Lorenzo Porzi

CV
h-index45
36papers
3,444citations
Novelty58%
AI Score56

36 Papers

CVDec 2, 2022
DiffRF: Rendering-Guided 3D Radiance Field Diffusion

Norman Müller, Yawar Siddiqui, Lorenzo Porzi et al.

We introduce DiffRF, a novel approach for 3D radiance field synthesis based on denoising diffusion probabilistic models. While existing diffusion-based methods operate on images, latent codes, or point cloud data, we are the first to directly generate volumetric radiance fields. To this end, we propose a 3D denoising model which directly operates on an explicit voxel grid representation. However, as radiance fields generated from a set of posed images can be ambiguous and contain artifacts, obtaining ground truth radiance field samples is non-trivial. We address this challenge by pairing the denoising formulation with a rendering loss, enabling our model to learn a deviated prior that favours good image quality instead of trying to replicate fitting errors like floating artifacts. In contrast to 2D-diffusion models, our model learns multi-view consistent priors, enabling free-view synthesis and accurate shape generation. Compared to 3D GANs, our diffusion-based approach naturally enables conditional generation such as masked completion or single-view 3D synthesis at inference time.

CVDec 19, 2022
Panoptic Lifting for 3D Scene Understanding with Neural Fields

Yawar Siddiqui, Lorenzo Porzi, Samuel Rota Buló et al.

We propose Panoptic Lifting, a novel approach for learning panoptic 3D volumetric representations from images of in-the-wild scenes. Once trained, our model can render color images together with 3D-consistent panoptic segmentation from novel viewpoints. Unlike existing approaches which use 3D input directly or indirectly, our method requires only machine-generated 2D panoptic segmentation masks inferred from a pre-trained network. Our core contribution is a panoptic lifting scheme based on a neural field representation that generates a unified and multi-view consistent, 3D panoptic representation of the scene. To account for inconsistencies of 2D instance identifiers across views, we solve a linear assignment with a cost based on the model's current predictions and the machine-generated segmentation masks, thus enabling us to lift 2D instances to 3D in a consistent way. We further propose and ablate contributions that make our method more robust to noisy, machine-generated labels, including test-time augmentations for confidence estimates, segment consistency loss, bounded segmentation fields, and gradient stopping. Experimental results validate our approach on the challenging Hypersim, Replica, and ScanNet datasets, improving by 8.4, 13.8, and 10.6% in scene-level PQ over state of the art.

CVApr 7, 2022
AutoRF: Learning 3D Object Radiance Fields from Single View Observations

Norman Müller, Andrea Simonelli, Lorenzo Porzi et al.

We introduce AutoRF - a new approach for learning neural 3D object representations where each object in the training set is observed by only a single view. This setting is in stark contrast to the majority of existing works that leverage multiple views of the same object, employ explicit priors during training, or require pixel-perfect annotations. To address this challenging setting, we propose to learn a normalized, object-centric representation whose embedding describes and disentangles shape, appearance, and pose. Each encoding provides well-generalizable, compact information about the object of interest, which is decoded in a single-shot into a new target view, thus enabling novel view synthesis. We further improve the reconstruction quality by optimizing shape and appearance codes at test time by fitting the representation tightly to the input image. In a series of experiments, we show that our method generalizes well to unseen objects, even across different datasets of challenging real-world street scenes such as nuScenes, KITTI, and Mapillary Metropolis.

CVJun 9, 2023
GANeRF: Leveraging Discriminators to Optimize Neural Radiance Fields

Barbara Roessle, Norman Müller, Lorenzo Porzi et al.

Neural Radiance Fields (NeRF) have shown impressive novel view synthesis results; nonetheless, even thorough recordings yield imperfections in reconstructions, for instance due to poorly observed areas or minor lighting changes. Our goal is to mitigate these imperfections from various sources with a joint solution: we take advantage of the ability of generative adversarial networks (GANs) to produce realistic images and use them to enhance realism in 3D scene reconstruction with NeRFs. To this end, we learn the patch distribution of a scene using an adversarial discriminator, which provides feedback to the radiance field reconstruction, thus improving realism in a 3D-consistent fashion. Thereby, rendering artifacts are repaired directly in the underlying 3D representation by imposing multi-view path rendering constraints. In addition, we condition a generator with multi-resolution NeRF renderings which is adversarially trained to further improve rendering quality. We demonstrate that our approach significantly improves rendering quality, e.g., nearly halving LPIPS scores compared to Nerfacto while at the same time improving PSNR by 1.4dB on the advanced indoor scenes of Tanks and Temples.

CVNov 5, 2023
VR-NeRF: High-Fidelity Virtualized Walkable Spaces

Linning Xu, Vasu Agrawal, William Laney et al.

We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2K$\times$2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website.

CVSep 4, 2024
Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes

Stefano Esposito, Anpei Chen, Christian Reiser et al.

High-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during training. Then, we bake them as meshes and fit UV textures. Unlike single-surface methods, our multi-layer representation effectively models fuzzy objects. In contrast to volume and splatting-based methods, our approach enables real-time rendering on low-power laptops and smartphones.

CVMar 25
DRoPS: Dynamic 3D Reconstruction of Pre-Scanned Objects

Narek Tumanyan, Samuel Rota Bulò, Denis Rozumny et al.

Dynamic scene reconstruction from casual videos has seen recent remarkable progress. Numerous approaches have attempted to overcome the ill-posedness of the task by distilling priors from 2D foundational models and by imposing hand-crafted regularization on the optimized motion. However, these methods struggle to reconstruct scenes from extreme novel viewpoints, especially when highly articulated motions are present. In this paper, we present DRoPS, a novel approach that leverages a static pre-scan of the dynamic object as an explicit geometric and appearance prior. While existing state-of-the-art methods fail to fully exploit the pre-scan, DRoPS leverages our novel setup to effectively constrain the solution space and ensure geometrical consistency throughout the sequence. The core of our novelty is twofold: first, we establish a grid-structured and surface-aligned model by organizing Gaussian primitives into pixel grids anchored to the object surface. Second, by leveraging the grid structure of our primitives, we parameterize motion using a CNN conditioned on those grids, injecting strong implicit regularization and correlating the motion of nearby points. Extensive experiments demonstrate that our method significantly outperforms the current state of the art in rendering quality and 3D tracking accuracy.

CVMay 15
Learn2Splat: Extending the Horizon of Learned 3DGS Optimization

Naama Pearl, Stefano Esposito, Haofei Xu et al.

3D Gaussian Splatting (3DGS) optimization is most commonly performed using standard optimizers (Adam, SGD). While stable across diverse scenes, standard optimizers are general-purpose and not tailored to the structure of the problem. In particular, they produce independent parameter updates that do not capture the structural and spatial relationships within a scene, leading to inefficient optimization and slow convergence. Recent works introduced learned optimizers that predict correlated updates informed by inter-parameter and inter-Gaussian dependencies. However, these methods are trained for a fixed number of optimization iterations and rely on manually scheduled learning rates to avoid degradation. In this paper, we introduce a learned optimizer for 3DGS that avoids degradation over extended optimization horizons without auxiliary mechanisms. To enable this, we propose a meta-learning scheme that extends the optimization horizon via a checkpoint buffer and an optimizer rollout strategy, combined with an architecture that encodes gradient scale information in its latent states. Results show improved early novel view synthesis quality while remaining stable over long horizons, with zero-shot generalization to unseen reconstruction settings. To support our findings, we introduce the first unified framework for training and evaluating both learned and conventional optimizers across sparse and dense view settings. Code and models will be released publicly. Our project page is available at https://naamapearl.github.io/learn2splat .

CVDec 7, 2017Code
In-Place Activated BatchNorm for Memory-Optimized Training of DNNs

Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder

In this work we present In-Place Activated Batch Normalization (InPlace-ABN) - a novel approach to drastically reduce the training memory footprint of modern deep neural networks in a computationally efficient way. Our solution substitutes the conventionally used succession of BatchNorm + Activation layers with a single plugin layer, hence avoiding invasive framework surgery while providing straightforward applicability for existing deep learning frameworks. We obtain memory savings of up to 50% by dropping intermediate results and by recovering required information during the backward pass through the inversion of stored forward results, with only minor increase (0.8-2%) in computation time. Also, we demonstrate how frequently used checkpointing approaches can be made computationally as efficient as InPlace-ABN. In our experiments on image classification, we demonstrate on-par results on ImageNet-1k with state-of-the-art approaches. On the memory-demanding task of semantic segmentation, we report results for COCO-Stuff, Cityscapes and Mapillary Vistas, obtaining new state-of-the-art results on the latter without additional training data but in a single-scale and -model scenario. Code can be found at https://github.com/mapillary/inplace_abn .

CVApr 9, 2024
Revising Densification in Gaussian Splatting

Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder

In this paper, we address the limitations of Adaptive Density Control (ADC) in 3D Gaussian Splatting (3DGS), a scene representation method achieving high-quality, photorealistic results for novel view synthesis. ADC has been introduced for automatic 3D point primitive management, controlling densification and pruning, however, with certain limitations in the densification logic. Our main contribution is a more principled, pixel-error driven formulation for density control in 3DGS, leveraging an auxiliary, per-pixel error function as the criterion for densification. We further introduce a mechanism to control the total number of primitives generated per scene and correct a bias in the current opacity handling strategy of ADC during cloning operations. Our approach leads to consistent quality improvements across a variety of benchmark scenes, without sacrificing the method's efficiency.

CVDec 5, 2023
HybridNeRF: Efficient Neural Rendering via Adaptive Volumetric Surfaces

Haithem Turki, Vasu Agrawal, Samuel Rota Bulò et al.

Neural radiance fields provide state-of-the-art view synthesis quality but tend to be slow to render. One reason is that they make use of volume rendering, thus requiring many samples (and model queries) per ray at render time. Although this representation is flexible and easy to optimize, most real-world objects can be modeled more efficiently with surfaces instead of volumes, requiring far fewer samples per ray. This observation has spurred considerable progress in surface representations such as signed distance functions, but these may struggle to model semi-opaque and thin structures. We propose a method, HybridNeRF, that leverages the strengths of both representations by rendering most objects as surfaces while modeling the (typically) small fraction of challenging regions volumetrically. We evaluate HybridNeRF against the challenging Eyeful Tower dataset along with other commonly used view synthesis datasets. When comparing to state-of-the-art baselines, including recent rasterization-based approaches, we improve error rates by 15-30% while achieving real-time framerates (at least 36 FPS) for virtual-reality resolutions (2Kx2K).

CVOct 17, 2024
L3DG: Latent 3D Gaussian Diffusion

Barbara Roessle, Norman Müller, Lorenzo Porzi et al.

We propose L3DG, the first approach for generative 3D modeling of 3D Gaussians through a latent 3D Gaussian diffusion formulation. This enables effective generative 3D modeling, scaling to generation of entire room-scale scenes which can be very efficiently rendered. To enable effective synthesis of 3D Gaussians, we propose a latent diffusion formulation, operating in a compressed latent space of 3D Gaussians. This compressed latent space is learned by a vector-quantized variational autoencoder (VQ-VAE), for which we employ a sparse convolutional architecture to efficiently operate on room-scale scenes. This way, the complexity of the costly generation process via diffusion is substantially reduced, allowing higher detail on object-level generation, as well as scalability to large scenes. By leveraging the 3D Gaussian representation, the generated scenes can be rendered from arbitrary viewpoints in real-time. We demonstrate that our approach significantly improves visual quality over prior work on unconditional object-level radiance field synthesis and showcase its applicability to room-scale scene generation.

CVApr 5, 2024
Robust Gaussian Splatting

François Darmon, Lorenzo Porzi, Samuel Rota-Bulò et al.

In this paper, we address common error sources for 3D Gaussian Splatting (3DGS) including blur, imperfect camera poses, and color inconsistencies, with the goal of improving its robustness for practical applications like reconstructions from handheld phone captures. Our main contribution involves modeling motion blur as a Gaussian distribution over camera poses, allowing us to address both camera pose refinement and motion blur correction in a unified way. Additionally, we propose mechanisms for defocus blur compensation and for addressing color in-consistencies caused by ambient light, shadows, or due to camera-related factors like varying white balancing settings. Our proposed solutions integrate in a seamless way with the 3DGS formulation while maintaining its benefits in terms of training efficiency and rendering speed. We experimentally validate our contributions on relevant benchmark datasets including Scannet++ and Deblur-NeRF, obtaining state-of-the-art results and thus consistent improvements over relevant baselines.

CVMar 29, 2024
Multi-Level Neural Scene Graphs for Dynamic Urban Environments

Tobias Fischer, Lorenzo Porzi, Samuel Rota Bulò et al.

We estimate the radiance field of large-scale dynamic areas from multiple vehicle captures under varying environmental conditions. Previous works in this domain are either restricted to static environments, do not scale to more than a single short video, or struggle to separately represent dynamic object instances. To this end, we present a novel, decomposable radiance field approach for dynamic urban environments. We propose a multi-level neural scene graph representation that scales to thousands of images from dozens of sequences with hundreds of fast-moving objects. To enable efficient training and rendering of our representation, we develop a fast composite ray sampling and rendering scheme. To test our approach in urban driving scenarios, we introduce a new, novel view synthesis benchmark. We show that our approach outperforms prior art by a significant margin on both established and our proposed benchmark while being faster in training and rendering.

CVNov 27, 2024
Textured Gaussians for Enhanced 3D Scene Appearance Modeling

Brian Chao, Hung-Yu Tseng, Lorenzo Porzi et al.

3D Gaussian Splatting (3DGS) has recently emerged as a state-of-the-art 3D reconstruction and rendering technique due to its high-quality results and fast training and rendering time. However, pixels covered by the same Gaussian are always shaded in the same color up to a Gaussian falloff scaling factor. Furthermore, the finest geometric detail any individual Gaussian can represent is a simple ellipsoid. These properties of 3DGS greatly limit the expressivity of individual Gaussian primitives. To address these issues, we draw inspiration from texture and alpha mapping in traditional graphics and integrate it with 3DGS. Specifically, we propose a new generalized Gaussian appearance representation that augments each Gaussian with alpha~(A), RGB, or RGBA texture maps to model spatially varying color and opacity across the extent of each Gaussian. As such, each Gaussian can represent a richer set of texture patterns and geometric structures, instead of just a single color and ellipsoid as in naive Gaussian Splatting. Surprisingly, we found that the expressivity of Gaussians can be greatly improved by using alpha-only texture maps, and further augmenting Gaussians with RGB texture maps achieves the highest expressivity. We validate our method on a wide variety of standard benchmark datasets and our own custom captures at both the object and scene levels. We demonstrate image quality improvements over existing methods while using a similar or lower number of Gaussians.

CVSep 16, 2025
MapAnything: Universal Feed-Forward Metric 3D Reconstruction

Nikhil Keetha, Norman Müller, Johannes Schönberger et al.

We introduce MapAnything, a unified transformer-based feed-forward model that ingests one or more images along with optional geometric inputs such as camera intrinsics, poses, depth, or partial reconstructions, and then directly regresses the metric 3D scene geometry and cameras. MapAnything leverages a factored representation of multi-view scene geometry, i.e., a collection of depth maps, local ray maps, camera poses, and a metric scale factor that effectively upgrades local reconstructions into a globally consistent metric frame. Standardizing the supervision and training across diverse datasets, along with flexible input augmentation, enables MapAnything to address a broad range of 3D vision tasks in a single feed-forward pass, including uncalibrated structure-from-motion, calibrated multi-view stereo, monocular depth estimation, camera localization, depth completion, and more. We provide extensive experimental analyses and model ablations demonstrating that MapAnything outperforms or matches specialist feed-forward models while offering more efficient joint training behavior, thus paving the way toward a universal 3D reconstruction backbone.

CVApr 2, 2025
FlowR: Flowing from Sparse to Dense 3D Reconstructions

Tobias Fischer, Samuel Rota Bulò, Yung-Hsu Yang et al.

3D Gaussian splatting enables high-quality novel view synthesis (NVS) at real-time frame rates. However, its quality drops sharply as we depart from the training views. Thus, dense captures are needed to match the high-quality expectations of applications like Virtual Reality (VR). However, such dense captures are very laborious and expensive to obtain. Existing works have explored using 2D generative models to alleviate this requirement by distillation or generating additional training views. These models typically rely on a noise-to-data generative process conditioned only on a handful of reference input views, leading to hallucinations, inconsistent generation results, and subsequent reconstruction artifacts. Instead, we propose a multi-view, flow matching model that learns a flow to directly connect novel view renderings from possibly sparse reconstructions to renderings that we expect from dense reconstructions. This enables augmenting scene captures with consistent, generated views to improve reconstruction quality. Our model is trained on a novel dataset of 3.6M image pairs and can process up to 45 views at 540x960 resolution (91K tokens) on one H100 GPU in a single forward pass. Our pipeline consistently improves NVS in sparse- and dense-view scenarios, leading to higher-quality reconstructions than prior works across multiple, widely-used NVS benchmarks.

CVMar 20, 2025
A Recipe for Generating 3D Worlds From a Single Image

Katja Schwarz, Denys Rozumnyi, Samuel Rota Bulò et al.

We introduce a recipe for generating immersive 3D worlds from a single image by framing the task as an in-context learning problem for 2D inpainting models. This approach requires minimal training and uses existing generative models. Our process involves two steps: generating coherent panoramas using a pre-trained diffusion model and lifting these into 3D with a metric depth estimator. We then fill unobserved regions by conditioning the inpainting model on rendered point clouds, requiring minimal fine-tuning. Tested on both synthetic and real images, our method produces high-quality 3D environments suitable for VR display. By explicitly modeling the 3D structure of the generated environment from the start, our approach consistently outperforms state-of-the-art, video synthesis-based methods along multiple quantitative image quality metrics. Project Page: https://katjaschwarz.github.io/worlds/

CVMar 24, 2025
Hardware-Rasterized Ray-Based Gaussian Splatting

Samuel Rota Bulò, Nemanja Bartolovic, Lorenzo Porzi et al.

We present a novel, hardware rasterized rendering approach for ray-based 3D Gaussian Splatting (RayGS), obtaining both fast and high-quality results for novel view synthesis. Our work contains a mathematically rigorous and geometrically intuitive derivation about how to efficiently estimate all relevant quantities for rendering RayGS models, structured with respect to standard hardware rasterization shaders. Our solution is the first enabling rendering RayGS models at sufficiently high frame rates to support quality-sensitive applications like Virtual and Mixed Reality. Our second contribution enables alias-free rendering for RayGS, by addressing MIP-related issues arising when rendering diverging scales during training and testing. We demonstrate significant performance gains, across different benchmark scenes, while retaining state-of-the-art appearance quality of RayGS.

CVJun 26, 2024
MultiDiff: Consistent Novel View Synthesis from a Single Image

Norman Müller, Katja Schwarz, Barbara Roessle et al.

We introduce MultiDiff, a novel approach for consistent novel view synthesis of scenes from a single RGB image. The task of synthesizing novel views from a single reference image is highly ill-posed by nature, as there exist multiple, plausible explanations for unobserved areas. To address this issue, we incorporate strong priors in form of monocular depth predictors and video-diffusion models. Monocular depth enables us to condition our model on warped reference images for the target views, increasing geometric stability. The video-diffusion prior provides a strong proxy for 3D scenes, allowing the model to learn continuous and pixel-accurate correspondences across generated images. In contrast to approaches relying on autoregressive image generation that are prone to drifts and error accumulation, MultiDiff jointly synthesizes a sequence of frames yielding high-quality and multi-view consistent results -- even for long-term scene generation with large camera movements, while reducing inference time by an order of magnitude. For additional consistency and image quality improvements, we introduce a novel, structured noise distribution. Our experimental results demonstrate that MultiDiff outperforms state-of-the-art methods on the challenging, real-world datasets RealEstate10K and ScanNet. Finally, our model naturally supports multi-view consistent editing without the need for further tuning.

CVJun 13, 2024
ConsistDreamer: 3D-Consistent 2D Diffusion for High-Fidelity Scene Editing

Jun-Kun Chen, Samuel Rota Bulò, Norman Müller et al.

This paper proposes ConsistDreamer - a novel framework that lifts 2D diffusion models with 3D awareness and 3D consistency, thus enabling high-fidelity instruction-guided scene editing. To overcome the fundamental limitation of missing 3D consistency in 2D diffusion models, our key insight is to introduce three synergetic strategies that augment the input of the 2D diffusion model to become 3D-aware and to explicitly enforce 3D consistency during the training process. Specifically, we design surrounding views as context-rich input for the 2D diffusion model, and generate 3D-consistent, structured noise instead of image-independent noise. Moreover, we introduce self-supervised consistency-enforcing training within the per-scene editing procedure. Extensive evaluation shows that our ConsistDreamer achieves state-of-the-art performance for instruction-guided scene editing across various scenes and editing instructions, particularly in complicated large-scale indoor scenes from ScanNet++, with significantly improved sharpness and fine-grained textures. Notably, ConsistDreamer stands as the first work capable of successfully editing complex (e.g., plaid/checkered) patterns. Our project page is at immortalco.github.io/ConsistDreamer.

CVJun 5, 2024
Dynamic 3D Gaussian Fields for Urban Areas

Tobias Fischer, Jonas Kulhanek, Samuel Rota Bulò et al.

We present an efficient neural 3D scene representation for novel-view synthesis (NVS) in large-scale, dynamic urban areas. Existing works are not well suited for applications like mixed-reality or closed-loop simulation due to their limited visual quality and non-interactive rendering speeds. Recently, rasterization-based approaches have achieved high-quality NVS at impressive speeds. However, these methods are limited to small-scale, homogeneous data, i.e. they cannot handle severe appearance and geometry variations due to weather, season, and lighting and do not scale to larger, dynamic areas with thousands of images. We propose 4DGF, a neural scene representation that scales to large-scale dynamic urban areas, handles heterogeneous input data, and substantially improves rendering speeds. We use 3D Gaussians as an efficient geometry scaffold while relying on neural fields as a compact and flexible appearance model. We integrate scene dynamics via a scene graph at global scale while modeling articulated motions on a local level via deformations. This decomposed approach enables flexible scene composition suitable for real-world applications. In experiments, we surpass the state-of-the-art by over 3 dB in PSNR and more than 200 times in rendering speed.

CVMar 25, 2021
Inferring Latent Domains for Unsupervised Deep Domain Adaptation

Massimiliano Mancini, Lorenzo Porzi, Samuel Rota Bulò et al.

Unsupervised Domain Adaptation (UDA) refers to the problem of learning a model in a target domain where labeled data are not available by leveraging information from annotated data in a source domain. Most deep UDA approaches operate in a single-source, single-target scenario, i.e. they assume that the source and the target samples arise from a single distribution. However, in practice most datasets can be regarded as mixtures of multiple domains. In these cases, exploiting traditional single-source, single-target methods for learning classification models may lead to poor results. Furthermore, it is often difficult to provide the domain labels for all data points, i.e. latent domains should be automatically discovered. This paper introduces a novel deep architecture which addresses the problem of UDA by automatically discovering latent domains in visual datasets and exploiting this information to learn robust target classifiers. Specifically, our architecture is based on two main components, i.e. a side branch that automatically computes the assignment of each sample to its latent domain and novel layers that exploit domain membership information to appropriately align the distribution of the CNN internal feature representations to a reference distribution. We evaluate our approach on publicly available benchmarks, showing that it outperforms state-of-the-art domain adaptation methods.

CVJan 3, 2021
Weakly Supervised Multi-Object Tracking and Segmentation

Idoia Ruiz, Lorenzo Porzi, Samuel Rota Bulò et al.

We introduce the problem of weakly supervised Multi-Object Tracking and Segmentation, i.e. joint weakly supervised instance segmentation and multi-object tracking, in which we do not provide any kind of mask annotation. To address it, we design a novel synergistic training strategy by taking advantage of multi-task learning, i.e. classification and tracking tasks guide the training of the unsupervised instance segmentation. For that purpose, we extract weak foreground localization information, provided by Grad-CAM heatmaps, to generate a partial ground truth to learn from. Additionally, RGB image level information is employed to refine the mask prediction at the edges of the objects. We evaluate our method on KITTI MOTS, the most representative benchmark for this task, reducing the performance gap on the MOTSP metric between the fully supervised and weakly supervised approach to just 12% and 12.7% for cars and pedestrians, respectively.

CVDec 14, 2020
Improving Panoptic Segmentation at All Scales

Lorenzo Porzi, Samuel Rota Bulò, Peter Kontschieder

Crop-based training strategies decouple training resolution from GPU memory consumption, allowing the use of large-capacity panoptic segmentation networks on multi-megapixel images. Using crops, however, can introduce a bias towards truncating or missing large objects. To address this, we propose a novel crop-aware bounding box regression loss (CABB loss), which promotes predictions to be consistent with the visible parts of the cropped objects, while not over-penalizing them for extending outside of the crop. We further introduce a novel data sampling and augmentation strategy which improves generalization across scales by counteracting the imbalanced distribution of object sizes. Combining these two contributions with a carefully designed, top-down panoptic segmentation architecture, we obtain new state-of-the-art results on the challenging Mapillary Vistas (MVD), Indian Driving and Cityscapes datasets, surpassing the previously best approach on MVD by +4.5% PQ and +5.2% mAP.

CVDec 10, 2020
Are we Missing Confidence in Pseudo-LiDAR Methods for Monocular 3D Object Detection?

Andrea Simonelli, Samuel Rota Bulò, Lorenzo Porzi et al.

Pseudo-LiDAR-based methods for monocular 3D object detection have received considerable attention in the community due to the performance gains exhibited on the KITTI3D benchmark, in particular on the commonly reported validation split. This generated a distorted impression about the superiority of Pseudo-LiDAR-based (PL-based) approaches over methods working with RGB images only. Our first contribution consists in rectifying this view by pointing out and showing experimentally that the validation results published by PL-based methods are substantially biased. The source of the bias resides in an overlap between the KITTI3D object detection validation set and the training/validation sets used to train depth predictors feeding PL-based methods. Surprisingly, the bias remains also after geographically removing the overlap. This leaves the test set as the only reliable set for comparison, where published PL-based methods do not excel. Our second contribution brings PL-based methods back up in the ranking with the design of a novel deep architecture which introduces a 3D confidence prediction module. We show that 3D confidence estimation techniques derived from RGB-only 3D detection approaches can be successfully integrated into our framework and, more importantly, that improved performance can be obtained with a newly designed 3D confidence measure, leading to state-of-the-art performance on the KITTI3D benchmark.

CVDec 23, 2019
Improving Optical Flow on a Pyramid Level

Markus Hofinger, Samuel Rota Bulò, Lorenzo Porzi et al.

In this work we review the coarse-to-fine spatial feature pyramid concept, which is used in state-of-the-art optical flow estimation networks to make exploration of the pixel flow search space computationally tractable and efficient. Within an individual pyramid level, we improve the cost volume construction process by departing from a warping- to a sampling-based strategy, which avoids ghosting and hence enables us to better preserve fine flow details. We further amplify the positive effects through a level-specific, loss max-pooling strategy that adaptively shifts the focus of the learning process on under-performing predictions. Our second contribution revises the gradient flow across pyramid levels. The typical operations performed at each pyramid level can lead to noisy, or even contradicting gradients across levels. We show and discuss how properly blocking some of these gradient components leads to improved convergence and ultimately better performance. Finally, we introduce a distillation concept to counteract the issue of catastrophic forgetting and thus preserving knowledge over models sequentially trained on multiple datasets. Our findings are conceptually simple and easy to implement, yet result in compelling improvements on relevant error measures that we demonstrate via exhaustive ablations on datasets like Flying Chairs2, Flying Things, Sintel and KITTI. We establish new state-of-the-art results on the challenging Sintel and KITTI 2012 test datasets, and even show the portability of our findings to different optical flow and depth from stereo approaches.

CVDec 17, 2019
Towards Generalization Across Depth for Monocular 3D Object Detection

Andrea Simonelli, Samuel Rota Bulò, Lorenzo Porzi et al.

While expensive LiDAR and stereo camera rigs have enabled the development of successful 3D object detection methods, monocular RGB-only approaches lag much behind. This work advances the state of the art by introducing MoVi-3D, a novel, single-stage deep architecture for monocular 3D object detection. MoVi-3D builds upon a novel approach which leverages geometrical information to generate, both at training and test time, virtual views where the object appearance is normalized with respect to distance. These virtually generated views facilitate the detection task as they significantly reduce the visual appearance variability associated to objects placed at different distances from the camera. As a consequence, the deep model is relieved from learning depth-specific representations and its complexity can be significantly reduced. In particular, in this work we show that, thanks to our virtual views generation process, a lightweight, single-stage architecture suffices to set new state-of-the-art results on the popular KITTI3D benchmark.

CVDec 4, 2019
Learning Multi-Object Tracking and Segmentation from Automatic Annotations

Lorenzo Porzi, Markus Hofinger, Idoia Ruiz et al.

In this work we contribute a novel pipeline to automatically generate training data, and to improve over state-of-the-art multi-object tracking and segmentation (MOTS) methods. Our proposed track mining algorithm turns raw street-level videos into high-fidelity MOTS training data, is scalable and overcomes the need of expensive and time-consuming manual annotation approaches. We leverage state-of-the-art instance segmentation results in combination with optical flow predictions, also trained on automatically harvested training data. Our second major contribution is MOTSNet - a deep learning, tracking-by-detection architecture for MOTS - deploying a novel mask-pooling layer for improved object association over time. Training MOTSNet with our automatically extracted data leads to significantly improved sMOTSA scores on the novel KITTI MOTS dataset (+1.9%/+7.5% on cars/pedestrians), and MOTSNet improves by +4.1% over previously best methods on the MOTSChallenge dataset. Our most impressive finding is that we can improve over previous best-performing works, even in complete absence of manually annotated MOTS training data.

CVSep 10, 2019
The Mapillary Traffic Sign Dataset for Detection and Classification on a Global Scale

Christian Ertler, Jerneja Mislej, Tobias Ollmann et al.

Traffic signs are essential map features globally in the era of autonomous driving and smart cities. To develop accurate and robust algorithms for traffic sign detection and classification, a large-scale and diverse benchmark dataset is required. In this paper, we introduce a traffic sign benchmark dataset of 100K street-level images around the world that encapsulates diverse scenes, wide coverage of geographical locations, and varying weather and lighting conditions and covers more than 300 manually annotated traffic sign classes. The dataset includes 52K images that are fully annotated and 48K images that are partially annotated. This is the largest and the most diverse traffic sign dataset consisting of images from all over world with fine-grained annotations of traffic sign classes. We have run extensive experiments to establish strong baselines for both the detection and the classification tasks. In addition, we have verified that the diversity of this dataset enables effective transfer learning for existing large-scale benchmark datasets on traffic sign detection and classification. The dataset is freely available for academic research: https://www.mapillary.com/dataset/trafficsign.

CVMay 29, 2019
Disentangling Monocular 3D Object Detection

Andrea Simonelli, Samuel Rota Rota Bulò, Lorenzo Porzi et al.

In this paper we propose an approach for monocular 3D object detection from a single RGB image, which leverages a novel disentangling transformation for 2D and 3D detection losses and a novel, self-supervised confidence score for 3D bounding boxes. Our proposed loss disentanglement has the twofold advantage of simplifying the training dynamics in the presence of losses with complex interactions of parameters, and sidestepping the issue of balancing independent regression terms. Our solution overcomes these issues by isolating the contribution made by groups of parameters to a given loss, without changing its nature. We further apply loss disentanglement to another novel, signed Intersection-over-Union criterion-driven loss for improving 2D detection results. Besides our methodological innovations, we critically review the AP metric used in KITTI3D, which emerged as the most important dataset for comparing 3D detection results. We identify and resolve a flaw in the 11-point interpolated AP metric, affecting all previously published detection results and particularly biases the results of monocular 3D detection. We provide extensive experimental evaluations and ablation studies on the KITTI3D and nuScenes datasets, setting new state-of-the-art results on object category car by large margins.

CVMay 3, 2019
Seamless Scene Segmentation

Lorenzo Porzi, Samuel Rota Bulò, Aleksander Colovic et al.

In this work we introduce a novel, CNN-based architecture that can be trained end-to-end to deliver seamless scene segmentation results. Our goal is to predict consistent semantic segmentation and detection results by means of a panoptic output format, going beyond the simple combination of independently trained segmentation and detection models. The proposed architecture takes advantage of a novel segmentation head that seamlessly integrates multi-scale features generated by a Feature Pyramid Network with contextual information conveyed by a light-weight DeepLab-like module. As additional contribution we review the panoptic metric and propose an alternative that overcomes its limitations when evaluating non-instance categories. Our proposed network architecture yields state-of-the-art results on three challenging street-level datasets, i.e. Cityscapes, Indian Driving Dataset and Mapillary Vistas.

CVSep 27, 2018
Geometry-Aware Network for Non-Rigid Shape Prediction from a Single View

Albert Pumarola, Antonio Agudo, Lorenzo Porzi et al.

We propose a method for predicting the 3D shape of a deformable surface from a single view. By contrast with previous approaches, we do not need a pre-registered template of the surface, and our method is robust to the lack of texture and partial occlusions. At the core of our approach is a {\it geometry-aware} deep architecture that tackles the problem as usually done in analytic solutions: first perform 2D detection of the mesh and then estimate a 3D shape that is geometrically consistent with the image. We train this architecture in an end-to-end manner using a large dataset of synthetic renderings of shapes under different levels of deformation, material properties, textures and lighting conditions. We evaluate our approach on a test split of this dataset and available real benchmarks, consistently improving state-of-the-art solutions with a significantly lower computational time.

CVMay 3, 2018
Boosting Domain Adaptation by Discovering Latent Domains

Massimiliano Mancini, Lorenzo Porzi, Samuel Rota Bulò et al.

Current Domain Adaptation (DA) methods based on deep architectures assume that the source samples arise from a single distribution. However, in practice, most datasets can be regarded as mixtures of multiple domains. In these cases exploiting single-source DA methods for learning target classifiers may lead to sub-optimal, if not poor, results. In addition, in many applications it is difficult to manually provide the domain labels for all source data points, i.e. latent domains should be automatically discovered. This paper introduces a novel Convolutional Neural Network (CNN) architecture which (i) automatically discovers latent domains in visual datasets and (ii) exploits this information to learn robust target classifiers. Our approach is based on the introduction of two main components, which can be embedded into any existing CNN architecture: (i) a side branch that automatically computes the assignment of a source sample to a latent domain and (ii) novel layers that exploit domain membership information to appropriately align the distribution of the CNN internal feature representations to a reference distribution. We test our approach on publicly-available datasets, showing that it outperforms state-of-the-art multi-source DA methods by a large margin.

CVApr 26, 2017
AutoDIAL: Automatic DomaIn Alignment Layers

Fabio Maria Carlucci, Lorenzo Porzi, Barbara Caputo et al.

Classifiers trained on given databases perform poorly when tested on data acquired in different settings. This is explained in domain adaptation through a shift among distributions of the source and target domains. Attempts to align them have traditionally resulted in works reducing the domain shift by introducing appropriate loss terms, measuring the discrepancies between source and target distributions, in the objective function. Here we take a different route, proposing to align the learned representations by embedding in any given network specific Domain Alignment Layers, designed to match the source and target feature distributions to a reference one. Opposite to previous works which define a priori in which layers adaptation should be performed, our method is able to automatically learn the degree of feature alignment required at different levels of the deep network. Thorough experiments on different public benchmarks, in the unsupervised setting, confirm the power of our approach.

CVFeb 21, 2017
Just DIAL: DomaIn Alignment Layers for Unsupervised Domain Adaptation

Fabio Maria Carlucci, Lorenzo Porzi, Barbara Caputo et al.

The empirical fact that classifiers, trained on given data collections, perform poorly when tested on data acquired in different settings is theoretically explained in domain adaptation through a shift among distributions of the source and target domains. Alleviating the domain shift problem, especially in the challenging setting where no labeled data are available for the target domain, is paramount for having visual recognition systems working in the wild. As the problem stems from a shift among distributions, intuitively one should try to align them. In the literature, this has resulted in a stream of works attempting to align the feature representations learned from the source and target domains. Here we take a different route. Rather than introducing regularization terms aiming to promote the alignment of the two representations, we act at the distribution level through the introduction of \emph{DomaIn Alignment Layers} (\DIAL), able to match the observed source and target data distributions to a reference one. Thorough experiments on three different public benchmarks we confirm the power of our approach.