Stuart James

CV
h-index35
20papers
208citations
Novelty50%
AI Score44

20 Papers

CVJul 19, 2022Code
PoserNet: Refining Relative Camera Poses Exploiting Object Detections

Matteo Taiana, Matteo Toso, Stuart James et al.

The estimation of the camera poses associated with a set of images commonly relies on feature matches between the images. In contrast, we are the first to address this challenge by using objectness regions to guide the pose estimation problem rather than explicit semantic object detections. We propose Pose Refiner Network (PoserNet) a light-weight Graph Neural Network to refine the approximate pair-wise relative camera poses. PoserNet exploits associations between the objectness regions - concisely expressed as bounding boxes - across multiple views to globally refine sparsely connected view graphs. We evaluate on the 7-Scenes dataset across varied sizes of graphs and show how this process can be beneficial to optimisation-based Motion Averaging algorithms improving the median error on the rotation by 62 degrees with respect to the initial estimates obtained based on bounding boxes. Code and data are available at https://github.com/IIT-PAVIS/PoserNet.

CVApr 13, 2023Code
3DoF Localization from a Single Image and an Object Map: the Flatlandia Problem and Dataset

Matteo Toso, Matteo Taiana, Stuart James et al.

Efficient visual localization is crucial to many applications, such as large-scale deployment of autonomous agents and augmented reality. Traditional visual localization, while achieving remarkable accuracy, relies on extensive 3D models of the scene or large collections of geolocalized images, which are often inefficient to store and to scale to novel environments. In contrast, humans orient themselves using very abstract 2D maps, using the location of clearly identifiable landmarks. Drawing on this and on the success of recent works that explored localization on 2D abstract maps, we propose Flatlandia, a novel visual localization challenge. With Flatlandia, we investigate whether it is possible to localize a visual query by comparing the layout of its common objects detected against the known spatial layout of objects in the map. We formalize the challenge as two tasks at different levels of accuracy to investigate the problem and its possible limitations; for each, we propose initial baseline models and compare them against state-of-the-art 6DoF and 3DoF methods. Code and dataset are publicly available at github.com/IIT-PAVIS/Flatlandia.

CVJul 22, 2024
6DGS: 6D Pose Estimation from a Single Image and a 3D Gaussian Splatting Model

Matteo Bortolon, Theodore Tsesmelis, Stuart James et al.

We propose 6DGS to estimate the camera pose of a target RGB image given a 3D Gaussian Splatting (3DGS) model representing the scene. 6DGS avoids the iterative process typical of analysis-by-synthesis methods (e.g. iNeRF) that also require an initialization of the camera pose in order to converge. Instead, our method estimates a 6DoF pose by inverting the 3DGS rendering process. Starting from the object surface, we define a radiant Ellicell that uniformly generates rays departing from each ellipsoid that parameterize the 3DGS model. Each Ellicell ray is associated with the rendering parameters of each ellipsoid, which in turn is used to obtain the best bindings between the target image pixels and the cast rays. These pixel-ray bindings are then ranked to select the best scoring bundle of rays, which their intersection provides the camera center and, in turn, the camera rotation. The proposed solution obviates the necessity of an "a priori" pose for initialization, and it solves 6DoF pose estimation in closed form, without the need for iterations. Moreover, compared to the existing Novel View Synthesis (NVS) baselines for pose estimation, 6DGS can improve the overall average rotational accuracy by 12% and translation accuracy by 22% on real scenes, despite not requiring any initialization pose. At the same time, our method operates near real-time, reaching 15fps on consumer hardware.

CVJul 12, 2022
GANzzle: Reframing jigsaw puzzle solving as a retrieval task using a generative mental image

Davide Talon, Alessio Del Bue, Stuart James

Puzzle solving is a combinatorial challenge due to the difficulty of matching adjacent pieces. Instead, we infer a mental image from all pieces, which a given piece can then be matched against avoiding the combinatorial explosion. Exploiting advancements in Generative Adversarial methods, we learn how to reconstruct the image given a set of unordered pieces, allowing the model to learn a joint embedding space to match an encoding of each piece to the cropped layer of the generator. Therefore we frame the problem as a R@1 retrieval task, and then solve the linear assignment using differentiable Hungarian attention, making the process end-to-end. In doing so our model is puzzle size agnostic, in contrast to prior deep learning methods which are single size. We evaluate on two new large-scale datasets, where our model is on par with deep learning methods, while generalizing to multiple puzzle sizes.

CVMar 20, 2023
Positional Diffusion: Ordering Unordered Sets with Diffusion Probabilistic Models

Francesco Giuliari, Gianluca Scarpellini, Stuart James et al.

Positional reasoning is the process of ordering unsorted parts contained in a set into a consistent structure. We present Positional Diffusion, a plug-and-play graph formulation with Diffusion Probabilistic Models to address positional reasoning. We use the forward process to map elements' positions in a set to random positions in a continuous space. Positional Diffusion learns to reverse the noising process and recover the original positions through an Attention-based Graph Neural Network. We conduct extensive experiments with benchmark datasets including two puzzle datasets, three sentence ordering datasets, and one visual storytelling dataset, demonstrating that our method outperforms long-lasting research on puzzle solving with up to +18% compared to the second-best deep learning method, and performs on par against the state-of-the-art methods on sentence ordering and visual storytelling. Our work highlights the suitability of diffusion models for ordering problems and proposes a novel formulation and method for solving various ordering tasks. Project website at https://iit-pavis.github.io/Positional_Diffusion/

LGSep 8, 2022
Geolocation of Cultural Heritage using Multi-View Knowledge Graph Embedding

Hebatallah A. Mohamed, Sebastiano Vascon, Feliks Hibraj et al.

Knowledge Graphs (KGs) have proven to be a reliable way of structuring data. They can provide a rich source of contextual information about cultural heritage collections. However, cultural heritage KGs are far from being complete. They are often missing important attributes such as geographical location, especially for sculptures and mobile or indoor entities such as paintings. In this paper, we first present a framework for ingesting knowledge about tangible cultural heritage entities from various data sources and their connected multi-hop knowledge into a geolocalized KG. Secondly, we propose a multi-view learning model for estimating the relative distance between a given pair of cultural heritage entities, based on the geographical as well as the knowledge connections of the entities.

CVNov 26, 2025
E-M3RF: An Equivariant Multimodal 3D Re-assembly Framework

Adeela Islam, Stefano Fiorini, Manuel Lecha et al.

3D reassembly is a fundamental geometric problem, and in recent years it has increasingly been challenged by deep learning methods rather than classical optimization. While learning approaches have shown promising results, most still rely primarily on geometric features to assemble a whole from its parts. As a result, methods struggle when geometry alone is insufficient or ambiguous, for example, for small, eroded, or symmetric fragments. Additionally, solutions do not impose physical constraints that explicitly prevent overlapping assemblies. To address these limitations, we introduce E-M3RF, an equivariant multimodal 3D reassembly framework that takes as input the point clouds, containing both point positions and colors of fractured fragments, and predicts the transformations required to reassemble them using SE(3) flow matching. Each fragment is represented by both geometric and color features: i) 3D point positions are encoded as rotationconsistent geometric features using a rotation-equivariant encoder, ii) the colors at each 3D point are encoded with a transformer. The two feature sets are then combined to form a multimodal representation. We experimented on four datasets: two synthetic datasets, Breaking Bad and Fantastic Breaks, and two real-world cultural heritage datasets, RePAIR and Presious, demonstrating that E-M3RF on the RePAIR dataset reduces rotation error by 23.1% and translation error by 13.2%, while Chamfer Distance decreases by 18.4% compared to competing methods.

CVOct 31, 2024
Re-assembling the past: The RePAIR dataset and benchmark for real world 2D and 3D puzzle solving

Theodore Tsesmelis, Luca Palmieri, Marina Khoroshiltseva et al.

This paper proposes the RePAIR dataset that represents a challenging benchmark to test modern computational and data driven methods for puzzle-solving and reassembly tasks. Our dataset has unique properties that are uncommon to current benchmarks for 2D and 3D puzzle solving. The fragments and fractures are realistic, caused by a collapse of a fresco during a World War II bombing at the Pompeii archaeological park. The fragments are also eroded and have missing pieces with irregular shapes and different dimensions, challenging further the reassembly algorithms. The dataset is multi-modal providing high resolution images with characteristic pictorial elements, detailed 3D scans of the fragments and meta-data annotated by the archaeologists. Ground truth has been generated through several years of unceasing fieldwork, including the excavation and cleaning of each fragment, followed by manual puzzle solving by archaeologists of a subset of approx. 1000 pieces among the 16000 available. After digitizing all the fragments in 3D, a benchmark was prepared to challenge current reassembly and puzzle-solving methods that often solve more simplistic synthetic scenarios. The tested baselines show that there clearly exists a gap to fill in solving this computationally complex problem.

CVFeb 11
ArtContext: Contextualizing Artworks with Open-Access Art History Articles and Wikidata Knowledge through a LoRA-Tuned CLIP Model

Samuel Waugh, Stuart James

Many Art History articles discuss artworks in general as well as specific parts of works, such as layout, iconography, or material culture. However, when viewing an artwork, it is not trivial to identify what different articles have said about the piece. Therefore, we propose ArtContext, a pipeline for taking a corpus of Open-Access Art History articles and Wikidata Knowledge and annotating Artworks with this information. We do this using a novel corpus collection pipeline, then learn a bespoke CLIP model adapted using Low-Rank Adaptation (LoRA) to make it domain-specific. We show that the new model, PaintingCLIP, which is weakly supervised by the collected corpus, outperforms CLIP and provides context for a given artwork. The proposed pipeline is generalisable and can be readily applied to numerous humanities areas.

CVMay 27, 2025
ReassembleNet: Learnable Keypoints and Diffusion for 2D Fresco Reconstruction

Adeela Islam, Stefano Fiorini, Stuart James et al.

The task of reassembly is a significant challenge across multiple domains, including archaeology, genomics, and molecular docking, requiring the precise placement and orientation of elements to reconstruct an original structure. In this work, we address key limitations in state-of-the-art Deep Learning methods for reassembly, namely i) scalability; ii) multimodality; and iii) real-world applicability: beyond square or simple geometric shapes, realistic and complex erosion, or other real-world problems. We propose ReassembleNet, a method that reduces complexity by representing each input piece as a set of contour keypoints and learning to select the most informative ones by Graph Neural Networks pooling inspired techniques. ReassembleNet effectively lowers computational complexity while enabling the integration of features from multiple modalities, including both geometric and texture data. Further enhanced through pretraining on a semi-synthetic dataset. We then apply diffusion-based pose estimation to recover the original structure. We improve on prior methods by 57% and 87% for RMSE Rotation and Translation, respectively.

CVNov 19, 2024
Maps from Motion (MfM): Generating 2D Semantic Maps from Sparse Multi-view Images

Matteo Toso, Stefano Fiorini, Stuart James et al.

World-wide detailed 2D maps require enormous collective efforts. OpenStreetMap is the result of 11 million registered users manually annotating the GPS location of over 1.75 billion entries, including distinctive landmarks and common urban objects. At the same time, manual annotations can include errors and are slow to update, limiting the map's accuracy. Maps from Motion (MfM) is a step forward to automatize such time-consuming map making procedure by computing 2D maps of semantic objects directly from a collection of uncalibrated multi-view images. From each image, we extract a set of object detections, and estimate their spatial arrangement in a top-down local map centered in the reference frame of the camera that captured the image. Aligning these local maps is not a trivial problem, since they provide incomplete, noisy fragments of the scene, and matching detections across them is unreliable because of the presence of repeated pattern and the limited appearance variability of urban objects. We address this with a novel graph-based framework, that encodes the spatial and semantic distribution of the objects detected in each image, and learns how to combine them to predict the objects' poses in a global reference system, while taking into account all possible detection matches and preserving the topology observed in each image. Despite the complexity of the problem, our best model achieves global 2D registration with an average accuracy within 4 meters (i.e., below GPS accuracy) even on sparse sequences with strong viewpoint change, on which COLMAP has an 80% failure rate. We provide extensive evaluation on synthetic and real-world data, showing how the method obtains a solution even in scenarios where standard optimization techniques fail.

CVMar 19, 2024
IFFNeRF: Initialisation Free and Fast 6DoF pose estimation from a single image and a NeRF model

Matteo Bortolon, Theodore Tsesmelis, Stuart James et al.

We introduce IFFNeRF to estimate the six degrees-of-freedom (6DoF) camera pose of a given image, building on the Neural Radiance Fields (NeRF) formulation. IFFNeRF is specifically designed to operate in real-time and eliminates the need for an initial pose guess that is proximate to the sought solution. IFFNeRF utilizes the Metropolis-Hasting algorithm to sample surface points from within the NeRF model. From these sampled points, we cast rays and deduce the color for each ray through pixel-level view synthesis. The camera pose can then be estimated as the solution to a Least Squares problem by selecting correspondences between the query image and the resulting bundle. We facilitate this process through a learned attention mechanism, bridging the query image embedding with the embedding of parameterized rays, thereby matching rays pertinent to the image. Through synthetic and real evaluation settings, we show that our method can improve the angular and translation error accuracy by 80.1% and 67.3%, respectively, compared to iNeRF while performing at 34fps on consumer hardware and not requiring the initial pose guess.

LGMar 14, 2024
Towards the Reusability and Compositionality of Causal Representations

Davide Talon, Phillip Lippe, Stuart James et al.

Causal Representation Learning (CRL) aims at identifying high-level causal factors and their relationships from high-dimensional observations, e.g., images. While most CRL works focus on learning causal representations in a single environment, in this work we instead propose a first step towards learning causal representations from temporal sequences of images that can be adapted in a new environment, or composed across multiple related environments. In particular, we introduce DECAF, a framework that detects which causal factors can be reused and which need to be adapted from previously learned causal representations. Our approach is based on the availability of intervention targets, that indicate which variables are perturbed at each time step. Experiments on three benchmark datasets show that integrating our framework with four state-of-the-art CRL approaches leads to accurate representations in a new environment with only a few samples.

CVMar 13, 2024
PRAGO: Differentiable Multi-View Pose Optimization From Objectness Detections

Matteo Taiana, Matteo Toso, Stuart James et al.

Robustly estimating camera poses from a set of images is a fundamental task which remains challenging for differentiable methods, especially in the case of small and sparse camera pose graphs. To overcome this challenge, we propose Pose-refined Rotation Averaging Graph Optimization (PRAGO). From a set of objectness detections on unordered images, our method reconstructs the rotational pose, and in turn, the absolute pose, in a differentiable manner benefiting from the optimization of a sequence of geometrical tasks. We show how our objectness pose-refinement module in PRAGO is able to refine the inherent ambiguities in pairwise relative pose estimation without removing edges and avoiding making early decisions on the viability of graph edges. PRAGO then refines the absolute rotations through iterative graph construction, reweighting the graph edges to compute the final rotational pose, which can be converted into absolute poses using translation averaging. We show that PRAGO is able to outperform non-differentiable solvers on small and sparse scenes extracted from 7-Scenes achieving a relative improvement of 21% for rotations while achieving similar translation estimates.

HCMay 5, 2021
Mixing Modalities of 3D Sketching and Speech for Interactive Model Retrieval in Virtual Reality

Daniele Giunchi, Alejandro Sztrajman, Stuart James et al.

Sketch and speech are intuitive interaction methods that convey complementary information and have been independently used for 3D model retrieval in virtual environments. While sketch has been shown to be an effective retrieval method, not all collections are easily navigable using this modality alone. We design a new challenging database for sketch comprised of 3D chairs where each of the components (arms, legs, seat, back) are independently colored. To overcome this, we implement a multimodal interface for querying 3D model databases within a virtual environment. We base the sketch on the state-of-the-art for 3D Sketch Retrieval, and use a Wizard-of-Oz style experiment to process the voice input. In this way, we avoid the complexities of natural language processing which frequently requires fine-tuning to be robust. We conduct two user studies and show that hybrid search strategies emerge from the combination of interactions, fostering the advantages provided by both modalities.

CVJan 26, 2021
LIGHTS: LIGHT Specularity Dataset for specular detection in Multi-view

Mohamed Dahy Elkhouly, Theodore Tsesmelis, Alessio Del Bue et al.

Specular highlights are commonplace in images, however, methods for detecting them and in turn removing the phenomenon are particularly challenging. A reason for this, is due to the difficulty of creating a dataset for training or evaluation, as in the real-world we lack the necessary control over the environment. Therefore, we propose a novel physically-based rendered LIGHT Specularity (LIGHTS) Dataset for the evaluation of the specular highlight detection task. Our dataset consists of 18 high quality architectural scenes, where each scene is rendered with multiple views. In total we have 2,603 views with an average of 145 views per scene. Additionally we propose a simple aggregation based method for specular highlight detection that outperforms prior work by 3.6% in two orders of magnitude less time on our dataset.

CVJan 26, 2021
Consistent Mesh Colors for Multi-View Reconstructed 3D Scenes

Mohamed Dahy Elkhouly, Alessio Del Bue, Stuart James

We address the issue of creating consistent mesh texture maps captured from scenes without color calibration. We find that the method for aggregation of the multiple views is crucial for creating spatially consistent meshes without the need to explicitly optimize for spatial consistency. We compute a color prior from the cross-correlation of observable view faces and the faces per view to identify an optimal per-face color. We then use this color in a re-weighting ratio for the best-view texture, which is identified by prior mesh texturing work, to create a spatial consistent texture map. Despite our method not explicitly handling spatial consistency, our results show qualitatively more consistent results than other state-of-the-art techniques while being computationally more efficient. We evaluate on prior datasets and additionally Matterport3D showing qualitative improvements.

HCOct 25, 2019
Mixing realities for sketch retrieval in Virtual Reality

Daniele Giunchi, Stuart james, Donald Degraen et al.

Drawing tools for Virtual Reality (VR) enable users to model 3D designs from within the virtual environment itself. These tools employ sketching and sculpting techniques known from desktop-based interfaces and apply them to hand-based controller interaction. While these techniques allow for mid-air sketching of basic shapes, it remains difficult for users to create detailed and comprehensive 3D models. In our work, we focus on supporting the user in designing the virtual environment around them by enhancing sketch-based interfaces with a supporting system for interactive model retrieval. Through sketching, an immersed user can query a database containing detailed 3D models and replace them into the virtual environment. To understand supportive sketching within a virtual environment, we compare different methods of sketch interaction, i.e., 3D mid-air sketching, 2D sketching on a virtual tablet, 2D sketching on a fixed virtual whiteboard, and 2D sketching on a real tablet. %using a 2D physical tablet, a 2D virtual tablet, a 2D virtual whiteboard, and 3D mid-air sketching. Our results show that 3D mid-air sketching is considered to be a more intuitive method to search a collection of models while the addition of physical devices creates confusion due to the complications of their inclusion within a virtual environment. While we pose our work as a retrieval problem for 3D models of chairs, our results can be extrapolated to other sketching tasks for virtual environments.

CVSep 17, 2019
re-OBJ: Jointly Learning the Foreground and Background for Object Instance Re-identification

Vaibhav Bansal, Stuart James, Alessio Del Bue

Conventional approaches to object instance re-identification rely on matching appearances of the target objects among a set of frames. However, learning appearances of the objects alone might fail when there are multiple objects with similar appearance or multiple instances of same object class present in the scene. This paper proposes that partial observations of the background can be utilized to aid in the object re-identification task for a rigid scene, especially a rigid environment with a lot of reoccurring identical models of objects. Using an extension to the Mask R-CNN architecture, we learn to encode the important and distinct information in the background jointly with the foreground relevant to rigid real-world scenarios such as an indoor environment where objects are static and the camera moves around the scene. We demonstrate the effectiveness of our joint visual feature in the re-identification of objects in the ScanNet dataset and show a relative improvement of around 28.25% in the rank-1 accuracy over the deepSort method.

CVJul 16, 2018
Visual Graphs from Motion (VGfM): Scene understanding with object geometry reasoning

Paul Gay, Stuart James, Alessio Del Bue

Recent approaches on visual scene understanding attempt to build a scene graph -- a computational representation of objects and their pairwise relationships. Such rich semantic representation is very appealing, yet difficult to obtain from a single image, especially when considering complex spatial arrangements in the scene. Differently, an image sequence conveys useful information using the multi-view geometric relations arising from camera motion. Indeed, in such cases, object relationships are naturally related to the 3D scene structure. To this end, this paper proposes a system that first computes the geometrical location of objects in a generic scene and then efficiently constructs scene graphs from video by embedding such geometrical reasoning. Such compelling representation is obtained using a new model where geometric and visual features are merged using an RNN framework. We report results on a dataset we created for the task of 3D scene graph generation in multiple views.