Towards Nonlinear-Motion-Aware and Occlusion-Robust Rolling Shutter CorrectionDelin Qu, Yizhen Lao, Zhigang Wang et al.
This paper addresses the problem of rolling shutter correction in complex nonlinear and dynamic scenes with extreme occlusion. Existing methods suffer from two main drawbacks. Firstly, they face challenges in estimating the accurate correction field due to the uniform velocity assumption, leading to significant image correction errors under complex motion. Secondly, the drastic occlusion in dynamic scenes prevents current solutions from achieving better image quality because of the inherent difficulties in aligning and aggregating multiple frames. To tackle these challenges, we model the curvilinear trajectory of pixels analytically and propose a geometry-based Quadratic Rolling Shutter (QRS) motion solver, which precisely estimates the high-order correction field of individual pixels. Besides, to reconstruct high-quality occlusion frames in dynamic scenes, we present a 3D video architecture that effectively Aligns and Aggregates multi-frame context, namely, RSA2-Net. We evaluate our method across a broad range of cameras and video sequences, demonstrating its significant superiority. Specifically, our method surpasses the state-of-the-art by +4.98, +0.77, and +4.33 of PSNR on Carla-RS, Fastec-RS, and BS-RSC datasets, respectively. Code is available at https://github.com/DelinQu/qrsc.
40.2CVNov 20, 2023
GS-SLAM: Dense Visual SLAM with 3D Gaussian SplattingChi Yan, Delin Qu, Dan Xu et al.
In this paper, we introduce \textbf{GS-SLAM} that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping (SLAM) system. It facilitates a better balance between efficiency and accuracy. Compared to recent SLAM methods employing neural implicit representations, our method utilizes a real-time differentiable splatting rendering pipeline that offers significant speedup to map optimization and RGB-D rendering. Specifically, we propose an adaptive expansion strategy that adds new or deletes noisy 3D Gaussians in order to efficiently reconstruct new observed scene geometry and improve the mapping of previously observed areas. This strategy is essential to extend 3D Gaussian representation to reconstruct the whole scene rather than synthesize a static object in existing methods. Moreover, in the pose tracking process, an effective coarse-to-fine technique is designed to select reliable 3D Gaussian representations to optimize camera pose, resulting in runtime reduction and robust estimation. Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the Replica, TUM-RGBD datasets. Project page: https://gs-slam.github.io/.
14.5CVNov 18, 2023
Implicit Event-RGBD Neural SLAMDelin Qu, Chi Yan, Dong Wang et al.
Implicit neural SLAM has achieved remarkable progress recently. Nevertheless, existing methods face significant challenges in non-ideal scenarios, such as motion blur or lighting variation, which often leads to issues like convergence failures, localization drifts, and distorted mapping. To address these challenges, we propose EN-SLAM, the first event-RGBD implicit neural SLAM framework, which effectively leverages the high rate and high dynamic range advantages of event data for tracking and mapping. Specifically, EN-SLAM proposes a differentiable CRF (Camera Response Function) rendering technique to generate distinct RGB and event camera data via a shared radiance field, which is optimized by learning a unified implicit representation with the captured event and RGBD supervision. Moreover, based on the temporal difference property of events, we propose a temporal aggregating optimization strategy for the event joint tracking and global bundle adjustment, capitalizing on the consecutive difference constraints of events, significantly enhancing tracking accuracy and robustness. Finally, we construct the simulated dataset DEV-Indoors and real captured dataset DEV-Reals containing 6 scenes, 17 sequences with practical motion blur and lighting changes for evaluations. Experimental results show that our method outperforms the SOTA methods in both tracking ATE and mapping ACC with a real-time 17 FPS in various challenging environments. Project page: https://delinqu.github.io/EN-SLAM.
24.2CVMay 14
VGGT-Edit: Feed-forward Native 3D Scene Editing with Residual Field PredictionKaixin Zhu, Yiwen Tang, Yifan Yang et al.
High-quality 3D scene reconstruction has recently advanced toward generalizable feed-forward architectures, enabling the generation of complex environments in a single forward pass. However, despite their strong performance in static scene perception, these models remain limited in responding to dynamic human instructions, which restricts their use in interactive applications. Existing editing methods typically rely on a 2D-lifting strategy, where individual views are edited independently and then lifted back into 3D space. This indirect pipeline often leads to blurry textures and inconsistent geometry, as 2D editors lack the spatial awareness required to preserve structure across viewpoints. To address these limitations, we propose VGGT-Edit, a feed-forward framework for text-conditioned native 3D scene editing. VGGT-Edit introduces depth-synchronized text injection to align semantic guidance with the backbone's spatial poses, ensuring stable instruction grounding. This semantic signal is then processed by a residual transformation head, which directly predicts 3D geometric displacements to deform the scene while preserving background stability. To ensure high-fidelity results, we supervise the framework with a multi-term objective function that enforces geometric accuracy and cross-view consistency. We also construct the DeltaScene Dataset, a large-scale dataset generated through an automated pipeline with 3D agreement filtering to ensure ground-truth quality. Experiments show that VGGT-Edit substantially outperforms 2D-lifting baselines, producing sharper object details, stronger multi-view consistency, and near-instant inference speed.
10.1CVSep 18, 2022
Revisiting Rolling Shutter Bundle Adjustment: Toward Accurate and Fast SolutionBangyan Liao, Delin Qu, Yifei Xue et al.
We propose a robust and fast bundle adjustment solution that estimates the 6-DoF pose of the camera and the geometry of the environment based on measurements from a rolling shutter (RS) camera. This tackles the challenges in the existing works, namely relying on additional sensors, high frame rate video as input, restrictive assumptions on camera motion, readout direction, and poor efficiency. To this end, we first investigate the influence of normalization to the image point on RSBA performance and show its better approximation in modelling the real 6-DoF camera motion. Then we present a novel analytical model for the visual residual covariance, which can be used to standardize the reprojection error during the optimization, consequently improving the overall accuracy. More importantly, the combination of normalization and covariance standardization weighting in RSBA (NW-RSBA) can avoid common planar degeneracy without needing to constrain the filming manner. Besides, we propose an acceleration strategy for NW-RSBA based on the sparsity of its Jacobian matrix and Schur complement. The extensive synthetic and real data experiments verify the effectiveness and efficiency of the proposed solution over the state-of-the-art works. We also demonstrate the proposed method can be easily implemented and plug-in famous GSSfM and GSSLAM systems as completed RSSfM and RSSLAM solutions.
18.7ROApr 1, 2025
Think Small, Act Big: Primitive Prompt Learning for Lifelong Robot ManipulationYuanqi Yao, Siao Liu, Haoming Song et al.
Building a lifelong robot that can effectively leverage prior knowledge for continuous skill acquisition remains significantly challenging. Despite the success of experience replay and parameter-efficient methods in alleviating catastrophic forgetting problem, naively applying these methods causes a failure to leverage the shared primitives between skills. To tackle these issues, we propose Primitive Prompt Learning (PPL), to achieve lifelong robot manipulation via reusable and extensible primitives. Within our two stage learning scheme, we first learn a set of primitive prompts to represent shared primitives through multi-skills pre-training stage, where motion-aware prompts are learned to capture semantic and motion shared primitives across different skills. Secondly, when acquiring new skills in lifelong span, new prompts are appended and optimized with frozen pretrained prompts, boosting the learning via knowledge transfer from old skills to new ones. For evaluation, we construct a large-scale skill dataset and conduct extensive experiments in both simulation and real-world tasks, demonstrating PPL's superior performance over state-of-the-art methods.
13.1CVMar 11, 2025
UniF$^2$ace: A Unified Fine-grained Face Understanding and Generation ModelJunzhe Li, Sifan Zhou, Liya Guo et al.
Unified multimodal models (UMMs) have emerged as a powerful paradigm in fundamental cross-modality research, demonstrating significant potential in both image understanding and generation. However, existing research in the face domain primarily faces two challenges: $\textbf{(1)}$ $\textbf{fragmentation development}$, with existing methods failing to unify understanding and generation into a single one, hindering the way to artificial general intelligence. $\textbf{(2) lack of fine-grained facial attributes}$, which are crucial for high-fidelity applications. To handle those issues, we propose $\textbf{UniF$^2$ace}$, $\textit{the first UMM specifically tailored for fine-grained face understanding and generation}$. $\textbf{First}$, we introduce a novel theoretical framework with a Dual Discrete Diffusion (D3Diff) loss, unifying masked generative models with discrete score matching diffusion and leading to a more precise approximation of the negative log-likelihood. Moreover, this D3Diff significantly enhances the model's ability to synthesize high-fidelity facial details aligned with text input. $\textbf{Second}$, we propose a multi-level grouped Mixture-of-Experts architecture, adaptively incorporating the semantic and identity facial embeddings to complement the attribute forgotten phenomenon in representation evolvement. $\textbf{Finally}$, to this end, we construct UniF$^2$aceD-1M, a large-scale dataset comprising 130K fine-grained image-caption pairs and 1M visual question-answering pairs, spanning a much wider range of facial attributes than existing datasets. Extensive experiments demonstrate that UniF$^2$ace outperforms existing models with a similar scale in both understanding and generation tasks, with 7.1\% higher Desc-GPT and 6.6\% higher VQA-score, respectively.
6.5CVOct 29, 2024
FreeGaussian: Annotation-free Controllable 3D Gaussian Splats with Flow DerivativesQizhi Chen, Delin Qu, Junli Liu et al.
Reconstructing controllable Gaussian splats from monocular video is a challenging task due to its inherently insufficient constraints. Widely adopted approaches supervise complex interactions with additional masks and control signal annotations, limiting their real-world applications. In this paper, we propose an annotation guidance-free method, dubbed FreeGaussian, that mathematically derives dynamic Gaussian motion from optical flow and camera motion using novel dynamic Gaussian constraints. By establishing a connection between 2D flows and 3D Gaussian dynamic control, our method enables self-supervised optimization and continuity of dynamic Gaussian motions from flow priors. Furthermore, we introduce a 3D spherical vector controlling scheme, which represents the state with a 3D Gaussian trajectory, thereby eliminating the need for complex 1D control signal calculations and simplifying controllable Gaussian modeling. Quantitative and qualitative evaluations on extensive experiments demonstrate the state-of-the-art visual performance and control capability of our method. Project page: https://freegaussian.github.io.
10.5CVJun 23, 2024
LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Rendering and ControlDelin Qu, Qizhi Chen, Pingrui Zhang et al.
This paper scales object-level reconstruction to complex scenes, advancing interactive scene reconstruction. We introduce two datasets, OmniSim and InterReal, featuring 28 scenes with multiple interactive objects. To tackle the challenge of inaccurate interactive motion recovery in complex scenes, we propose LiveScene, a scene-level language-embedded interactive radiance field that efficiently reconstructs and controls multiple objects. By decomposing the interactive scene into local deformable fields, LiveScene enables separate reconstruction of individual object motions, reducing memory consumption. Additionally, our interaction-aware language embedding localizes individual interactive objects, allowing for arbitrary control using natural language. Our approach demonstrates significant superiority in novel view synthesis, interactive scene control, and language grounding performance through extensive experiments. Project page: https://livescenes.github.io.