Qiuhong Shen

CV
h-index66
14papers
681citations
Novelty55%
AI Score51

14 Papers

CVApr 4, 2022Code
Unsupervised Learning of Accurate Siamese Tracking

Qiuhong Shen, Lei Qiao, Jinyang Guo et al.

Unsupervised learning has been popular in various computer vision tasks, including visual object tracking. However, prior unsupervised tracking approaches rely heavily on spatial supervision from template-search pairs and are still unable to track objects with strong variation over a long time span. As unlimited self-supervision signals can be obtained by tracking a video along a cycle in time, we investigate evolving a Siamese tracker by tracking videos forward-backward. We present a novel unsupervised tracking framework, in which we can learn temporal correspondence both on the classification branch and regression branch. Specifically, to propagate reliable template feature in the forward propagation process so that the tracker can be trained in the cycle, we first propose a consistency propagation transformation. We then identify an ill-posed penalty problem in conventional cycle training in backward propagation process. Thus, a differentiable region mask is proposed to select features as well as to implicitly penalize tracking errors on intermediate frames. Moreover, since noisy labels may degrade training, we propose a mask-guided loss reweighting strategy to assign dynamic weights based on the quality of pseudo labels. In extensive experiments, our tracker outperforms preceding unsupervised methods by a substantial margin, performing on par with supervised methods on large-scale datasets such as TrackingNet and LaSOT. Code is available at https://github.com/FlorinShum/ULAST.

CVApr 19, 2023Code
Anything-3D: Towards Single-view Anything Reconstruction in the Wild

Qiuhong Shen, Xingyi Yang, Xinchao Wang

3D reconstruction from a single-RGB image in unconstrained real-world scenarios presents numerous challenges due to the inherent diversity and complexity of objects and environments. In this paper, we introduce Anything-3D, a methodical framework that ingeniously combines a series of visual-language models and the Segment-Anything object segmentation model to elevate objects to 3D, yielding a reliable and versatile system for single-view conditioned 3D reconstruction task. Our approach employs a BLIP model to generate textural descriptions, utilizes the Segment-Anything model for the effective extraction of objects of interest, and leverages a text-to-image diffusion model to lift object into a neural radiance field. Demonstrating its ability to produce accurate and detailed 3D reconstructions for a wide array of objects, \emph{Anything-3D\footnotemark[2]} shows promise in addressing the limitations of existing methodologies. Through comprehensive experiments and evaluations on various datasets, we showcase the merits of our approach, underscoring its potential to contribute meaningfully to the field of 3D reconstruction. Demos and code will be available at \href{https://github.com/Anything-of-anything/Anything-3D}{https://github.com/Anything-of-anything/Anything-3D}.

CVMar 10, 2022
Backbone is All Your Need: A Simplified Architecture for Visual Object Tracking

Boyu Chen, Peixia Li, Lei Bai et al.

Exploiting a general-purpose neural architecture to replace hand-wired designs or inductive biases has recently drawn extensive interest. However, existing tracking approaches rely on customized sub-modules and need prior knowledge for architecture selection, hindering the tracking development in a more general system. This paper presents a Simplified Tracking architecture (SimTrack) by leveraging a transformer backbone for joint feature extraction and interaction. Unlike existing Siamese trackers, we serialize the input images and concatenate them directly before the one-branch backbone. Feature interaction in the backbone helps to remove well-designed interaction modules and produce a more efficient and effective framework. To reduce the information loss from down-sampling in vision transformers, we further propose a foveal window strategy, providing more diverse input patches with acceptable computational costs. Our SimTrack improves the baseline with 2.5%/2.6% AUC gains on LaSOT/TNL2K and gets results competitive with other specialized tracking algorithms without bells and whistles.

CVSep 12, 2024Code
FlashSplat: 2D to 3D Gaussian Splatting Segmentation Solved Optimally

Qiuhong Shen, Xingyi Yang, Xinchao Wang

This study addresses the challenge of accurately segmenting 3D Gaussian Splatting from 2D masks. Conventional methods often rely on iterative gradient descent to assign each Gaussian a unique label, leading to lengthy optimization and sub-optimal solutions. Instead, we propose a straightforward yet globally optimal solver for 3D-GS segmentation. The core insight of our method is that, with a reconstructed 3D-GS scene, the rendering of the 2D masks is essentially a linear function with respect to the labels of each Gaussian. As such, the optimal label assignment can be solved via linear programming in closed form. This solution capitalizes on the alpha blending characteristic of the splatting process for single step optimization. By incorporating the background bias in our objective function, our method shows superior robustness in 3D segmentation against noises. Remarkably, our optimization completes within 30 seconds, about 50$\times$ faster than the best existing methods. Extensive experiments demonstrate the efficiency and robustness of our method in segmenting various scenes, and its superior performance in downstream tasks such as object removal and inpainting. Demos and code will be available at https://github.com/florinshen/FlashSplat.

CVSep 18, 2024Code
Vista3D: Unravel the 3D Darkside of a Single Image

Qiuhong Shen, Xingyi Yang, Michael Bi Mi et al.

We embark on the age-old quest: unveiling the hidden dimensions of objects from mere glimpses of their visible parts. To address this, we present Vista3D, a framework that realizes swift and consistent 3D generation within a mere 5 minutes. At the heart of Vista3D lies a two-phase approach: the coarse phase and the fine phase. In the coarse phase, we rapidly generate initial geometry with Gaussian Splatting from a single image. In the fine phase, we extract a Signed Distance Function (SDF) directly from learned Gaussian Splatting, optimizing it with a differentiable isosurface representation. Furthermore, it elevates the quality of generation by using a disentangled representation with two independent implicit functions to capture both visible and obscured aspects of objects. Additionally, it harmonizes gradients from 2D diffusion prior with 3D-aware diffusion priors by angular diffusion prior composition. Through extensive evaluation, we demonstrate that Vista3D effectively sustains a balance between the consistency and diversity of the generated 3D objects. Demos and code will be available at https://github.com/florinshen/Vista3D.

CVApr 4, 2022
Context-aware Visual Tracking with Joint Meta-updating

Qiuhong Shen, Xin Li, Fanyang Meng et al.

Visual object tracking acts as a pivotal component in various emerging video applications. Despite the numerous developments in visual tracking, existing deep trackers are still likely to fail when tracking against objects with dramatic variation. These deep trackers usually do not perform online update or update single sub-branch of the tracking model, for which they cannot adapt to the appearance variation of objects. Efficient updating methods are therefore crucial for tracking while previous meta-updater optimizes trackers directly over parameter space, which is prone to over-fit even collapse on longer sequences. To address these issues, we propose a context-aware tracking model to optimize the tracker over the representation space, which jointly meta-update both branches by exploiting information along the whole sequence, such that it can avoid the over-fitting problem. First, we note that the embedded features of the localization branch and the box-estimation branch, focusing on the local and global information of the target, are effective complements to each other. Based on this insight, we devise a context-aggregation module to fuse information in historical frames, followed by a context-aware module to learn affinity vectors for both branches of the tracker. Besides, we develop a dedicated meta-learning scheme, on account of fast and stable updating with limited training samples. The proposed tracking method achieves an EAO score of 0.514 on VOT2018 with the speed of 40FPS, demonstrating its capability of improving the accuracy and robustness of the underlying tracker with little speed drop.

83.7CVMar 27
Make Geometry Matter for Spatial Reasoning

Shihua Zhang, Qiuhong Shen, Shizun Wang et al.

Empowered by large-scale training, vision-language models (VLMs) achieve strong image and video understanding, yet their ability to perform spatial reasoning in both static scenes and dynamic videos remains limited. Recent advances try to handle this limitation by injecting geometry tokens from pretrained 3D foundation models into VLMs. Nevertheless, we observe that naive token fusion followed by standard fine-tuning in this line of work often leaves such geometric cues underutilized for spatial reasoning, as VLMs tend to rely heavily on 2D visual cues. In this paper, we propose GeoSR, a framework designed to make geometry matter by encouraging VLMs to actively reason with geometry tokens. GeoSR introduces two key components: (1) Geometry-Unleashing Masking, which strategically masks portions of 2D vision tokens during training to weaken non-geometric shortcuts and force the model to consult geometry tokens for spatial reasoning; and (2) Geometry-Guided Fusion, a gated routing mechanism that adaptively amplifies geometry token contributions in regions where geometric evidence is critical. Together, these designs unleash the potential of geometry tokens for spatial reasoning tasks. Extensive experiments on both static and dynamic spatial reasoning benchmarks demonstrate that GeoSR consistently outperforms prior methods and establishes new state-of-the-art performance by effectively leveraging geometric information. The project page is available at https://suhzhang.github.io/GeoSR/.

CVJun 16, 2025Code
Test3R: Learning to Reconstruct 3D at Test Time

Yuheng Yuan, Qiuhong Shen, Shizun Wang et al.

Dense matching methods like DUSt3R regress pairwise pointmaps for 3D reconstruction. However, the reliance on pairwise prediction and the limited generalization capability inherently restrict the global geometric consistency. In this work, we introduce Test3R, a surprisingly simple test-time learning technique that significantly boosts geometric accuracy. Using image triplets ($I_1,I_2,I_3$), Test3R generates reconstructions from pairs ($I_1,I_2$) and ($I_1,I_3$). The core idea is to optimize the network at test time via a self-supervised objective: maximizing the geometric consistency between these two reconstructions relative to the common image $I_1$. This ensures the model produces cross-pair consistent outputs, regardless of the inputs. Extensive experiments demonstrate that our technique significantly outperforms previous state-of-the-art methods on the 3D reconstruction and multi-view depth estimation tasks. Moreover, it is universally applicable and nearly cost-free, making it easily applied to other models and implemented with minimal test-time training overhead and parameter footprint. Code is available at https://github.com/nopQAQ/Test3R.

CVFeb 5, 2025Code
Seeing World Dynamics in a Nutshell

Qiuhong Shen, Xuanyu Yi, Mingbao Lin et al.

We consider the problem of efficiently representing casually captured monocular videos in a spatially- and temporally-coherent manner. While existing approaches predominantly rely on 2D/2.5D techniques treating videos as collections of spatiotemporal pixels, they struggle with complex motions, occlusions, and geometric consistency due to absence of temporal coherence and explicit 3D structure. Drawing inspiration from monocular video as a projection of the dynamic 3D world, we explore representing videos in their intrinsic 3D form through continuous flows of Gaussian primitives in space-time. In this paper, we propose NutWorld, a novel framework that efficiently transforms monocular videos into dynamic 3D Gaussian representations in a single forward pass. At its core, NutWorld introduces a structured spatial-temporal aligned Gaussian (STAG) representation, enabling optimization-free scene modeling with effective depth and flow regularization. Through comprehensive experiments, we demonstrate that NutWorld achieves high-fidelity video reconstruction quality while enabling various downstream applications in real-time. Demos and code will be available at https://github.com/Nut-World/NutWorld.

CVMar 27, 2024
Gamba: Marry Gaussian Splatting with Mamba for single view 3D reconstruction

Qiuhong Shen, Zike Wu, Xuanyu Yi et al.

We tackle the challenge of efficiently reconstructing a 3D asset from a single image at millisecond speed. Existing methods for single-image 3D reconstruction are primarily based on Score Distillation Sampling (SDS) with Neural 3D representations. Despite promising results, these approaches encounter practical limitations due to lengthy optimizations and significant memory consumption. In this work, we introduce Gamba, an end-to-end 3D reconstruction model from a single-view image, emphasizing two main insights: (1) Efficient Backbone Design: introducing a Mamba-based GambaFormer network to model 3D Gaussian Splatting (3DGS) reconstruction as sequential prediction with linear scalability of token length, thereby accommodating a substantial number of Gaussians; (2) Robust Gaussian Constraints: deriving radial mask constraints from multi-view masks to eliminate the need for warmup supervision of 3D point clouds in training. We trained Gamba on Objaverse and assessed it against existing optimization-based and feed-forward 3D reconstruction approaches on the GSO Dataset, among which Gamba is the only end-to-end trained single-view reconstruction model with 3DGS. Experimental results demonstrate its competitive generation capabilities both qualitatively and quantitatively and highlight its remarkable speed: Gamba completes reconstruction within 0.05 seconds on a single NVIDIA A100 GPU, which is about $1,000\times$ faster than optimization-based methods. Please see our project page at https://florinshen.github.io/gamba-project.

CVMar 20, 2025
1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering

Yuheng Yuan, Qiuhong Shen, Xingyi Yang et al.

4D Gaussian Splatting (4DGS) has recently gained considerable attention as a method for reconstructing dynamic scenes. Despite achieving superior quality, 4DGS typically requires substantial storage and suffers from slow rendering speed. In this work, we delve into these issues and identify two key sources of temporal redundancy. (Q1) \textbf{Short-Lifespan Gaussians}: 4DGS uses a large portion of Gaussians with short temporal span to represent scene dynamics, leading to an excessive number of Gaussians. (Q2) \textbf{Inactive Gaussians}: When rendering, only a small subset of Gaussians contributes to each frame. Despite this, all Gaussians are processed during rasterization, resulting in redundant computation overhead. To address these redundancies, we present \textbf{4DGS-1K}, which runs at over 1000 FPS on modern GPUs. For Q1, we introduce the Spatial-Temporal Variation Score, a new pruning criterion that effectively removes short-lifespan Gaussians while encouraging 4DGS to capture scene dynamics using Gaussians with longer temporal spans. For Q2, we store a mask for active Gaussians across consecutive frames, significantly reducing redundant computations in rendering. Compared to vanilla 4DGS, our method achieves a $41\times$ reduction in storage and $9\times$ faster rasterization speed on complex dynamic scenes, while maintaining comparable visual quality. Please see our project page at https://4DGS-1K.github.io.

CVJun 10, 2024
MVGamba: Unify 3D Content Generation as State Space Sequence Modeling

Xuanyu Yi, Zike Wu, Qiuhong Shen et al.

Recent 3D large reconstruction models (LRMs) can generate high-quality 3D content in sub-seconds by integrating multi-view diffusion models with scalable multi-view reconstructors. Current works further leverage 3D Gaussian Splatting as 3D representation for improved visual quality and rendering efficiency. However, we observe that existing Gaussian reconstruction models often suffer from multi-view inconsistency and blurred textures. We attribute this to the compromise of multi-view information propagation in favor of adopting powerful yet computationally intensive architectures (e.g., Transformers). To address this issue, we introduce MVGamba, a general and lightweight Gaussian reconstruction model featuring a multi-view Gaussian reconstructor based on the RNN-like State Space Model (SSM). Our Gaussian reconstructor propagates causal context containing multi-view information for cross-view self-refinement while generating a long sequence of Gaussians for fine-detail modeling with linear complexity. With off-the-shelf multi-view diffusion models integrated, MVGamba unifies 3D generation tasks from a single image, sparse images, or text prompts. Extensive experiments demonstrate that MVGamba outperforms state-of-the-art baselines in all 3D content generation scenarios with approximately only $0.1\times$ of the model size.

GRMay 9, 2024
DragGaussian: Enabling Drag-style Manipulation on 3D Gaussian Representation

Sitian Shen, Jing Xu, Yuheng Yuan et al.

User-friendly 3D object editing is a challenging task that has attracted significant attention recently. The limitations of direct 3D object editing without 2D prior knowledge have prompted increased attention towards utilizing 2D generative models for 3D editing. While existing methods like Instruct NeRF-to-NeRF offer a solution, they often lack user-friendliness, particularly due to semantic guided editing. In the realm of 3D representation, 3D Gaussian Splatting emerges as a promising approach for its efficiency and natural explicit property, facilitating precise editing tasks. Building upon these insights, we propose DragGaussian, a 3D object drag-editing framework based on 3D Gaussian Splatting, leveraging diffusion models for interactive image editing with open-vocabulary input. This framework enables users to perform drag-based editing on pre-trained 3D Gaussian object models, producing modified 2D images through multi-view consistent editing. Our contributions include the introduction of a new task, the development of DragGaussian for interactive point-based 3D editing, and comprehensive validation of its effectiveness through qualitative and quantitative experiments.

CVDec 13, 2021
An Informative Tracking Benchmark

Xin Li, Qiao Liu, Wenjie Pei et al.

Along with the rapid progress of visual tracking, existing benchmarks become less informative due to redundancy of samples and weak discrimination between current trackers, making evaluations on all datasets extremely time-consuming. Thus, a small and informative benchmark, which covers all typical challenging scenarios to facilitate assessing the tracker performance, is of great interest. In this work, we develop a principled way to construct a small and informative tracking benchmark (ITB) with 7% out of 1.2 M frames of existing and newly collected datasets, which enables efficient evaluation while ensuring effectiveness. Specifically, we first design a quality assessment mechanism to select the most informative sequences from existing benchmarks taking into account 1) challenging level, 2) discriminative strength, 3) and density of appearance variations. Furthermore, we collect additional sequences to ensure the diversity and balance of tracking scenarios, leading to a total of 20 sequences for each scenario. By analyzing the results of 15 state-of-the-art trackers re-trained on the same data, we determine the effective methods for robust tracking under each scenario and demonstrate new challenges for future research direction in this field.