Sayan Sarkar

CV
h-index17
12papers
537citations
Novelty47%
AI Score52

12 Papers

17.5CVApr 28, 2023Code
SGAligner : 3D Scene Alignment with Scene Graphs

Sayan Deb Sarkar, Ondrej Miksik, Marc Pollefeys et al. · stanford

Building 3D scene graphs has recently emerged as a topic in scene representation for several embodied AI applications to represent the world in a structured and rich manner. With their increased use in solving downstream tasks (eg, navigation and room rearrangement), can we leverage and recycle them for creating 3D maps of environments, a pivotal step in agent operation? We focus on the fundamental problem of aligning pairs of 3D scene graphs whose overlap can range from zero to partial and can contain arbitrary changes. We propose SGAligner, the first method for aligning pairs of 3D scene graphs that is robust to in-the-wild scenarios (ie, unknown overlap -- if any -- and changes in the environment). We get inspired by multi-modality knowledge graphs and use contrastive learning to learn a joint, multi-modal embedding space. We evaluate on the 3RScan dataset and further showcase that our method can be used for estimating the transformation between pairs of 3D scenes. Since benchmarks for these tasks are missing, we create them on this dataset. The code, benchmark, and trained models are available on the project website.

6.0CVFeb 13
CoPE-VideoLM: Codec Primitives For Efficient Video Language Models

Sayan Deb Sarkar, Rémi Pautrat, Ondrej Miksik et al. · stanford

Video Language Models (VideoLMs) empower AI systems to understand temporal dynamics in videos. To fit to the maximum context window constraint, current methods use keyframe sampling which can miss both macro-level events and micro-level details due to the sparse temporal coverage. Furthermore, processing full images and their tokens for each frame incurs substantial computational overhead. To address these limitations, we propose to leverage video codec primitives (specifically motion vectors and residuals) which natively encode video redundancy and sparsity without requiring expensive full-image encoding for most frames. To this end, we introduce lightweight transformer-based encoders that aggregate codec primitives and align their representations with image encoder embeddings through a pre-training strategy that accelerates convergence during end-to-end fine-tuning. Our approach reduces the time-to-first-token by up to $86\%$ and token usage by up to $93\%$ compared to standard VideoLMs. Moreover, by varying the keyframe and codec primitive densities we are able to maintain or exceed performance on $14$ diverse video understanding benchmarks spanning general question answering, temporal reasoning, long-form understanding, and spatial scene understanding.

19.0CVFeb 20, 2025Code
CrossOver: 3D Scene Cross-Modal Alignment

Sayan Deb Sarkar, Ondrej Miksik, Marc Pollefeys et al. · stanford

Multi-modal 3D object understanding has gained significant attention, yet current approaches often assume complete data availability and rigid alignment across all modalities. We present CrossOver, a novel framework for cross-modal 3D scene understanding via flexible, scene-level modality alignment. Unlike traditional methods that require aligned modality data for every object instance, CrossOver learns a unified, modality-agnostic embedding space for scenes by aligning modalities -- RGB images, point clouds, CAD models, floorplans, and text descriptions -- with relaxed constraints and without explicit object semantics. Leveraging dimensionality-specific encoders, a multi-stage training pipeline, and emergent cross-modal behaviors, CrossOver supports robust scene retrieval and object localization, even with missing modalities. Evaluations on ScanNet and 3RScan datasets show its superior performance across diverse metrics, highlighting the adaptability for real-world applications in 3D scene understanding.

3.6CVOct 17, 2025
GuideFlow3D: Optimization-Guided Rectified Flow For Appearance Transfer

Sayan Deb Sarkar, Sinisa Stekovic, Vincent Lepetit et al. · stanford

Transferring appearance to 3D assets using different representations of the appearance object - such as images or text - has garnered interest due to its wide range of applications in industries like gaming, augmented reality, and digital content creation. However, state-of-the-art methods still fail when the geometry between the input and appearance objects is significantly different. A straightforward approach is to directly apply a 3D generative model, but we show that this ultimately fails to produce appealing results. Instead, we propose a principled approach inspired by universal guidance. Given a pretrained rectified flow model conditioned on image or text, our training-free method interacts with the sampling process by periodically adding guidance. This guidance can be modeled as a differentiable loss function, and we experiment with two different types of guidance including part-aware losses for appearance and self-similarity. Our experiments show that our approach successfully transfers texture and geometric details to the input 3D asset, outperforming baselines both qualitatively and quantitatively. We also show that traditional metrics are not suitable for evaluating the task due to their inability of focusing on local details and comparing dissimilar inputs, in absence of ground truth data. We thus evaluate appearance transfer quality with a GPT-based system objectively ranking outputs, ensuring robust and human-like assessment, as further confirmed by our user study. Beyond showcased scenarios, our method is general and could be extended to different types of diffusion models and guidance functions.

6.2CVSep 23, 2025
SGAligner++: Cross-Modal Language-Aided 3D Scene Graph Alignment

Binod Singh, Sayan Deb Sarkar, Iro Armeni · stanford

Aligning 3D scene graphs is a crucial initial step for several applications in robot navigation and embodied perception. Current methods in 3D scene graph alignment often rely on single-modality point cloud data and struggle with incomplete or noisy input. We introduce SGAligner++, a cross-modal, language-aided framework for 3D scene graph alignment. Our method addresses the challenge of aligning partially overlapping scene observations across heterogeneous modalities by learning a unified joint embedding space, enabling accurate alignment even under low-overlap conditions and sensor noise. By employing lightweight unimodal encoders and attention-based fusion, SGAligner++ enhances scene understanding for tasks such as visual localization, 3D reconstruction, and navigation, while ensuring scalability and minimal computational overhead. Extensive evaluations on real-world datasets demonstrate that SGAligner++ outperforms state-of-the-art methods by up to 40% on noisy real-world reconstructions, while enabling cross-modal generalization.

26.6CLMay 28, 2023Code
HaVQA: A Dataset for Visual Question Answering and Multimodal Research in Hausa Language

Shantipriya Parida, Idris Abdulmumin, Shamsuddeen Hassan Muhammad et al.

This paper presents HaVQA, the first multimodal dataset for visual question-answering (VQA) tasks in the Hausa language. The dataset was created by manually translating 6,022 English question-answer pairs, which are associated with 1,555 unique images from the Visual Genome dataset. As a result, the dataset provides 12,044 gold standard English-Hausa parallel sentences that were translated in a fashion that guarantees their semantic match with the corresponding visual information. We conducted several baseline experiments on the dataset, including visual question answering, visual question elicitation, text-only and multimodal machine translation.

1.2SPFeb 1, 2022
Signal Quality Assessment of Photoplethysmogram Signals using Quantum Pattern Recognition and lightweight CNN Architecture

Tamaghno Chatterjee, Aayushman Ghosh, Sayan Sarkar

Photoplethysmography (PPG) signal comprises physiological information related to cardiorespiratory health. However, while recording, these PPG signals are easily corrupted by motion artifacts and body movements, leading to noise enriched, poor quality signals. Therefore ensuring high-quality signals is necessary to extract cardiorespiratory information accurately. Although there exists several rule-based and Machine-Learning (ML) - based approaches for PPG signal quality estimation, those algorithms' efficacy is questionable. Thus, this work proposes a lightweight CNN architecture for signal quality assessment employing a novel Quantum pattern recognition (QPR) technique. The proposed algorithm is validated on manually annotated data obtained from the University of Queensland database. A total of 28366, 5s signal segments are preprocessed and transformed into image files of 20 x 500 pixels. The image files are treated as an input to the 2D CNN architecture. The developed model classifies the PPG signal as `good' or `bad' with an accuracy of 98.3% with 99.3% sensitivity, 94.5% specificity and 98.9% F1-score. Finally, the performance of the proposed framework is validated against the noisy `Welltory app' collected PPG database. Even in a noisy environment, the proposed architecture proved its competence. Experimental analysis concludes that a slim architecture along with a novel Spatio-temporal pattern recognition technique improve the system's performance. Hence, the proposed approach can be useful to classify good and bad PPG signals for a resource-constrained wearable implementation.

13.5CVJul 2, 2021
HO-3D_v3: Improving the Accuracy of Hand-Object Annotations of the HO-3D Dataset

Shreyas Hampali, Sayan Deb Sarkar, Vincent Lepetit

HO-3D is a dataset providing image sequences of various hand-object interaction scenarios annotated with the 3D pose of the hand and the object and was originally introduced as HO-3D_v2. The annotations were obtained automatically using an optimization method, 'HOnnotate', introduced in the original paper. HO-3D_v3 provides more accurate annotations for both the hand and object poses thus resulting in better estimates of contact regions between the hand and the object. In this report, we elaborate on the improvements to the HOnnotate method and provide evaluations to compare the accuracy of HO-3D_v2 and HO-3D_v3. HO-3D_v3 results in 4mm higher accuracy compared to HO-3D_v2 for hand poses while exhibiting higher contact regions with the object surface.

28.6CVApr 29, 2021Code
Keypoint Transformer: Solving Joint Identification in Challenging Hands and Object Interactions for Accurate 3D Pose Estimation

Shreyas Hampali, Sayan Deb Sarkar, Mahdi Rad et al.

We propose a robust and accurate method for estimating the 3D poses of two hands in close interaction from a single color image. This is a very challenging problem, as large occlusions and many confusions between the joints may happen. State-of-the-art methods solve this problem by regressing a heatmap for each joint, which requires solving two problems simultaneously: localizing the joints and recognizing them. In this work, we propose to separate these tasks by relying on a CNN to first localize joints as 2D keypoints, and on self-attention between the CNN features at these keypoints to associate them with the corresponding hand joint. The resulting architecture, which we call "Keypoint Transformer", is highly efficient as it achieves state-of-the-art performance with roughly half the number of model parameters on the InterHand2.6M dataset. We also show it can be easily extended to estimate the 3D pose of an object manipulated by one or two hands with high performance. Moreover, we created a new dataset of more than 75,000 images of two hands manipulating an object fully annotated in 3D and will make it publicly available.

14.0CVMar 14, 2021Code
Monte Carlo Scene Search for 3D Scene Understanding

Shreyas Hampali, Sinisa Stekovic, Sayan Deb Sarkar et al.

We explore how a general AI algorithm can be used for 3D scene understanding to reduce the need for training data. More exactly, we propose a modification of the Monte Carlo Tree Search (MCTS) algorithm to retrieve objects and room layouts from noisy RGB-D scans. While MCTS was developed as a game-playing algorithm, we show it can also be used for complex perception problems. Our adapted MCTS algorithm has few easy-to-tune hyperparameters and can optimise general losses. We use it to optimise the posterior probability of objects and room layout hypotheses given the RGB-D data. This results in an analysis-by-synthesis approach that explores the solution space by rendering the current solution and comparing it to the RGB-D observations. To perform this exploration even more efficiently, we propose simple changes to the standard MCTS' tree construction and exploration policy. We demonstrate our approach on the ScanNet dataset. Our method often retrieves configurations that are better than some manual annotations, especially on layouts.

12.8CVJan 7, 2020Code
General 3D Room Layout from a Single View by Render-and-Compare

Sinisa Stekovic, Shreyas Hampali, Mahdi Rad et al.

We present a novel method to reconstruct the 3D layout of a room (walls, floors, ceilings) from a single perspective view in challenging conditions, by contrast with previous single-view methods restricted to cuboid-shaped layouts. This input view can consist of a color image only, but considering a depth map results in a more accurate reconstruction. Our approach is formalized as solving a constrained discrete optimization problem to find the set of 3D polygons that constitute the layout. In order to deal with occlusions between components of the layout, which is a problem ignored by previous works, we introduce an analysis-by-synthesis method to iteratively refine the 3D layout estimate. As no dataset was available to evaluate our method quantitatively, we created one together with several appropriate metrics. Our dataset consists of 293 images from ScanNet, which we annotated with precise 3D layouts. It offers three times more samples than the popular NYUv2 303 benchmark, and a much larger variety of layouts.

9.5AIJun 21, 2019
Categorizing Wireheading in Partially Embedded Agents

Arushi Majha, Sayan Sarkar, Davide Zagami

$\textit{Embedded agents}$ are not explicitly separated from their environment, lacking clear I/O channels. Such agents can reason about and modify their internal parts, which they are incentivized to shortcut or $\textit{wirehead}$ in order to achieve the maximal reward. In this paper, we provide a taxonomy of ways by which wireheading can occur, followed by a definition of wirehead-vulnerable agents. Starting from the fully dualistic universal agent AIXI, we introduce a spectrum of partially embedded agents and identify wireheading opportunities that such agents can exploit, experimentally demonstrating the results with the GRL simulation platform AIXIjs. We contextualize wireheading in the broader class of all misalignment problems - where the goals of the agent conflict with the goals of the human designer - and conjecture that the only other possible type of misalignment is specification gaming. Motivated by this taxonomy, we define wirehead-vulnerable agents as embedded agents that choose to behave differently from fully dualistic agents lacking access to their internal parts.