Shenlong Wang

CV
h-index30
53papers
3,590citations
Novelty57%
AI Score58

53 Papers

28.1CVSep 8, 2022Code
Learning to Generate Realistic LiDAR Point Clouds

Vlas Zyrianov, Xiyue Zhu, Shenlong Wang

We present LiDARGen, a novel, effective, and controllable generative model that produces realistic LiDAR point cloud sensory readings. Our method leverages the powerful score-matching energy-based model and formulates the point cloud generation process as a stochastic denoising process in the equirectangular view. This model allows us to sample diverse and high-quality point cloud samples with guaranteed physical feasibility and controllability. We validate the effectiveness of our method on the challenging KITTI-360 and NuScenes datasets. The quantitative and qualitative results show that our approach produces more realistic samples than other generative models. Furthermore, LiDARGen can sample point clouds conditioned on inputs without retraining. We demonstrate that our proposed generative model could be directly used to densify LiDAR point clouds. Our code is available at: https://www.zyrianov.org/lidargen/

13.6CVAug 24, 2023
MapPrior: Bird's-Eye View Map Layout Estimation with Generative Models

Xiyue Zhu, Vlas Zyrianov, Zhijian Liu et al. · mit

Despite tremendous advancements in bird's-eye view (BEV) perception, existing models fall short in generating realistic and coherent semantic map layouts, and they fail to account for uncertainties arising from partial sensor information (such as occlusion or limited coverage). In this work, we introduce MapPrior, a novel BEV perception framework that combines a traditional discriminative BEV perception model with a learned generative model for semantic map layouts. Our MapPrior delivers predictions with better accuracy, realism, and uncertainty awareness. We evaluate our model on the large-scale nuScenes benchmark. At the time of submission, MapPrior outperforms the strongest competing method, with significantly improved MMD and ECE scores in camera- and LiDAR-based BEV perception.

18.5CVJun 16, 2022
Virtual Correspondence: Humans as a Cue for Extreme-View Geometry

Wei-Chiu Ma, Anqi Joyce Yang, Shenlong Wang et al.

Recovering the spatial layout of the cameras and the geometry of the scene from extreme-view images is a longstanding challenge in computer vision. Prevailing 3D reconstruction algorithms often adopt the image matching paradigm and presume that a portion of the scene is co-visible across images, yielding poor performance when there is little overlap among inputs. In contrast, humans can associate visible parts in one image to the corresponding invisible components in another image via prior knowledge of the shapes. Inspired by this fact, we present a novel concept called virtual correspondences (VCs). VCs are a pair of pixels from two images whose camera rays intersect in 3D. Similar to classic correspondences, VCs conform with epipolar geometry; unlike classic correspondences, VCs do not need to be co-visible across views. Therefore VCs can be established and exploited even if images do not overlap. We introduce a method to find virtual correspondences based on humans in the scene. We showcase how VCs can be seamlessly integrated with classic bundle adjustment to recover camera poses across extreme views. Experiments show that our method significantly outperforms state-of-the-art camera pose estimation methods in challenging scenarios and is comparable in the traditional densely captured setup. Our approach also unleashes the potential of multiple downstream tasks such as scene reconstruction from multi-view stereo and novel view synthesis in extreme-view scenarios.

17.0CVApr 28, 2022Code
NeurMiPs: Neural Mixture of Planar Experts for View Synthesis

Zhi-Hao Lin, Wei-Chiu Ma, Hao-Yu Hsu et al.

We present Neural Mixtures of Planar Experts (NeurMiPs), a novel planar-based scene representation for modeling geometry and appearance. NeurMiPs leverages a collection of local planar experts in 3D space as the scene representation. Each planar expert consists of the parameters of the local rectangular shape representing geometry and a neural radiance field modeling the color and opacity. We render novel views by calculating ray-plane intersections and composite output colors and densities at intersected points to the image. NeurMiPs blends the efficiency of explicit mesh rendering and flexibility of the neural radiance field. Experiments demonstrate superior performance and speed of our proposed method, compared to other 3D representations in novel view synthesis.

15.6CVDec 5, 2022
PEANUT: Predicting and Navigating to Unseen Targets

Albert J. Zhai, Shenlong Wang

Efficient ObjectGoal navigation (ObjectNav) in novel environments requires an understanding of the spatial and semantic regularities in environment layouts. In this work, we present a straightforward method for learning these regularities by predicting the locations of unobserved objects from incomplete semantic maps. Our method differs from previous prediction-based navigation methods, such as frontier potential prediction or egocentric map completion, by directly predicting unseen targets while leveraging the global context from all previously explored areas. Our prediction model is lightweight and can be trained in a supervised manner using a relatively small amount of passively collected data. Once trained, the model can be incorporated into a modular pipeline for ObjectNav without the need for any reinforcement learning. We validate the effectiveness of our method on the HM3D and MP3D ObjectNav datasets. We find that it achieves the state-of-the-art on both datasets, despite not using any additional data for training.

18.8CVNov 23, 2022
ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field

Yuan Li, Zhi-Hao Lin, David Forsyth et al.

Physical simulations produce excellent predictions of weather effects. Neural radiance fields produce SOTA scene models. We describe a novel NeRF-editing procedure that can fuse physical simulations with NeRF models of scenes, producing realistic movies of physical phenomena in those scenes. Our application -- Climate NeRF -- allows people to visualize what climate change outcomes will do to them. ClimateNeRF allows us to render realistic weather effects, including smog, snow, and flood. Results can be controlled with physically meaningful variables like water level. Qualitative and quantitative studies show that our simulated results are significantly more realistic than those from SOTA 2D image editing and SOTA 3D NeRF stylization.

19.6CVNov 4, 2022
CASA: Category-agnostic Skeletal Animal Reconstruction

Yuefan Wu, Zeyuan Chen, Shaowei Liu et al.

Recovering the skeletal shape of an animal from a monocular video is a longstanding challenge. Prevailing animal reconstruction methods often adopt a control-point driven animation model and optimize bone transforms individually without considering skeletal topology, yielding unsatisfactory shape and articulation. In contrast, humans can easily infer the articulation structure of an unknown animal by associating it with a seen articulated character in their memory. Inspired by this fact, we present CASA, a novel Category-Agnostic Skeletal Animal reconstruction method consisting of two major components: a video-to-shape retrieval process and a neural inverse graphics framework. During inference, CASA first retrieves an articulated shape from a 3D character assets bank so that the input video scores highly with the rendered image, according to a pretrained language-vision model. CASA then integrates the retrieved character into an inverse graphics framework and jointly infers the shape deformation, skeleton structure, and skinning weights through optimization. Experiments validate the efficacy of CASA regarding shape reconstruction and articulation. We further demonstrate that the resulting skeletal-animated characters can be used for re-animation.

18.4CVJun 1, 2023Code
Building Rearticulable Models for Arbitrary 3D Objects from 4D Point Clouds

Shaowei Liu, Saurabh Gupta, Shenlong Wang

We build rearticulable models for arbitrary everyday man-made objects containing an arbitrary number of parts that are connected together in arbitrary ways via 1 degree-of-freedom joints. Given point cloud videos of such everyday objects, our method identifies the distinct object parts, what parts are connected to what other parts, and the properties of the joints connecting each part pair. We do this by jointly optimizing the part segmentation, transformation, and kinematics using a novel energy minimization framework. Our inferred animatable models, enables retargeting to novel poses with sparse point correspondences guidance. We test our method on a new articulating robot dataset, and the Sapiens dataset with common daily objects, as well as real-world scans. Experiments show that our method outperforms two leading prior works on various metrics.

15.3CVJun 15, 2023
UrbanIR: Large-Scale Urban Scene Inverse Rendering from a Single Video

Chih-Hao Lin, Bohan Liu, Yi-Ting Chen et al.

We present UrbanIR (Urban Scene Inverse Rendering), a new inverse graphics model that enables realistic, free-viewpoint renderings of scenes under various lighting conditions with a single video. It accurately infers shape, albedo, visibility, and sun and sky illumination from wide-baseline videos, such as those from car-mounted cameras, differing from NeRF's dense view settings. In this context, standard methods often yield subpar geometry and material estimates, such as inaccurate roof representations and numerous 'floaters'. UrbanIR addresses these issues with novel losses that reduce errors in inverse graphics inference and rendering artifacts. Its techniques allow for precise shadow volume estimation in the original scene. The model's outputs support controllable editing, enabling photorealistic free-viewpoint renderings of night simulations, relit scenes, and inserted objects, marking a significant improvement over existing state-of-the-art methods.

3.7CVDec 2, 2022
QFF: Quantized Fourier Features for Neural Field Representations

Jae Yong Lee, Yuqun Wu, Chuhang Zou et al.

Multilayer perceptrons (MLPs) learn high frequencies slowly. Recent approaches encode features in spatial bins to improve speed of learning details, but at the cost of larger model size and loss of continuity. Instead, we propose to encode features in bins of Fourier features that are commonly used for positional encoding. We call these Quantized Fourier Features (QFF). As a naturally multiresolution and periodic representation, our experiments show that using QFF can result in smaller model size, faster training, and better quality outputs for several applications, including Neural Image Representations (NIR), Neural Radiance Field (NeRF) and Signed Distance Function (SDF) modeling. QFF are easy to code, fast to compute, and serve as a simple drop-in addition to many neural field representations.

21.1CVOct 5, 2023Code
ContactGen: Generative Contact Modeling for Grasp Generation

Shaowei Liu, Yang Zhou, Jimei Yang et al.

This paper presents a novel object-centric contact representation ContactGen for hand-object interaction. The ContactGen comprises three components: a contact map indicates the contact location, a part map represents the contact hand part, and a direction map tells the contact direction within each part. Given an input object, we propose a conditional generative model to predict ContactGen and adopt model-based optimization to predict diverse and geometrically feasible grasps. Experimental results demonstrate our method can generate high-fidelity and diverse human grasps for various objects. Project page: https://stevenlsw.github.io/contactgen/

17.8CVJan 17, 2024Code
Objects With Lighting: A Real-World Dataset for Evaluating Reconstruction and Rendering for Object Relighting

Benjamin Ummenhofer, Sanskar Agrawal, Rene Sepulveda et al.

Reconstructing an object from photos and placing it virtually in a new environment goes beyond the standard novel view synthesis task as the appearance of the object has to not only adapt to the novel viewpoint but also to the new lighting conditions and yet evaluations of inverse rendering methods rely on novel view synthesis data or simplistic synthetic datasets for quantitative analysis. This work presents a real-world dataset for measuring the reconstruction and rendering of objects for relighting. To this end, we capture the environment lighting and ground truth images of the same objects in multiple environments allowing to reconstruct the objects from images taken in one environment and quantify the quality of the rendered views for the unseen lighting environments. Further, we introduce a simple baseline composed of off-the-shelf methods and test several state-of-the-art methods on the relighting task and show that novel view synthesis is not a reliable proxy to measure performance. Code and dataset are available at https://github.com/isl-org/objects-with-lighting .

6.5CVSep 24, 2024
Plenoptic PNG: Real-Time Neural Radiance Fields in 150 KB

Jae Yong Lee, Yuqun Wu, Chuhang Zou et al.

The goal of this paper is to encode a 3D scene into an extremely compact representation from 2D images and to enable its transmittance, decoding and rendering in real-time across various platforms. Despite the progress in NeRFs and Gaussian Splats, their large model size and specialized renderers make it challenging to distribute free-viewpoint 3D content as easily as images. To address this, we have designed a novel 3D representation that encodes the plenoptic function into sinusoidal function indexed dense volumes. This approach facilitates feature sharing across different locations, improving compactness over traditional spatial voxels. The memory footprint of the dense 3D feature grid can be further reduced using spatial decomposition techniques. This design combines the strengths of spatial hashing functions and voxel decomposition, resulting in a model size as small as 150 KB for each 3D scene. Moreover, PPNG features a lightweight rendering pipeline with only 300 lines of code that decodes its representation into standard GL textures and fragment shaders. This enables real-time rendering using the traditional GL pipeline, ensuring universal compatibility and efficiency across various platforms without additional dependencies.

5.9CVNov 16, 2023Code
On the Overconfidence Problem in Semantic 3D Mapping

Joao Marcos Correia Marques, Albert Zhai, Shenlong Wang et al.

Semantic 3D mapping, the process of fusing depth and image segmentation information between multiple views to build 3D maps annotated with object classes in real-time, is a recent topic of interest. This paper highlights the fusion overconfidence problem, in which conventional mapping methods assign high confidence to the entire map even when they are incorrect, leading to miscalibrated outputs. Several methods to improve uncertainty calibration at different stages in the fusion pipeline are presented and compared on the ScanNet dataset. We show that the most widely used Bayesian fusion strategy is among the worst calibrated, and propose a learned pipeline that combines fusion and calibration, GLFS, which achieves simultaneously higher accuracy and 3D map calibration while retaining real-time capability. We further illustrate the importance of map calibration on a downstream task by showing that incorporating proper semantic fusion on a modular ObjectNav agent improves its success rates. Our code will be provided on Github for reproducibility upon acceptance.

26.7CVApr 11, 2024
GoMAvatar: Efficient Animatable Human Modeling from Monocular Video Using Gaussians-on-Mesh

Jing Wen, Xiaoming Zhao, Zhongzheng Ren et al.

We introduce GoMAvatar, a novel approach for real-time, memory-efficient, high-quality animatable human modeling. GoMAvatar takes as input a single monocular video to create a digital avatar capable of re-articulation in new poses and real-time rendering from novel viewpoints, while seamlessly integrating with rasterization-based graphics pipelines. Central to our method is the Gaussians-on-Mesh representation, a hybrid 3D model combining rendering quality and speed of Gaussian splatting with geometry modeling and compatibility of deformable meshes. We assess GoMAvatar on ZJU-MoCap data and various YouTube videos. GoMAvatar matches or surpasses current monocular human modeling algorithms in rendering quality and significantly outperforms them in computational efficiency (43 FPS) while being memory-efficient (3.63 MB per subject).

27.1ROFeb 23, 2024Code
RoboEXP: Action-Conditioned Scene Graph via Interactive Exploration for Robotic Manipulation

Hanxiao Jiang, Binghao Huang, Ruihai Wu et al.

We introduce the novel task of interactive scene exploration, wherein robots autonomously explore environments and produce an action-conditioned scene graph (ACSG) that captures the structure of the underlying environment. The ACSG accounts for both low-level information (geometry and semantics) and high-level information (action-conditioned relationships between different entities) in the scene. To this end, we present the Robotic Exploration (RoboEXP) system, which incorporates the Large Multimodal Model (LMM) and an explicit memory design to enhance our system's capabilities. The robot reasons about what and how to explore an object, accumulating new information through the interaction process and incrementally constructing the ACSG. Leveraging the constructed ACSG, we illustrate the effectiveness and efficiency of our RoboEXP system in facilitating a wide range of real-world manipulation tasks involving rigid, articulated objects, nested objects, and deformable objects.

26.7CVApr 3, 2024Code
LidarDM: Generative LiDAR Simulation in a Generated World

Vlas Zyrianov, Henry Che, Zhijian Liu et al.

We present LidarDM, a novel LiDAR generative model capable of producing realistic, layout-aware, physically plausible, and temporally coherent LiDAR videos. LidarDM stands out with two unprecedented capabilities in LiDAR generative modeling: (i) LiDAR generation guided by driving scenarios, offering significant potential for autonomous driving simulations, and (ii) 4D LiDAR point cloud generation, enabling the creation of realistic and temporally coherent sequences. At the heart of our model is a novel integrated 4D world generation framework. Specifically, we employ latent diffusion models to generate the 3D scene, combine it with dynamic actors to form the underlying 4D world, and subsequently produce realistic sensory observations within this virtual environment. Our experiments indicate that our approach outperforms competing algorithms in realism, temporal coherency, and layout consistency. We additionally show that LidarDM can be used as a generative world model simulator for training and testing perception models.

20.5CVApr 15, 2024
Video2Game: Real-time, Interactive, Realistic and Browser-Compatible Environment from a Single Video

Hongchi Xia, Zhi-Hao Lin, Wei-Chiu Ma et al.

Creating high-quality and interactive virtual environments, such as games and simulators, often involves complex and costly manual modeling processes. In this paper, we present Video2Game, a novel approach that automatically converts videos of real-world scenes into realistic and interactive game environments. At the heart of our system are three core components:(i) a neural radiance fields (NeRF) module that effectively captures the geometry and visual appearance of the scene; (ii) a mesh module that distills the knowledge from NeRF for faster rendering; and (iii) a physics module that models the interactions and physical dynamics among the objects. By following the carefully designed pipeline, one can construct an interactable and actionable digital replica of the real world. We benchmark our system on both indoor and large-scale outdoor scenes. We show that we can not only produce highly-realistic renderings in real-time, but also build interactive games on top.

23.8CVApr 5, 2024
Physical Property Understanding from Language-Embedded Feature Fields

Albert J. Zhai, Yuan Shen, Emily Y. Chen et al.

Can computers perceive the physical properties of objects solely through vision? Research in cognitive science and vision science has shown that humans excel at identifying materials and estimating their physical properties based purely on visual appearance. In this paper, we present a novel approach for dense prediction of the physical properties of objects using a collection of images. Inspired by how humans reason about physics through vision, we leverage large language models to propose candidate materials for each object. We then construct a language-embedded point cloud and estimate the physical properties of each 3D point using a zero-shot kernel regression approach. Our method is accurate, annotation-free, and applicable to any object in the open world. Experiments demonstrate the effectiveness of the proposed approach in various physical property reasoning tasks, such as estimating the mass of common objects, as well as other properties like friction and hardness.

17.4CVFeb 13, 2025
LIFe-GoM: Generalizable Human Rendering with Learned Iterative Feedback Over Multi-Resolution Gaussians-on-Mesh

Jing Wen, Alexander G. Schwing, Shenlong Wang

Generalizable rendering of an animatable human avatar from sparse inputs relies on data priors and inductive biases extracted from training on large data to avoid scene-specific optimization and to enable fast reconstruction. This raises two main challenges: First, unlike iterative gradient-based adjustment in scene-specific optimization, generalizable methods must reconstruct the human shape representation in a single pass at inference time. Second, rendering is preferably computationally efficient yet of high resolution. To address both challenges we augment the recently proposed dual shape representation, which combines the benefits of a mesh and Gaussian points, in two ways. To improve reconstruction, we propose an iterative feedback update framework, which successively improves the canonical human shape representation during reconstruction. To achieve computationally efficient yet high-resolution rendering, we study a coupled-multi-resolution Gaussians-on-Mesh representation. We evaluate the proposed approach on the challenging THuman2.0, XHuman and AIST++ data. Our approach reconstructs an animatable representation from sparse inputs in less than 1s, renders views with 95.1FPS at $1024 \times 1024$, and achieves PSNR/LPIPS*/FID of 24.65/110.82/51.27 on THuman2.0, outperforming the state-of-the-art in rendering quality.

19.7CVJul 16, 2025
AD-GS: Object-Aware B-Spline Gaussian Splatting for Self-Supervised Autonomous Driving

Jiawei Xu, Kai Deng, Zexin Fan et al.

Modeling and rendering dynamic urban driving scenes is crucial for self-driving simulation. Current high-quality methods typically rely on costly manual object tracklet annotations, while self-supervised approaches fail to capture dynamic object motions accurately and decompose scenes properly, resulting in rendering artifacts. We introduce AD-GS, a novel self-supervised framework for high-quality free-viewpoint rendering of driving scenes from a single log. At its core is a novel learnable motion model that integrates locality-aware B-spline curves with global-aware trigonometric functions, enabling flexible yet precise dynamic object modeling. Rather than requiring comprehensive semantic labeling, AD-GS automatically segments scenes into objects and background with the simplified pseudo 2D segmentation, representing objects using dynamic Gaussians and bidirectional temporal visibility masks. Further, our model incorporates visibility reasoning and physically rigid regularization to enhance robustness. Extensive evaluations demonstrate that our annotation-free model significantly outperforms current state-of-the-art annotation-free methods and is competitive with annotation-dependent approaches.

14.7CVJan 23, 2024
IRIS: Inverse Rendering of Indoor Scenes from Low Dynamic Range Images

Chih-Hao Lin, Jia-Bin Huang, Zhengqin Li et al.

Inverse rendering seeks to recover 3D geometry, surface material, and lighting from captured images, enabling advanced applications such as novel-view synthesis, relighting, and virtual object insertion. However, most existing techniques rely on high dynamic range (HDR) images as input, limiting accessibility for general users. In response, we introduce IRIS, an inverse rendering framework that recovers the physically based material, spatially-varying HDR lighting, and camera response functions from multi-view, low-dynamic-range (LDR) images. By eliminating the dependence on HDR input, we make inverse rendering technology more accessible. We evaluate our approach on real-world and synthetic scenes and compare it with state-of-the-art methods. Our results show that IRIS effectively recovers HDR lighting, accurate material, and plausible camera response functions, supporting photorealistic relighting and object insertion.

5.2CVNov 14, 2024
CropCraft: Inverse Procedural Modeling for 3D Reconstruction of Crop Plants

Albert J. Zhai, Xinlei Wang, Kaiyuan Li et al.

The ability to automatically build 3D digital twins of plants from images has countless applications in agriculture, environmental science, robotics, and other fields. However, current 3D reconstruction methods fail to recover complete shapes of plants due to heavy occlusion and complex geometries. In this work, we present a novel method for 3D reconstruction of agricultural crops based on optimizing a parametric model of plant morphology via inverse procedural modeling. Our method first estimates depth maps by fitting a neural radiance field and then employs Bayesian optimization to estimate plant morphological parameters that result in consistent depth renderings. The resulting 3D model is complete and biologically plausible. We validate our method on a dataset of real images of agricultural fields, and demonstrate that the reconstructions can be used for a variety of monitoring and simulation applications.

3.7CVJan 10, 2024Code
Structure from Duplicates: Neural Inverse Graphics from a Pile of Objects

Tianhang Cheng, Wei-Chiu Ma, Kaiyu Guan et al.

Our world is full of identical objects (\emphe.g., cans of coke, cars of same model). These duplicates, when seen together, provide additional and strong cues for us to effectively reason about 3D. Inspired by this observation, we introduce Structure from Duplicates (SfD), a novel inverse graphics framework that reconstructs geometry, material, and illumination from a single image containing multiple identical objects. SfD begins by identifying multiple instances of an object within an image, and then jointly estimates the 6DoF pose for all instances.An inverse graphics pipeline is subsequently employed to jointly reason about the shape, material of the object, and the environment light, while adhering to the shared geometry and material constraint across instances. Our primary contributions involve utilizing object duplicates as a robust prior for single-image inverse graphics and proposing an in-plane rotation-robust Structure from Motion (SfM) formulation for joint 6-DoF object pose estimation. By leveraging multi-view cues from a single image, SfD generates more realistic and detailed 3D reconstructions, significantly outperforming existing single image reconstruction models and multi-view reconstruction approaches with a similar or greater number of observations.

17.4CVJun 5, 2025
VoxelSplat: Dynamic Gaussian Splatting as an Effective Loss for Occupancy and Flow Prediction

Ziyue Zhu, Shenlong Wang, Jin Xie et al.

Recent advancements in camera-based occupancy prediction have focused on the simultaneous prediction of 3D semantics and scene flow, a task that presents significant challenges due to specific difficulties, e.g., occlusions and unbalanced dynamic environments. In this paper, we analyze these challenges and their underlying causes. To address them, we propose a novel regularization framework called VoxelSplat. This framework leverages recent developments in 3D Gaussian Splatting to enhance model performance in two key ways: (i) Enhanced Semantics Supervision through 2D Projection: During training, our method decodes sparse semantic 3D Gaussians from 3D representations and projects them onto the 2D camera view. This provides additional supervision signals in the camera-visible space, allowing 2D labels to improve the learning of 3D semantics. (ii) Scene Flow Learning: Our framework uses the predicted scene flow to model the motion of Gaussians, and is thus able to learn the scene flow of moving objects in a self-supervised manner using the labels of adjacent frames. Our method can be seamlessly integrated into various existing occupancy models, enhancing performance without increasing inference time. Extensive experiments on benchmark datasets demonstrate the effectiveness of VoxelSplat in improving the accuracy of both semantic occupancy and scene flow estimation. The project page and codes are available at https://zzy816.github.io/VoxelSplat-Demo/.

9.5ROFeb 28, 2025
Map Space Belief Prediction for Manipulation-Enhanced Mapping

Joao Marcos Correia Marques, Nils Dengler, Tobias Zaenker et al.

Searching for objects in cluttered environments requires selecting efficient viewpoints and manipulation actions to remove occlusions and reduce uncertainty in object locations, shapes, and categories. In this work, we address the problem of manipulation-enhanced semantic mapping, where a robot has to efficiently identify all objects in a cluttered shelf. Although Partially Observable Markov Decision Processes~(POMDPs) are standard for decision-making under uncertainty, representing unstructured interactive worlds remains challenging in this formalism. To tackle this, we define a POMDP whose belief is summarized by a metric-semantic grid map and propose a novel framework that uses neural networks to perform map-space belief updates to reason efficiently and simultaneously about object geometries, locations, categories, occlusions, and manipulation physics. Further, to enable accurate information gain analysis, the learned belief updates should maintain calibrated estimates of uncertainty. Therefore, we propose Calibrated Neural-Accelerated Belief Updates (CNABUs) to learn a belief propagation model that generalizes to novel scenarios and provides confidence-calibrated predictions for unknown areas. Our experiments show that our novel POMDP planner improves map completeness and accuracy over existing methods in challenging simulations and successfully transfers to real-world cluttered shelves in zero-shot fashion.

3.7CVApr 12, 2024
MonoPatchNeRF: Improving Neural Radiance Fields with Patch-based Monocular Guidance

Yuqun Wu, Jae Yong Lee, Chuhang Zou et al.

The latest regularized Neural Radiance Field (NeRF) approaches produce poor geometry and view extrapolation for large scale sparse view scenes, such as ETH3D. Density-based approaches tend to be under-constrained, while surface-based approaches tend to miss details. In this paper, we take a density-based approach, sampling patches instead of individual rays to better incorporate monocular depth and normal estimates and patch-based photometric consistency constraints between training views and sampled virtual views. Loosely constraining densities based on estimated depth aligned to sparse points further improves geometric accuracy. While maintaining similar view synthesis quality, our approach significantly improves geometric accuracy on the ETH3D benchmark, e.g. increasing the F1@2cm score by 4x-8x compared to other regularized density-based approaches, with much lower training and inference time than other approaches.

3.6CVNov 20, 2025
NoPo-Avatar: Generalizable and Animatable Avatars from Sparse Inputs without Human Poses

Jing Wen, Alexander G. Schwing, Shenlong Wang

We tackle the task of recovering an animatable 3D human avatar from a single or a sparse set of images. For this task, beyond a set of images, many prior state-of-the-art methods use accurate "ground-truth" camera poses and human poses as input to guide reconstruction at test-time. We show that pose-dependent reconstruction degrades results significantly if pose estimates are noisy. To overcome this, we introduce NoPo-Avatar, which reconstructs avatars solely from images, without any pose input. By removing the dependence of test-time reconstruction on human poses, NoPo-Avatar is not affected by noisy human pose estimates, making it more widely applicable. Experiments on challenging THuman2.0, XHuman, and HuGe100K data show that NoPo-Avatar outperforms existing baselines in practical settings (without ground-truth poses) and delivers comparable results in lab settings (with ground-truth poses).

8.4CVOct 18, 2025
Demeter: A Parametric Model of Crop Plant Morphology from the Real World

Tianhang Cheng, Albert J. Zhai, Evan Z. Chen et al.

Learning 3D parametric shape models of objects has gained popularity in vision and graphics and has showed broad utility in 3D reconstruction, generation, understanding, and simulation. While powerful models exist for humans and animals, equally expressive approaches for modeling plants are lacking. In this work, we present Demeter, a data-driven parametric model that encodes key factors of a plant morphology, including topology, shape, articulation, and deformation into a compact learned representation. Unlike previous parametric models, Demeter handles varying shape topology across various species and models three sources of shape variation: articulation, subcomponent shape variation, and non-rigid deformation. To advance crop plant modeling, we collected a large-scale, ground-truthed dataset from a soybean farm as a testbed. Experiments show that Demeter effectively synthesizes shapes, reconstructs structures, and simulates biophysical processes. Code and data is available at https://tianhang-cheng.github.io/Demeter/.

14.4CVOct 7, 2025
HoloScene: Simulation-Ready Interactive 3D Worlds from a Single Video

Hongchi Xia, Chih-Hao Lin, Hao-Yu Hsu et al.

Digitizing the physical world into accurate simulation-ready virtual environments offers significant opportunities in a variety of fields such as augmented and virtual reality, gaming, and robotics. However, current 3D reconstruction and scene-understanding methods commonly fall short in one or more critical aspects, such as geometry completeness, object interactivity, physical plausibility, photorealistic rendering, or realistic physical properties for reliable dynamic simulation. To address these limitations, we introduce HoloScene, a novel interactive 3D reconstruction framework that simultaneously achieves these requirements. HoloScene leverages a comprehensive interactive scene-graph representation, encoding object geometry, appearance, and physical properties alongside hierarchical and inter-object relationships. Reconstruction is formulated as an energy-based optimization problem, integrating observational data, physical constraints, and generative priors into a unified, coherent objective. Optimization is efficiently performed via a hybrid approach combining sampling-based exploration with gradient-based refinement. The resulting digital twins exhibit complete and precise geometry, physical stability, and realistic rendering from novel viewpoints. Evaluations conducted on multiple benchmark datasets demonstrate superior performance, while practical use-cases in interactive gaming and real-time digital-twin manipulation illustrate HoloScene's broad applicability and effectiveness. Project page: https://xiahongchi.github.io/HoloScene.

11.8CVJul 23, 2025
InvRGB+L: Inverse Rendering of Complex Scenes with Unified Color and LiDAR Reflectance Modeling

Xiaoxue Chen, Bhargav Chandaka, Chih-Hao Lin et al.

We present InvRGB+L, a novel inverse rendering model that reconstructs large, relightable, and dynamic scenes from a single RGB+LiDAR sequence. Conventional inverse graphics methods rely primarily on RGB observations and use LiDAR mainly for geometric information, often resulting in suboptimal material estimates due to visible light interference. We find that LiDAR's intensity values-captured with active illumination in a different spectral range-offer complementary cues for robust material estimation under variable lighting. Inspired by this, InvRGB+L leverages LiDAR intensity cues to overcome challenges inherent in RGB-centric inverse graphics through two key innovations: (1) a novel physics-based LiDAR shading model and (2) RGB-LiDAR material consistency losses. The model produces novel-view RGB and LiDAR renderings of urban and indoor scenes and supports relighting, night simulations, and dynamic object insertions, achieving results that surpass current state-of-the-art methods in both scene-level urban inverse rendering and LiDAR simulation.

18.2CVJun 2, 2024
SuperGaussian: Repurposing Video Models for 3D Super Resolution

Yuan Shen, Duygu Ceylan, Paul Guerrero et al.

We present a simple, modular, and generic method that upsamples coarse 3D models by adding geometric and appearance details. While generative 3D models now exist, they do not yet match the quality of their counterparts in image and video domains. We demonstrate that it is possible to directly repurpose existing (pretrained) video models for 3D super-resolution and thus sidestep the problem of the shortage of large repositories of high-quality 3D training models. We describe how to repurpose video upsampling models, which are not 3D consistent, and combine them with 3D consolidation to produce 3D-consistent results. As output, we produce high quality Gaussian Splat models, which are object centric and effective. Our method is category agnostic and can be easily incorporated into existing 3D workflows. We evaluate our proposed SuperGaussian on a variety of 3D inputs, which are diverse both in terms of complexity and representation (e.g., Gaussian Splats or NeRFs), and demonstrate that our simple method significantly improves the fidelity of the final 3D models. Check our project website for details: supergaussian.github.io

13.1CVJan 19, 2021
Deep Feedback Inverse Problem Solver

Wei-Chiu Ma, Shenlong Wang, Jiayuan Gu et al.

We present an efficient, effective, and generic approach towards solving inverse problems. The key idea is to leverage the feedback signal provided by the forward process and learn an iterative update model. Specifically, at each iteration, the neural network takes the feedback as input and outputs an update on the current estimation. Our approach does not have any restrictions on the forward process; it does not require any prior knowledge either. Through the feedback information, our model not only can produce accurate estimations that are coherent to the input observation but also is capable of recovering from early incorrect predictions. We verify the performance of our approach over a wide range of inverse problems, including 6-DOF pose estimation, illumination estimation, as well as inverse kinematics. Comparing to traditional optimization-based methods, we can achieve comparable or better performance while being two to three orders of magnitude faster. Compared to deep learning-based approaches, our model consistently improves the performance on all metrics. Please refer to the project page for videos, animations, supplementary materials, etc.

2.6CVJan 18, 2021
Non-parametric Memory for Spatio-Temporal Segmentation of Construction Zones for Self-Driving

Min Bai, Shenlong Wang, Kelvin Wong et al.

In this paper, we introduce a non-parametric memory representation for spatio-temporal segmentation that captures the local space and time around an autonomous vehicle (AV). Our representation has three important properties: (i) it remembers what it has seen in the past, (ii) it reinforces and (iii) forgets its past beliefs based on new evidence. Reinforcing is important as the first time we see an element we might be uncertain, e.g, if the element is heavily occluded or at range. Forgetting is desirable, as otherwise false positives will make the self driving vehicle behave erratically. Our process is informed by 3D reasoning, as occlusion is key to distinguishing between the desire to forget and to remember. We show how our method can be used as an online component to complement static world representations such as HD maps by detecting and remembering changes that should be superimposed on top of this static view due to such events.

20.7CVJan 17, 2021
S3: Neural Shape, Skeleton, and Skinning Fields for 3D Human Modeling

Ze Yang, Shenlong Wang, Sivabalan Manivasagam et al.

Constructing and animating humans is an important component for building virtual worlds in a wide variety of applications such as virtual reality or robotics testing in simulation. As there are exponentially many variations of humans with different shape, pose and clothing, it is critical to develop methods that can automatically reconstruct and animate humans at scale from real world data. Towards this goal, we represent the pedestrian's shape, pose and skinning weights as neural implicit functions that are directly learned from data. This representation enables us to handle a wide variety of different pedestrian shapes and poses without explicitly fitting a human parametric body model, allowing us to handle a wider range of human geometries and topologies. We demonstrate the effectiveness of our approach on various datasets and show that our reconstructions outperform existing state-of-the-art methods. Furthermore, our re-animation experiments show that we can generate 3D human animations at scale from a single RGB image (and/or an optional LiDAR sweep) as input.

18.6ROJan 17, 2021
Asynchronous Multi-View SLAM

Anqi Joyce Yang, Can Cui, Ioan Andrei Bârsan et al.

Existing multi-camera SLAM systems assume synchronized shutters for all cameras, which is often not the case in practice. In this work, we propose a generalized multi-camera SLAM formulation which accounts for asynchronous sensor observations. Our framework integrates a continuous-time motion model to relate information across asynchronous multi-frames during tracking, local mapping, and loop closing. For evaluation, we collected AMV-Bench, a challenging new SLAM dataset covering 482 km of driving recorded using our asynchronous multi-camera robotic platform. AMV-Bench is over an order of magnitude larger than previous multi-view HD outdoor SLAM datasets, and covers diverse and challenging motions and environments. Our experiments emphasize the necessity of asynchronous sensor modeling, and show that the use of multiple cameras is critical towards robust and accurate SLAM in challenging outdoor scenes. For additional information, please see the project website at: https://www.cs.toronto.edu/~ajyang/amv-slam

24.8CVJan 16, 2021
GeoSim: Realistic Video Simulation via Geometry-Aware Composition for Self-Driving

Yun Chen, Frieda Rong, Shivam Duggal et al.

Scalable sensor simulation is an important yet challenging open problem for safety-critical domains such as self-driving. Current works in image simulation either fail to be photorealistic or do not model the 3D environment and the dynamic objects within, losing high-level control and physical realism. In this paper, we present GeoSim, a geometry-aware image composition process which synthesizes novel urban driving scenarios by augmenting existing images with dynamic objects extracted from other scenes and rendered at novel poses. Towards this goal, we first build a diverse bank of 3D objects with both realistic geometry and appearance from sensor data. During simulation, we perform a novel geometry-aware simulation-by-composition procedure which 1) proposes plausible and realistic object placements into a given scene, 2) render novel views of dynamic objects from the asset bank, and 3) composes and blends the rendered image segments. The resulting synthetic images are realistic, traffic-aware, and geometrically consistent, allowing our approach to scale to complex use cases. We demonstrate two such important applications: long-range realistic video simulation across multiple camera sensors, and synthetic data generation for data augmentation on downstream segmentation tasks. Please check https://tmux.top/publication/geosim/ for high-resolution video results.

5.8CVDec 23, 2020Code
Pit30M: A Benchmark for Global Localization in the Age of Self-Driving Cars

Julieta Martinez, Sasha Doubov, Jack Fan et al.

We are interested in understanding whether retrieval-based localization approaches are good enough in the context of self-driving vehicles. Towards this goal, we introduce Pit30M, a new image and LiDAR dataset with over 30 million frames, which is 10 to 100 times larger than those used in previous work. Pit30M is captured under diverse conditions (i.e., season, weather, time of the day, traffic), and provides accurate localization ground truth. We also automatically annotate our dataset with historical weather and astronomical data, as well as with image and LiDAR semantic segmentation as a proxy measure for occlusion. We benchmark multiple existing methods for image and LiDAR retrieval and, in the process, introduce a simple, yet effective convolutional network-based LiDAR retrieval method that is competitive with the state of the art. Our work provides, for the first time, a benchmark for sub-metre retrieval-based localization at city scale. The dataset, its Python SDK, as well as more information about the sensors, calibration, and metadata, are available on the project website: https://pit30m.github.io/

20.8CVDec 21, 2020
Convolutional Recurrent Network for Road Boundary Extraction

Justin Liang, Namdar Homayounfar, Wei-Chiu Ma et al.

Creating high definition maps that contain precise information of static elements of the scene is of utmost importance for enabling self driving cars to drive safely. In this paper, we tackle the problem of drivable road boundary extraction from LiDAR and camera imagery. Towards this goal, we design a structured model where a fully convolutional network obtains deep features encoding the location and direction of road boundaries and then, a convolutional recurrent network outputs a polyline representation for each one of them. Importantly, our method is fully automatic and does not require a user in the loop. We showcase the effectiveness of our method on a large North American city where we obtain perfect topology of road boundaries 99.3% of the time at a high precision and recall.

43.6CVDec 20, 2020
Deep Continuous Fusion for Multi-Sensor 3D Object Detection

Ming Liang, Bin Yang, Shenlong Wang et al.

In this paper, we propose a novel 3D object detector that can exploit both LIDAR as well as cameras to perform very accurate localization. Towards this goal, we design an end-to-end learnable architecture that exploits continuous convolutions to fuse image and LIDAR feature maps at different levels of resolution. Our proposed continuous fusion layer encode both discrete-state image features as well as continuous geometric information. This enables us to design a novel, reliable and efficient end-to-end learnable 3D object detector based on multiple sensors. Our experimental evaluation on both KITTI as well as a large scale 3D object detection benchmark shows significant improvements over the state of the art.

13.6CVDec 20, 2020
Learning to Localize Through Compressed Binary Maps

Xinkai Wei, Ioan Andrei Bârsan, Shenlong Wang et al.

One of the main difficulties of scaling current localization systems to large environments is the on-board storage required for the maps. In this paper we propose to learn to compress the map representation such that it is optimal for the localization task. As a consequence, higher compression rates can be achieved without loss of localization accuracy when compared to standard coding schemes that optimize for reconstruction, thus ignoring the end task. Our experiments show that it is possible to learn a task-specific compression which reduces storage requirements by two orders of magnitude over general-purpose codecs such as WebP without sacrificing performance.

20.8CVDec 20, 2020
Learning to Localize Using a LiDAR Intensity Map

Ioan Andrei Bârsan, Shenlong Wang, Andrei Pokrovsky et al.

In this paper we propose a real-time, calibration-agnostic and effective localization system for self-driving cars. Our method learns to embed the online LiDAR sweeps and intensity map into a joint deep embedding space. Localization is then conducted through an efficient convolutional matching between the embeddings. Our full system can operate in real-time at 15Hz while achieving centimeter level accuracy across different LiDAR sensors and environments. Our experiments illustrate the performance of the proposed approach over a large-scale dataset consisting of over 4000km of driving.

23.6IVNov 15, 2020
MuSCLE: Multi Sweep Compression of LiDAR using Deep Entropy Models

Sourav Biswas, Jerry Liu, Kelvin Wong et al.

We present a novel compression algorithm for reducing the storage of LiDAR sensor data streams. Our model exploits spatio-temporal relationships across multiple LiDAR sweeps to reduce the bitrate of both geometry and intensity values. Towards this goal, we propose a novel conditional entropy model that models the probabilities of the octree symbols by considering both coarse level geometry and previous sweeps' geometric and intensity information. We then use the learned probability to encode the full data stream into a compact one. Our experiments demonstrate that our method significantly reduces the joint geometry and intensity bitrate over prior state-of-the-art LiDAR compression methods, with a reduction of 7-17% and 15-35% on the UrbanCity and SemanticKITTI datasets respectively.

19.8IVAug 20, 2020
Conditional Entropy Coding for Efficient Video Compression

Jerry Liu, Shenlong Wang, Wei-Chiu Ma et al.

We propose a very simple and efficient video compression framework that only focuses on modeling the conditional entropy between frames. Unlike prior learning-based approaches, we reduce complexity by not performing any form of explicit transformations between frames and assume each frame is encoded with an independent state-of-the-art deep image compressor. We first show that a simple architecture modeling the entropy between the image latent codes is as competitive as other neural video compression works and video codecs while being much faster and easier to implement. We then propose a novel internal learning extension on top of this architecture that brings an additional 10% bitrate savings without trading off decoding speed. Importantly, we show that our approach outperforms H.265 and other deep learning baselines in MS-SSIM on higher bitrate UVG video, and against all video codecs on lower framerates, while being thousands of times faster in decoding than deep models utilizing an autoregressive entropy model.

29.4IVMay 14, 2020
OctSqueeze: Octree-Structured Entropy Model for LiDAR Compression

Lila Huang, Shenlong Wang, Kelvin Wong et al.

We present a novel deep compression algorithm to reduce the memory footprint of LiDAR point clouds. Our method exploits the sparsity and structural redundancy between points to reduce the bitrate. Towards this goal, we first encode the LiDAR points into an octree, a data-efficient structure suitable for sparse point clouds. We then design a tree-structured conditional entropy model that models the probabilities of the octree symbols to encode the octree into a compact bitstream. We validate the effectiveness of our method over two large-scale datasets. The results demonstrate that our approach reduces the bitrate by 10-20% at the same reconstruction quality, compared to the previous state-of-the-art. Importantly, we also show that for the same bitrate, our approach outperforms other compression algorithms when performing downstream 3D segmentation and detection tasks using compressed representations. Our algorithm can be used to reduce the onboard and offboard storage of LiDAR points for applications such as self-driving cars, where a single vehicle captures 84 billion points per day

22.9CVOct 24, 2019
Identifying Unknown Instances for Autonomous Driving

Kelvin Wong, Shenlong Wang, Mengye Ren et al.

In the past few years, we have seen great progress in perception algorithms, particular through the use of deep learning. However, most existing approaches focus on a few categories of interest, which represent only a small fraction of the potential categories that robots need to handle in the real-world. Thus, identifying objects from unknown classes remains a challenging yet crucial task. In this paper, we develop a novel open-set instance segmentation algorithm for point clouds which can segment objects from both known and unknown classes in a holistic way. Our method uses a deep convolutional neural network to project points into a category-agnostic embedding space in which they can be clustered into instances irrespective of their semantics. Experiments on two large-scale self-driving datasets validate the effectiveness of our proposed method.

26.5CVSep 12, 2019
DeepPruner: Learning Efficient Stereo Matching via Differentiable PatchMatch

Shivam Duggal, Shenlong Wang, Wei-Chiu Ma et al.

Our goal is to significantly speed up the runtime of current state-of-the-art stereo algorithms to enable real-time inference. Towards this goal, we developed a differentiable PatchMatch module that allows us to discard most disparities without requiring full cost volume evaluation. We then exploit this representation to learn which range to prune for each pixel. By progressively reducing the search space and effectively propagating such information, we are able to efficiently compute the cost volume for high likelihood hypotheses and achieve savings in both memory and computation. Finally, an image guided refinement module is exploited to further improve the performance. Since all our components are differentiable, the full network can be trained end-to-end. Our experiments show that our method achieves competitive results on KITTI and SceneFlow datasets while running in real-time at 62ms.

15.6IVAug 9, 2019
DSIC: Deep Stereo Image Compression

Jerry Liu, Shenlong Wang, Raquel Urtasun

In this paper we tackle the problem of stereo image compression, and leverage the fact that the two images have overlapping fields of view to further compress the representations. Our approach leverages state-of-the-art single-image compression autoencoders and enhances the compression with novel parametric skip functions to feed fully differentiable, disparity-warped features at all levels to the encoder/decoder of the second image. Moreover, we model the probabilistic dependence between the image codes using a conditional entropy model. Our experiments show an impressive 30 - 50% reduction in the second image bitrate at low bitrates compared to deep single-image compression, and a 10 - 20% reduction at higher bitrates.

17.1CVAug 8, 2019
Exploiting Sparse Semantic HD Maps for Self-Driving Vehicle Localization

Wei-Chiu Ma, Ignacio Tartavull, Ioan Andrei Bârsan et al.

In this paper we propose a novel semantic localization algorithm that exploits multiple sensors and has precision on the order of a few centimeters. Our approach does not require detailed knowledge about the appearance of the world, and our maps require orders of magnitude less storage than maps utilized by traditional geometry- and LiDAR intensity-based localizers. This is important as self-driving cars need to operate in large environments. Towards this goal, we formulate the problem in a Bayesian filtering framework, and exploit lanes, traffic signs, as well as vehicle dynamics to localize robustly with respect to a sparse semantic map. We validate the effectiveness of our method on a new highway dataset consisting of 312km of roads. Our experiments show that the proposed approach is able to achieve 0.05m lateral accuracy and 1.12m longitudinal accuracy on average while taking up only 0.3% of the storage required by previous LiDAR intensity-based approaches.

24.5CVApr 18, 2019
Deep Rigid Instance Scene Flow

Wei-Chiu Ma, Shenlong Wang, Rui Hu et al.

In this paper we tackle the problem of scene flow estimation in the context of self-driving. We leverage deep learning techniques as well as strong priors as in our application domain the motion of the scene can be composed by the motion of the robot and the 3D motion of the actors in the scene. We formulate the problem as energy minimization in a deep structured model, which can be solved efficiently in the GPU by unrolling a Gaussian-Newton solver. Our experiments in the challenging KITTI scene flow dataset show that we outperform the state-of-the-art by a very large margin, while being 800 times faster.