AESPA) module to produce a set of enhanced coarse visual features, which are fed to a policy network that produces the coordinates of the important patches. This approach enables us to focus only on the most important spatio-temporally parts of the video, leading to more efficient video recognition. Moreover, we incorporate various training techniques and multi-modal feature fusion to enhance the robustness and effectiveness of our AVGN. By combining these strategies, our AVGN sets new state-of-the-art performance in multiple video recognition benchmarks while achieving faster processing speed.
M-LLM Based Video Frame Selection for Efficient Video Understanding
Recent advances in Multi-Modal Large Language Models (M-LLMs) show promising results in video reasoning. Popular Multi-Modal Large Language Model (M-LLM) frameworks usually apply naive uniform sampling to reduce the number of video frames that are fed into an M-LLM, particularly for long context videos. However, it could lose crucial context in certain periods of a video, so that the downstream M-LLM may not have sufficient visual information to answer a question. To attack this pain point, we propose a light-weight M-LLM -based frame selection method that adaptively select frames that are more relevant to users' queries. In order to train the proposed frame selector, we introduce two supervision signals (i) Spatial signal, where single frame importance score by prompting a M-LLM; (ii) Temporal signal, in which multiple frames selection by prompting Large Language Model (LLM) using the captions of all frame candidates. The selected frames are then digested by a frozen downstream video M-LLM for visual reasoning and question answering. Empirical results show that the proposed M-LLM video frame selector improves the performances various downstream video Large Language Model (video-LLM) across medium (ActivityNet, NExT-QA) and long (EgoSchema, LongVideoBench) context video question answering benchmarks.
MV-DUSt3R+: Single-Stage Scene Reconstruction from Sparse Views In 2 Seconds
Recent sparse multi-view scene reconstruction advances like DUSt3R and MASt3R no longer require camera calibration and camera pose estimation. However, they only process a pair of views at a time to infer pixel-aligned pointmaps. When dealing with more than two views, a combinatorial number of error prone pairwise reconstructions are usually followed by an expensive global optimization, which often fails to rectify the pairwise reconstruction errors. To handle more views, reduce errors, and improve inference time, we propose the fast single-stage feed-forward network MV-DUSt3R. At its core are multi-view decoder blocks which exchange information across any number of views while considering one reference view. To make our method robust to reference view selection, we further propose MV-DUSt3R+, which employs cross-reference-view blocks to fuse information across different reference view choices. To further enable novel view synthesis, we extend both by adding and jointly training Gaussian splatting heads. Experiments on multi-view stereo reconstruction, multi-view pose estimation, and novel view synthesis confirm that our methods improve significantly upon prior art. Code will be released.
Ego4D: Around the World in 3,000 Hours of Egocentric Video
We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,670 hours of daily-life activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 931 unique camera wearers from 74 worldwide locations and 9 different countries. The approach to collection is designed to uphold rigorous privacy and ethics standards with consenting participants and robust de-identification procedures where relevant. Ego4D dramatically expands the volume of diverse egocentric video footage publicly available to the research community. Portions of the video are accompanied by audio, 3D meshes of the environment, eye gaze, stereo, and/or synchronized videos from multiple egocentric cameras at the same event. Furthermore, we present a host of new benchmark challenges centered around understanding the first-person visual experience in the past (querying an episodic memory), present (analyzing hand-object manipulation, audio-visual conversation, and social interactions), and future (forecasting activities). By publicly sharing this massive annotated dataset and benchmark suite, we aim to push the frontier of first-person perception. Project page: https://ego4d-data.org/
ImmersePro: End-to-End Stereo Video Synthesis Via Implicit Disparity Learning
We introduce ImmersePro, an innovative framework specifically designed to transform single-view videos into stereo videos. This framework utilizes a novel dual-branch architecture comprising a disparity branch and a context branch on video data by leveraging spatial-temporal attention mechanisms. ImmersePro employs implicit disparity guidance, enabling the generation of stereo pairs from video sequences without the need for explicit disparity maps, thus reducing potential errors associated with disparity estimation models. In addition to the technical advancements, we introduce the YouTube-SBS dataset, a comprehensive collection of 423 stereo videos sourced from YouTube. This dataset is unprecedented in its scale, featuring over 7 million stereo pairs, and is designed to facilitate training and benchmarking of stereo video generation models. Our experiments demonstrate the effectiveness of ImmersePro in producing high-quality stereo videos, offering significant improvements over existing methods. Compared to the best competitor stereo-from-mono we quantitatively improve the results by 11.76\% (L1), 6.39\% (SSIM), and 5.10\% (PSNR).
VideoRoPE: What Makes for Good Video Rotary Position Embedding?
While Rotary Position Embedding (RoPE) and its variants are widely adopted for their long-context capabilities, the extension of the 1D RoPE to video, with its complex spatio-temporal structure, remains an open challenge. This work first introduces a comprehensive analysis that identifies four key characteristics essential for the effective adaptation of RoPE to video, which have not been fully considered in prior work. As part of our analysis, we introduce a challenging V-NIAH-D (Visual Needle-In-A-Haystack with Distractors) task, which adds periodic distractors into V-NIAH. The V-NIAH-D task demonstrates that previous RoPE variants, lacking appropriate temporal dimension allocation, are easily misled by distractors. Based on our analysis, we introduce VideoRoPE, with a 3D structure designed to preserve spatio-temporal relationships. VideoRoPE features low-frequency temporal allocation to mitigate periodic oscillations, a diagonal layout to maintain spatial symmetry, and adjustable temporal spacing to decouple temporal and spatial indexing. VideoRoPE consistently surpasses previous RoPE variants, across diverse downstream tasks such as long video retrieval, video understanding, and video hallucination. Our code will be available at https://github.com/Wiselnn570/VideoRoPE{https://github.com/Wiselnn570/VideoRoPE}.
Frozen in Time: A Joint Video and Image Encoder for End-to-End Retrieval
Our objective in this work is video-text retrieval - in particular a joint embedding that enables efficient text-to-video retrieval. The challenges in this area include the design of the visual architecture and the nature of the training data, in that the available large scale video-text training datasets, such as HowTo100M, are noisy and hence competitive performance is achieved only at scale through large amounts of compute. We address both these challenges in this paper. We propose an end-to-end trainable model that is designed to take advantage of both large-scale image and video captioning datasets. Our model is an adaptation and extension of the recent ViT and Timesformer architectures, and consists of attention in both space and time. The model is flexible and can be trained on both image and video text datasets, either independently or in conjunction. It is trained with a curriculum learning schedule that begins by treating images as 'frozen' snapshots of video, and then gradually learns to attend to increasing temporal context when trained on video datasets. We also provide a new video-text pretraining dataset WebVid-2M, comprised of over two million videos with weak captions scraped from the internet. Despite training on datasets that are an order of magnitude smaller, we show that this approach yields state-of-the-art results on standard downstream video-retrieval benchmarks including MSR-VTT, MSVD, DiDeMo and LSMDC.
VideoLLaMA 3: Frontier Multimodal Foundation Models for Image and Video Understanding
In this paper, we propose VideoLLaMA3, a more advanced multimodal foundation model for image and video understanding. The core design philosophy of VideoLLaMA3 is vision-centric. The meaning of "vision-centric" is two-fold: the vision-centric training paradigm and vision-centric framework design. The key insight of our vision-centric training paradigm is that high-quality image-text data is crucial for both image and video understanding. Instead of preparing massive video-text datasets, we focus on constructing large-scale and high-quality image-text datasets. VideoLLaMA3 has four training stages: 1) vision-centric alignment stage, which warms up the vision encoder and projector; 2) vision-language pretraining stage, which jointly tunes the vision encoder, projector, and LLM with large-scale image-text data covering multiple types (including scene images, documents, charts) as well as text-only data. 3) multi-task fine-tuning stage, which incorporates image-text SFT data for downstream tasks and video-text data to establish a foundation for video understanding. 4) video-centric fine-tuning, which further improves the model's capability in video understanding. As for the framework design, to better capture fine-grained details in images, the pretrained vision encoder is adapted to encode images of varying sizes into vision tokens with corresponding numbers, rather than a fixed number of tokens. For video inputs, we reduce the number of vision tokens according to their similarity so that the representation of videos will be more precise and compact. Benefit from vision-centric designs, VideoLLaMA3 achieves compelling performances in both image and video understanding benchmarks.
VideoICL: Confidence-based Iterative In-context Learning for Out-of-Distribution Video Understanding
Recent advancements in video large multimodal models (LMMs) have significantly improved their video understanding and reasoning capabilities. However, their performance drops on out-of-distribution (OOD) tasks that are underrepresented in training data. Traditional methods like fine-tuning on OOD datasets are impractical due to high computational costs. While In-context learning (ICL) with demonstration examples has shown promising generalization performance in language tasks and image-language tasks without fine-tuning, applying ICL to video-language tasks faces challenges due to the limited context length in Video LMMs, as videos require longer token lengths. To address these issues, we propose VideoICL, a novel video in-context learning framework for OOD tasks that introduces a similarity-based relevant example selection strategy and a confidence-based iterative inference approach. This allows to select the most relevant examples and rank them based on similarity, to be used for inference. If the generated response has low confidence, our framework selects new examples and performs inference again, iteratively refining the results until a high-confidence response is obtained. This approach improves OOD video understanding performance by extending effective context length without incurring high costs. The experimental results on multiple benchmarks demonstrate significant performance gains, especially in domain-specific scenarios, laying the groundwork for broader video comprehension applications. Code will be released at https://github.com/KangsanKim07/VideoICL
Goldfish: Vision-Language Understanding of Arbitrarily Long Videos
Most current LLM-based models for video understanding can process videos within minutes. However, they struggle with lengthy videos due to challenges such as "noise and redundancy", as well as "memory and computation" constraints. In this paper, we present Goldfish, a methodology tailored for comprehending videos of arbitrary lengths. We also introduce the TVQA-long benchmark, specifically designed to evaluate models' capabilities in understanding long videos with questions in both vision and text content. Goldfish approaches these challenges with an efficient retrieval mechanism that initially gathers the top-k video clips relevant to the instruction before proceeding to provide the desired response. This design of the retrieval mechanism enables the Goldfish to efficiently process arbitrarily long video sequences, facilitating its application in contexts such as movies or television series. To facilitate the retrieval process, we developed MiniGPT4-Video that generates detailed descriptions for the video clips. In addressing the scarcity of benchmarks for long video evaluation, we adapted the TVQA short video benchmark for extended content analysis by aggregating questions from entire episodes, thereby shifting the evaluation from partial to full episode comprehension. We attained a 41.78% accuracy rate on the TVQA-long benchmark, surpassing previous methods by 14.94%. Our MiniGPT4-Video also shows exceptional performance in short video comprehension, exceeding existing state-of-the-art methods by 3.23%, 2.03%, 16.5% and 23.59% on the MSVD, MSRVTT, TGIF, and TVQA short video benchmarks, respectively. These results indicate that our models have significant improvements in both long and short-video understanding. Our models and code have been made publicly available at https://vision-cair.github.io/Goldfish_website/
VideoDirectorGPT: Consistent Multi-scene Video Generation via LLM-Guided Planning
Although recent text-to-video (T2V) generation methods have seen significant advancements, most of these works focus on producing short video clips of a single event with a single background (i.e., single-scene videos). Meanwhile, recent large language models (LLMs) have demonstrated their capability in generating layouts and programs to control downstream visual modules such as image generation models. This raises an important question: can we leverage the knowledge embedded in these LLMs for temporally consistent long video generation? In this paper, we propose VideoDirectorGPT, a novel framework for consistent multi-scene video generation that uses the knowledge of LLMs for video content planning and grounded video generation. Specifically, given a single text prompt, we first ask our video planner LLM (GPT-4) to expand it into a 'video plan', which involves generating the scene descriptions, the entities with their respective layouts, the background for each scene, and consistency groupings of the entities and backgrounds. Next, guided by this output from the video planner, our video generator, Layout2Vid, has explicit control over spatial layouts and can maintain temporal consistency of entities/backgrounds across scenes, while only trained with image-level annotations. Our experiments demonstrate that VideoDirectorGPT framework substantially improves layout and movement control in both single- and multi-scene video generation and can generate multi-scene videos with visual consistency across scenes, while achieving competitive performance with SOTAs in open-domain single-scene T2V generation. We also demonstrate that our framework can dynamically control the strength for layout guidance and can also generate videos with user-provided images. We hope our framework can inspire future work on better integrating the planning ability of LLMs into consistent long video generation.
VideoVista: A Versatile Benchmark for Video Understanding and Reasoning
Despite significant breakthroughs in video analysis driven by the rapid development of large multimodal models (LMMs), there remains a lack of a versatile evaluation benchmark to comprehensively assess these models' performance in video understanding and reasoning. To address this, we present VideoVista, a video QA benchmark that integrates challenges across diverse content categories, durations, and abilities. Specifically, VideoVista comprises 25,000 questions derived from 3,400 videos spanning 14 categories (e.g., Howto, Film, and Entertainment) with durations ranging from a few seconds to over 10 minutes. Besides, it encompasses 19 types of understanding tasks (e.g., anomaly detection, interaction understanding) and 8 reasoning tasks (e.g., logical reasoning, causal reasoning). To achieve this, we present an automatic data construction framework, leveraging powerful GPT-4o alongside advanced analysis tools (e.g., video splitting, object segmenting, and tracking). We also utilize this framework to construct training data to enhance the capabilities of video-related LMMs (Video-LMMs). Through a comprehensive and quantitative evaluation of cutting-edge models, we reveal that: 1) Video-LMMs face difficulties in fine-grained video tasks involving temporal location, object tracking, and anomaly detection; 2) Video-LMMs present inferior logical and relation reasoning abilities; 3) Open-source Video-LMMs' performance is significantly lower than GPT-4o and Gemini-1.5, lagging by 20 points. This highlights the crucial role VideoVista will play in advancing LMMs that can accurately understand videos and perform precise reasoning.
VideoLLaMA 2: Advancing Spatial-Temporal Modeling and Audio Understanding in Video-LLMs
In this paper, we present the VideoLLaMA 2, a set of Video Large Language Models (Video-LLMs) designed to enhance spatial-temporal modeling and audio understanding in video and audio-oriented tasks. Building upon its predecessor, VideoLLaMA 2 incorporates a tailor-made Spatial-Temporal Convolution (STC) connector, which effectively captures the intricate spatial and temporal dynamics of video data. Additionally, we integrate an Audio Branch into the model through joint training, thereby enriching the multimodal understanding capabilities of the model by seamlessly incorporating audio cues. Comprehensive evaluations on multiple-choice video question answering (MC-VQA), open-ended video question answering (OE-VQA), and video captioning (VC) tasks demonstrate that VideoLLaMA 2 consistently achieves competitive results among open-source models and even gets close to some proprietary models on several benchmarks. Furthermore, VideoLLaMA 2 exhibits reasonable improvements in audio-only and audio-video question-answering (AQA & OE-AVQA) benchmarks over existing models. These advancements underline VideoLLaMA 2's superior performance in multimodal comprehension, setting a new standard for intelligent video analysis systems. All models are public to facilitate further research.
VideoUFO: A Million-Scale User-Focused Dataset for Text-to-Video Generation
Text-to-video generative models convert textual prompts into dynamic visual content, offering wide-ranging applications in film production, gaming, and education. However, their real-world performance often falls short of user expectations. One key reason is that these models have not been trained on videos related to some topics users want to create. In this paper, we propose VideoUFO, the first Video dataset specifically curated to align with Users' FOcus in real-world scenarios. Beyond this, our VideoUFO also features: (1) minimal (0.29%) overlap with existing video datasets, and (2) videos searched exclusively via YouTube's official API under the Creative Commons license. These two attributes provide future researchers with greater freedom to broaden their training sources. The VideoUFO comprises over 1.09 million video clips, each paired with both a brief and a detailed caption (description). Specifically, through clustering, we first identify 1,291 user-focused topics from the million-scale real text-to-video prompt dataset, VidProM. Then, we use these topics to retrieve videos from YouTube, split the retrieved videos into clips, and generate both brief and detailed captions for each clip. After verifying the clips with specified topics, we are left with about 1.09 million video clips. Our experiments reveal that (1) current 16 text-to-video models do not achieve consistent performance across all user-focused topics; and (2) a simple model trained on VideoUFO outperforms others on worst-performing topics. The dataset is publicly available at https://huggingface.co/datasets/WenhaoWang/VideoUFO under the CC BY 4.0 License.
Conditional Modeling Based Automatic Video Summarization
The aim of video summarization is to shorten videos automatically while retaining the key information necessary to convey the overall story. Video summarization methods mainly rely on visual factors, such as visual consecutiveness and diversity, which may not be sufficient to fully understand the content of the video. There are other non-visual factors, such as interestingness, representativeness, and storyline consistency that should also be considered for generating high-quality video summaries. Current methods do not adequately take into account these non-visual factors, resulting in suboptimal performance. In this work, a new approach to video summarization is proposed based on insights gained from how humans create ground truth video summaries. The method utilizes a conditional modeling perspective and introduces multiple meaningful random variables and joint distributions to characterize the key components of video summarization. Helper distributions are employed to improve the training of the model. A conditional attention module is designed to mitigate potential performance degradation in the presence of multi-modal input. The proposed video summarization method incorporates the above innovative design choices that aim to narrow the gap between human-generated and machine-generated video summaries. Extensive experiments show that the proposed approach outperforms existing methods and achieves state-of-the-art performance on commonly used video summarization datasets.
MVReward: Better Aligning and Evaluating Multi-View Diffusion Models with Human Preferences
Recent years have witnessed remarkable progress in 3D content generation. However, corresponding evaluation methods struggle to keep pace. Automatic approaches have proven challenging to align with human preferences, and the mixed comparison of text- and image-driven methods often leads to unfair evaluations. In this paper, we present a comprehensive framework to better align and evaluate multi-view diffusion models with human preferences. To begin with, we first collect and filter a standardized image prompt set from DALLcdotE and Objaverse, which we then use to generate multi-view assets with several multi-view diffusion models. Through a systematic ranking pipeline on these assets, we obtain a human annotation dataset with 16k expert pairwise comparisons and train a reward model, coined MVReward, to effectively encode human preferences. With MVReward, image-driven 3D methods can be evaluated against each other in a more fair and transparent manner. Building on this, we further propose Multi-View Preference Learning (MVP), a plug-and-play multi-view diffusion tuning strategy. Extensive experiments demonstrate that MVReward can serve as a reliable metric and MVP consistently enhances the alignment of multi-view diffusion models with human preferences.