CVMar 7, 2022Code
Kubric: A scalable dataset generatorKlaus Greff, Francois Belletti, Lucas Beyer et al. · deepmind, mila
Data is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification.
CVOct 6, 2022
Novel View Synthesis with Diffusion ModelsDaniel Watson, William Chan, Ricardo Martin-Brualla et al. · deepmind
We present 3DiM, a diffusion model for 3D novel view synthesis, which is able to translate a single input view into consistent and sharp completions across many views. The core component of 3DiM is a pose-conditional image-to-image diffusion model, which takes a source view and its pose as inputs, and generates a novel view for a target pose as output. 3DiM can generate multiple views that are 3D consistent using a novel technique called stochastic conditioning. The output views are generated autoregressively, and during the generation of each novel view, one selects a random conditioning view from the set of available views at each denoising step. We demonstrate that stochastic conditioning significantly improves the 3D consistency of a naive sampler for an image-to-image diffusion model, which involves conditioning on a single fixed view. We compare 3DiM to prior work on the SRN ShapeNet dataset, demonstrating that 3DiM's generated completions from a single view achieve much higher fidelity, while being approximately 3D consistent. We also introduce a new evaluation methodology, 3D consistency scoring, to measure the 3D consistency of a generated object by training a neural field on the model's output views. 3DiM is geometry free, does not rely on hyper-networks or test-time optimization for novel view synthesis, and allows a single model to easily scale to a large number of scenes.
CVFeb 2, 2023
RobustNeRF: Ignoring Distractors with Robust LossesSara Sabour, Suhani Vora, Daniel Duckworth et al. · deepmind
Neural radiance fields (NeRF) excel at synthesizing new views given multi-view, calibrated images of a static scene. When scenes include distractors, which are not persistent during image capture (moving objects, lighting variations, shadows), artifacts appear as view-dependent effects or 'floaters'. To cope with distractors, we advocate a form of robust estimation for NeRF training, modeling distractors in training data as outliers of an optimization problem. Our method successfully removes outliers from a scene and improves upon our baselines, on synthetic and real-world scenes. Our technique is simple to incorporate in modern NeRF frameworks, with few hyper-parameters. It does not assume a priori knowledge of the types of distractors, and is instead focused on the optimization problem rather than pre-processing or modeling transient objects. More results on our page https://robustnerf.github.io.
CVNov 29, 2023
4D-fy: Text-to-4D Generation Using Hybrid Score Distillation SamplingSherwin Bahmani, Ivan Skorokhodov, Victor Rong et al. · stanford
Recent breakthroughs in text-to-4D generation rely on pre-trained text-to-image and text-to-video models to generate dynamic 3D scenes. However, current text-to-4D methods face a three-way tradeoff between the quality of scene appearance, 3D structure, and motion. For example, text-to-image models and their 3D-aware variants are trained on internet-scale image datasets and can be used to produce scenes with realistic appearance and 3D structure -- but no motion. Text-to-video models are trained on relatively smaller video datasets and can produce scenes with motion, but poorer appearance and 3D structure. While these models have complementary strengths, they also have opposing weaknesses, making it difficult to combine them in a way that alleviates this three-way tradeoff. Here, we introduce hybrid score distillation sampling, an alternating optimization procedure that blends supervision signals from multiple pre-trained diffusion models and incorporates benefits of each for high-fidelity text-to-4D generation. Using hybrid SDS, we demonstrate synthesis of 4D scenes with compelling appearance, 3D structure, and motion.
CVNov 29, 2022
SparsePose: Sparse-View Camera Pose Regression and RefinementSamarth Sinha, Jason Y. Zhang, Andrea Tagliasacchi et al. · stanford
Camera pose estimation is a key step in standard 3D reconstruction pipelines that operate on a dense set of images of a single object or scene. However, methods for pose estimation often fail when only a few images are available because they rely on the ability to robustly identify and match visual features between image pairs. While these methods can work robustly with dense camera views, capturing a large set of images can be time-consuming or impractical. We propose SparsePose for recovering accurate camera poses given a sparse set of wide-baseline images (fewer than 10). The method learns to regress initial camera poses and then iteratively refine them after training on a large-scale dataset of objects (Co3D: Common Objects in 3D). SparsePose significantly outperforms conventional and learning-based baselines in recovering accurate camera rotations and translations. We also demonstrate our pipeline for high-fidelity 3D reconstruction using only 5-9 images of an object.
CVNov 28, 2022
OpenScene: 3D Scene Understanding with Open VocabulariesSongyou Peng, Kyle Genova, Chiyu "Max" Jiang et al.
Traditional 3D scene understanding approaches rely on labeled 3D datasets to train a model for a single task with supervision. We propose OpenScene, an alternative approach where a model predicts dense features for 3D scene points that are co-embedded with text and image pixels in CLIP feature space. This zero-shot approach enables task-agnostic training and open-vocabulary queries. For example, to perform SOTA zero-shot 3D semantic segmentation it first infers CLIP features for every 3D point and later classifies them based on similarities to embeddings of arbitrary class labels. More interestingly, it enables a suite of open-vocabulary scene understanding applications that have never been done before. For example, it allows a user to enter an arbitrary text query and then see a heat map indicating which parts of a scene match. Our approach is effective at identifying objects, materials, affordances, activities, and room types in complex 3D scenes, all using a single model trained without any labeled 3D data.
CVNov 21, 2022Code
NeuMap: Neural Coordinate Mapping by Auto-Transdecoder for Camera LocalizationShitao Tang, Sicong Tang, Andrea Tagliasacchi et al.
This paper presents an end-to-end neural mapping method for camera localization, dubbed NeuMap, encoding a whole scene into a grid of latent codes, with which a Transformer-based auto-decoder regresses 3D coordinates of query pixels. State-of-the-art feature matching methods require each scene to be stored as a 3D point cloud with per-point features, consuming several gigabytes of storage per scene. While compression is possible, performance drops significantly at high compression rates. Conversely, coordinate regression methods achieve high compression by storing scene information in a neural network but suffer from reduced robustness. NeuMap combines the advantages of both approaches by utilizing 1) learnable latent codes for efficient scene representation and 2) a scene-agnostic Transformer-based auto-decoder to infer coordinates for query pixels. This scene-agnostic network design learns robust matching priors from large-scale data and enables rapid optimization of codes for new scenes while keeping the network weights fixed. Extensive evaluations on five benchmarks show that NeuMap significantly outperforms other coordinate regression methods and achieves comparable performance to feature matching methods while requiring a much smaller scene representation size. For example, NeuMap achieves 39.1% accuracy in the Aachen night benchmark with only 6MB of data, whereas alternative methods require 100MB or several gigabytes and fail completely under high compression settings. The codes are available at https://github.com/Tangshitao/NeuMap
CVSep 21, 2022
Attention Beats Concatenation for Conditioning Neural FieldsDaniel Rebain, Mark J. Matthews, Kwang Moo Yi et al. · deepmind
Neural fields model signals by mapping coordinate inputs to sampled values. They are becoming an increasingly important backbone architecture across many fields from vision and graphics to biology and astronomy. In this paper, we explore the differences between common conditioning mechanisms within these networks, an essential ingredient in shifting neural fields from memorization of signals to generalization, where the set of signals lying on a manifold is modelled jointly. In particular, we are interested in the scaling behaviour of these mechanisms to increasingly high-dimensional conditioning variables. As we show in our experiments, high-dimensional conditioning is key to modelling complex data distributions, thus it is important to determine what architecture choices best enable this when working on such problems. To this end, we run experiments modelling 2D, 3D, and 4D signals with neural fields, employing concatenation, hyper-network, and attention-based conditioning strategies -- a necessary but laborious effort that has not been performed in the literature. We find that attention-based conditioning outperforms other approaches in a variety of settings.
CVJul 30, 2022
MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile ArchitecturesZhiqin Chen, Thomas Funkhouser, Peter Hedman et al.
Neural Radiance Fields (NeRFs) have demonstrated amazing ability to synthesize images of 3D scenes from novel views. However, they rely upon specialized volumetric rendering algorithms based on ray marching that are mismatched to the capabilities of widely deployed graphics hardware. This paper introduces a new NeRF representation based on textured polygons that can synthesize novel images efficiently with standard rendering pipelines. The NeRF is represented as a set of polygons with textures representing binary opacities and feature vectors. Traditional rendering of the polygons with a z-buffer yields an image with features at every pixel, which are interpreted by a small, view-dependent MLP running in a fragment shader to produce a final pixel color. This approach enables NeRFs to be rendered with the traditional polygon rasterization pipeline, which provides massive pixel-level parallelism, achieving interactive frame rates on a wide range of compute platforms, including mobile phones.
CVMay 9, 2022
Panoptic Neural Fields: A Semantic Object-Aware Neural Scene RepresentationAbhijit Kundu, Kyle Genova, Xiaoqi Yin et al.
We present Panoptic Neural Fields (PNF), an object-aware neural scene representation that decomposes a scene into a set of objects (things) and background (stuff). Each object is represented by an oriented 3D bounding box and a multi-layer perceptron (MLP) that takes position, direction, and time and outputs density and radiance. The background stuff is represented by a similar MLP that additionally outputs semantic labels. Each object MLPs are instance-specific and thus can be smaller and faster than previous object-aware approaches, while still leveraging category-specific priors incorporated via meta-learned initialization. Our model builds a panoptic radiance field representation of any scene from just color images. We use off-the-shelf algorithms to predict camera poses, object tracks, and 2D image semantic segmentations. Then we jointly optimize the MLP weights and bounding box parameters using analysis-by-synthesis with self-supervision from color images and pseudo-supervision from predicted semantic segmentations. During experiments with real-world dynamic scenes, we find that our model can be used effectively for several tasks like novel view synthesis, 2D panoptic segmentation, 3D scene editing, and multiview depth prediction.
CVNov 3, 2022
nerf2nerf: Pairwise Registration of Neural Radiance FieldsLily Goli, Daniel Rebain, Sara Sabour et al. · gatech, nvidia
We introduce a technique for pairwise registration of neural fields that extends classical optimization-based local registration (i.e. ICP) to operate on Neural Radiance Fields (NeRF) -- neural 3D scene representations trained from collections of calibrated images. NeRF does not decompose illumination and color, so to make registration invariant to illumination, we introduce the concept of a ''surface field'' -- a field distilled from a pre-trained NeRF model that measures the likelihood of a point being on the surface of an object. We then cast nerf2nerf registration as a robust optimization that iteratively seeks a rigid transformation that aligns the surface fields of the two scenes. We evaluate the effectiveness of our technique by introducing a dataset of pre-trained NeRF scenes -- our synthetic scenes enable quantitative evaluations and comparisons to classical registration techniques, while our real scenes demonstrate the validity of our technique in real-world scenarios. Additional results available at: https://nerf2nerf.github.io
LGOct 13, 2022
CUF: Continuous Upsampling FiltersCristina Vasconcelos, Cengiz Oztireli, Mark Matthews et al. · deepmind
Neural fields have rapidly been adopted for representing 3D signals, but their application to more classical 2D image-processing has been relatively limited. In this paper, we consider one of the most important operations in image processing: upsampling. In deep learning, learnable upsampling layers have extensively been used for single image super-resolution. We propose to parameterize upsampling kernels as neural fields. This parameterization leads to a compact architecture that obtains a 40-fold reduction in the number of parameters when compared with competing arbitrary-scale super-resolution architectures. When upsampling images of size 256x256 we show that our architecture is 2x-10x more efficient than competing arbitrary-scale super-resolution architectures, and more efficient than sub-pixel convolutions when instantiated to a single-scale model. In the general setting, these gains grow polynomially with the square of the target scale. We validate our method on standard benchmarks showing such efficiency gains can be achieved without sacrifices in super-resolution performance.
CVMar 21, 2023
CC3D: Layout-Conditioned Generation of Compositional 3D ScenesSherwin Bahmani, Jeong Joon Park, Despoina Paschalidou et al.
In this work, we introduce CC3D, a conditional generative model that synthesizes complex 3D scenes conditioned on 2D semantic scene layouts, trained using single-view images. Different from most existing 3D GANs that limit their applicability to aligned single objects, we focus on generating complex scenes with multiple objects, by modeling the compositional nature of 3D scenes. By devising a 2D layout-based approach for 3D synthesis and implementing a new 3D field representation with a stronger geometric inductive bias, we have created a 3D GAN that is both efficient and of high quality, while allowing for a more controllable generation process. Our evaluations on synthetic 3D-FRONT and real-world KITTI-360 datasets demonstrate that our model generates scenes of improved visual and geometric quality in comparison to previous works.
CVMay 31, 2022
D$^2$NeRF: Self-Supervised Decoupling of Dynamic and Static Objects from a Monocular VideoTianhao Wu, Fangcheng Zhong, Andrea Tagliasacchi et al.
Given a monocular video, segmenting and decoupling dynamic objects while recovering the static environment is a widely studied problem in machine intelligence. Existing solutions usually approach this problem in the image domain, limiting their performance and understanding of the environment. We introduce Decoupled Dynamic Neural Radiance Field (D$^2$NeRF), a self-supervised approach that takes a monocular video and learns a 3D scene representation which decouples moving objects, including their shadows, from the static background. Our method represents the moving objects and the static background by two separate neural radiance fields with only one allowing for temporal changes. A naive implementation of this approach leads to the dynamic component taking over the static one as the representation of the former is inherently more general and prone to overfitting. To this end, we propose a novel loss to promote correct separation of phenomena. We further propose a shadow field network to detect and decouple dynamically moving shadows. We introduce a new dataset containing various dynamic objects and shadows and demonstrate that our method can achieve better performance than state-of-the-art approaches in decoupling dynamic and static 3D objects, occlusion and shadow removal, and image segmentation for moving objects.
CVJul 17, 2024
VD3D: Taming Large Video Diffusion Transformers for 3D Camera ControlSherwin Bahmani, Ivan Skorokhodov, Aliaksandr Siarohin et al.
Modern text-to-video synthesis models demonstrate coherent, photorealistic generation of complex videos from a text description. However, most existing models lack fine-grained control over camera movement, which is critical for downstream applications related to content creation, visual effects, and 3D vision. Recently, new methods demonstrate the ability to generate videos with controllable camera poses these techniques leverage pre-trained U-Net-based diffusion models that explicitly disentangle spatial and temporal generation. Still, no existing approach enables camera control for new, transformer-based video diffusion models that process spatial and temporal information jointly. Here, we propose to tame video transformers for 3D camera control using a ControlNet-like conditioning mechanism that incorporates spatiotemporal camera embeddings based on Plücker coordinates. The approach demonstrates state-of-the-art performance for controllable video generation after fine-tuning on the RealEstate10K dataset. To the best of our knowledge, our work is the first to enable camera control for transformer-based video diffusion models.
CVAug 29, 2022
Volume Rendering Digest (for NeRF)Andrea Tagliasacchi, Ben Mildenhall
Neural Radiance Fields employ simple volume rendering as a way to overcome the challenges of differentiating through ray-triangle intersections by leveraging a probabilistic notion of visibility. This is achieved by assuming the scene is composed by a cloud of light-emitting particles whose density changes in space. This technical report summarizes the derivations for differentiable volume rendering. It is a condensed version of previous reports, but rewritten in the context of NeRF, and adopting its commonly used notation.
CVNov 29, 2023
Unsupervised Keypoints from Pretrained Diffusion ModelsEric Hedlin, Gopal Sharma, Shweta Mahajan et al.
Unsupervised learning of keypoints and landmarks has seen significant progress with the help of modern neural network architectures, but performance is yet to match the supervised counterpart, making their practicability questionable. We leverage the emergent knowledge within text-to-image diffusion models, towards more robust unsupervised keypoints. Our core idea is to find text embeddings that would cause the generative model to consistently attend to compact regions in images (i.e. keypoints). To do so, we simply optimize the text embedding such that the cross-attention maps within the denoising network are localized as Gaussians with small standard deviations. We validate our performance on multiple datasets: the CelebA, CUB-200-2011, Tai-Chi-HD, DeepFashion, and Human3.6m datasets. We achieve significantly improved accuracy, sometimes even outperforming supervised ones, particularly for data that is non-aligned and less curated. Our code is publicly available and can be found through our project page: https://ubc-vision.github.io/StableKeypoints/
CVJul 20, 2022
NeuralBF: Neural Bilateral Filtering for Top-down Instance Segmentation on Point CloudsWeiwei Sun, Daniel Rebain, Renjie Liao et al.
We introduce a method for instance proposal generation for 3D point clouds. Existing techniques typically directly regress proposals in a single feed-forward step, leading to inaccurate estimation. We show that this serves as a critical bottleneck, and propose a method based on iterative bilateral filtering with learned kernels. Following the spirit of bilateral filtering, we consider both the deep feature embeddings of each point, as well as their locations in the 3D space. We show via synthetic experiments that our method brings drastic improvements when generating instance proposals for a given point of interest. We further validate our method on the challenging ScanNet benchmark, achieving the best instance segmentation performance amongst the sub-category of top-down methods.
CVNov 29, 2023
Accelerating Neural Field Training via Soft MiningShakiba Kheradmand, Daniel Rebain, Gopal Sharma et al.
We present an approach to accelerate Neural Field training by efficiently selecting sampling locations. While Neural Fields have recently become popular, it is often trained by uniformly sampling the training domain, or through handcrafted heuristics. We show that improved convergence and final training quality can be achieved by a soft mining technique based on importance sampling: rather than either considering or ignoring a pixel completely, we weigh the corresponding loss by a scalar. To implement our idea we use Langevin Monte-Carlo sampling. We show that by doing so, regions with higher error are being selected more frequently, leading to more than 2x improvement in convergence speed. The code and related resources for this study are publicly available at https://ubc-vision.github.io/nf-soft-mining/.
80.3GRApr 27
Power Foam: Unifying Real-Time Differentiable Ray Tracing and RasterizationShrisudhan Govindarajan, Daniel Rebain, Dor Verbin et al.
We introduce a differentiable 3D representation that unifies the ray tracing capabilities of foam-based ray tracing with the efficiency of modern rasterization pipelines. While prior foam representations enable constant-time ray traversal through an explicit volumetric partition of space, their potentially unbounded cells hinder efficient tile-based rasterization. We address this limitation by generalizing Voronoi foams to bounded power diagrams with controllable cell extents, enabling spatially bounded primitives without requiring expensive Delaunay triangulations during training. We further introduce an oriented surface formulation that explicitly models interfaces between interior and exterior regions, and decouple geometry from appearance by embedding differentiable texture directly on these surfaces. Together, these contributions yield a representation that preserves state-of-the-art ray tracing efficiency while achieving rasterization performance competitive with current generation 3DGS, providing a practical path toward unified real-time differentiable rendering.
LGJun 15, 2023
Neural Fields with Hard Constraints of Arbitrary Differential OrderFangcheng Zhong, Kyle Fogarty, Param Hanji et al.
While deep learning techniques have become extremely popular for solving a broad range of optimization problems, methods to enforce hard constraints during optimization, particularly on deep neural networks, remain underdeveloped. Inspired by the rich literature on meshless interpolation and its extension to spectral collocation methods in scientific computing, we develop a series of approaches for enforcing hard constraints on neural fields, which we refer to as Constrained Neural Fields (CNF). The constraints can be specified as a linear operator applied to the neural field and its derivatives. We also design specific model representations and training strategies for problems where standard models may encounter difficulties, such as conditioning of the system, memory consumption, and capacity of the network when being constrained. Our approaches are demonstrated in a wide range of real-world applications. Additionally, we develop a framework that enables highly efficient model and constraint specification, which can be readily applied to any downstream task where hard constraints need to be explicitly satisfied during optimization.
CVSep 9, 2024
Lagrangian Hashing for Compressed Neural Field RepresentationsShrisudhan Govindarajan, Zeno Sambugaro, Akhmedkhan et al.
We present Lagrangian Hashing, a representation for neural fields combining the characteristics of fast training NeRF methods that rely on Eulerian grids (i.e.~InstantNGP), with those that employ points equipped with features as a way to represent information (e.g. 3D Gaussian Splatting or PointNeRF). We achieve this by incorporating a point-based representation into the high-resolution layers of the hierarchical hash tables of an InstantNGP representation. As our points are equipped with a field of influence, our representation can be interpreted as a mixture of Gaussians stored within the hash table. We propose a loss that encourages the movement of our Gaussians towards regions that require more representation budget to be sufficiently well represented. Our main finding is that our representation allows the reconstruction of signals using a more compact representation without compromising quality.
CVSep 6, 2023
Bayes' Rays: Uncertainty Quantification for Neural Radiance FieldsLily Goli, Cody Reading, Silvia Sellán et al.
Neural Radiance Fields (NeRFs) have shown promise in applications like view synthesis and depth estimation, but learning from multiview images faces inherent uncertainties. Current methods to quantify them are either heuristic or computationally demanding. We introduce BayesRays, a post-hoc framework to evaluate uncertainty in any pre-trained NeRF without modifying the training process. Our method establishes a volumetric uncertainty field using spatial perturbations and a Bayesian Laplace approximation. We derive our algorithm statistically and show its superior performance in key metrics and applications. Additional results available at: https://bayesrays.github.io.
CVJul 10, 2024
Controlling Space and Time with Diffusion ModelsDaniel Watson, Saurabh Saxena, Lala Li et al.
We present 4DiM, a cascaded diffusion model for 4D novel view synthesis (NVS), supporting generation with arbitrary camera trajectories and timestamps, in natural scenes, conditioned on one or more images. With a novel architecture and sampling procedure, we enable training on a mixture of 3D (with camera pose), 4D (pose+time) and video (time but no pose) data, which greatly improves generalization to unseen images and camera pose trajectories over prior works that focus on limited domains (e.g., object centric). 4DiM is the first-ever NVS method with intuitive metric-scale camera pose control enabled by our novel calibration pipeline for structure-from-motion-posed data. Experiments demonstrate that 4DiM outperforms prior 3D NVS models both in terms of image fidelity and pose alignment, while also enabling the generation of scene dynamics. 4DiM provides a general framework for a variety of tasks including single-image-to-3D, two-image-to-video (interpolation and extrapolation), and pose-conditioned video-to-video translation, which we illustrate qualitatively on a variety of scenes. For an overview see https://4d-diffusion.github.io
CVDec 7, 2025
MeshSplatting: Differentiable Rendering with Opaque MeshesJan Held, Sanghyun Son, Renaud Vandeghen et al.
Primitive-based splatting methods like 3D Gaussian Splatting have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present MeshSplatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, MeshSplatting creates end-to-end smooth, visually high-quality meshes that render efficiently in real-time 3D engines. On Mip-NeRF360, it boosts PSNR by +0.69 dB over the current state-of-the-art MiLo for mesh-based novel view synthesis, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.
90.9LGMay 21
Remember to be Curious: Episodic Context and Persistent Worlds for 3D ExplorationLily Goli, Justin Kerr, Daniele Reda et al.
Exploration is a prerequisite for learning useful behaviors in sparse-reward, long-horizon tasks, particularly within 3D environments. Curiosity-driven reinforcement learning addresses this via intrinsic rewards derived from the mismatch between the agent's predictive model of the world and reality. However, translating this intrinsic motivation to complex, photorealistic environments remains difficult, as agents can become trapped in local loops and receive fresh rewards for revisiting forgotten states. In this work, we demonstrate that this failure stems from a lack of spatial persistence and episodic context. We show that effective curiosity requires a model of the world that is persistent and continuously updated, paired with an agent that maintains an episodic trajectory history to navigate toward novel regions. We achieve this using an online 3D reconstruction as a persistent model of the world, while the agent policy is parameterized as a sequence model over RGB observations to maintain episodic context. This design enables effective exploration during training while allowing the agent to navigate using solely RGB frames at deployment. Trained purely via curiosity on HM3D, our agent outperforms RL-based active mapping baselines and generalizes zero-shot to Gibson and AI-generated worlds. Our end-to-end policy enables efficient adaptation to downstream tasks, such as apple picking and image-goal navigation, outperforming from-scratch baselines. Please see video results at https://recuriosity.github.io/.
75.2CVMar 23
FullCircle: Effortless 3D Reconstruction from Casual 360$^\circ$ CapturesYalda Foroutan, Ipek Oztas, Daniel Rebain et al.
Radiance fields have emerged as powerful tools for 3D scene reconstruction. However, casual capture remains challenging due to the narrow field of view of perspective cameras, which limits viewpoint coverage and feature correspondences necessary for reliable camera calibration and reconstruction. While commercially available 360$^\circ$ cameras offer significantly broader coverage than perspective cameras for the same capture effort, existing 360$^\circ$ reconstruction methods require special capture protocols and pre-processing steps that undermine the promise of radiance fields: effortless workflows to capture and reconstruct 3D scenes. We propose a practical pipeline for reconstructing 3D scenes directly from raw 360$^\circ$ camera captures. We require no special capture protocols or pre-processing, and exhibit robustness to a prevalent source of reconstruction errors: the human operator that is visible in all 360$^\circ$ imagery. To facilitate evaluation, we introduce a multi-tiered dataset of scenes captured as raw dual-fisheye images, establishing a benchmark for robust casual 360$^\circ$ reconstruction. Our method significantly outperforms not only vanilla 3DGS for 360$^\circ$ cameras but also robust perspective baselines when perspective cameras are simulated from the same capture, demonstrating the advantages of 360$^\circ$ capture for casual reconstruction. Additional results are available at: https://theialab.github.io/fullcircle
CVDec 16, 2025
Spherical Voronoi: Directional Appearance as a Differentiable Partition of the SphereFrancesco Di Sario, Daniel Rebain, Dor Verbin et al.
Radiance field methods (e.g. 3D Gaussian Splatting) have emerged as a powerful paradigm for novel view synthesis, yet their appearance modeling often relies on Spherical Harmonics (SH), which impose fundamental limitations. SH struggle with high-frequency signals, exhibit Gibbs ringing artifacts, and fail to capture specular reflections - a key component of realistic rendering. Although alternatives like spherical Gaussians offer improvements, they add significant optimization complexity. We propose Spherical Voronoi (SV) as a unified framework for appearance representation in 3D Gaussian Splatting. SV partitions the directional domain into learnable regions with smooth boundaries, providing an intuitive and stable parameterization for view-dependent effects. For diffuse appearance, SV achieves competitive results while keeping optimization simpler than existing alternatives. For reflections - where SH fail - we leverage SV as learnable reflection probes, taking reflected directions as input following principles from classical graphics. This formulation attains state-of-the-art results on synthetic and real-world datasets, demonstrating that SV offers a principled, efficient, and general solution for appearance modeling in explicit 3D representations.
CVDec 15, 2025
Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse GeometriesVictor Rong, Jan Held, Victor Chu et al.
Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using $9.7\times$ fewer primitives and $5.5\times$ less memory on outdoor scenes and using $31\times$ fewer primitives and $3.7\times$ less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.
CVApr 18, 2024Code
Evaluating Alternatives to SFM Point Cloud Initialization for Gaussian SplattingYalda Foroutan, Daniel Rebain, Kwang Moo Yi et al.
3D Gaussian Splatting has recently been embraced as a versatile and effective method for scene reconstruction and novel view synthesis, owing to its high-quality results and compatibility with hardware rasterization. Despite its advantages, Gaussian Splatting's reliance on high-quality point cloud initialization by Structure-from-Motion (SFM) algorithms is a significant limitation to be overcome. To this end, we investigate various initialization strategies for Gaussian Splatting and delve into how volumetric reconstructions from Neural Radiance Fields (NeRF) can be utilized to bypass the dependency on SFM data. Our findings demonstrate that random initialization can perform much better if carefully designed and that by employing a combination of improved initialization strategies and structure distillation from low-cost NeRF models, it is possible to achieve equivalent results, or at times even superior, to those obtained from SFM initialization. Source code is available at https://theialab.github.io/nerf-3dgs .
CVJan 22
360Anything: Geometry-Free Lifting of Images and Videos to 360°Ziyi Wu, Daniel Watson, Andrea Tagliasacchi et al.
Lifting perspective images and videos to 360° panoramas enables immersive 3D world generation. Existing approaches often rely on explicit geometric alignment between the perspective and the equirectangular projection (ERP) space. Yet, this requires known camera metadata, obscuring the application to in-the-wild data where such calibration is typically absent or noisy. We propose 360Anything, a geometry-free framework built upon pre-trained diffusion transformers. By treating the perspective input and the panorama target simply as token sequences, 360Anything learns the perspective-to-equirectangular mapping in a purely data-driven way, eliminating the need for camera information. Our approach achieves state-of-the-art performance on both image and video perspective-to-360° generation, outperforming prior works that use ground-truth camera information. We also trace the root cause of the seam artifacts at ERP boundaries to zero-padding in the VAE encoder, and introduce Circular Latent Encoding to facilitate seamless generation. Finally, we show competitive results in zero-shot camera FoV and orientation estimation benchmarks, demonstrating 360Anything's deep geometric understanding and broader utility in computer vision tasks. Additional results are available at https://360anything.github.io/.
CVFeb 9
Grow with the Flow: 4D Reconstruction of Growing Plants with Gaussian Flow FieldsWeihan Luo, Lily Goli, Sherwin Bahmani et al.
Modeling the time-varying 3D appearance of plants during their growth poses unique challenges: unlike many dynamic scenes, plants generate new geometry over time as they expand, branch, and differentiate. Recent motion modeling techniques are ill-suited to this problem setting. For example, deformation fields cannot introduce new geometry, and 4D Gaussian splatting constrains motion to a linear trajectory in space and time and cannot track the same set of Gaussians over time. Here, we introduce a 3D Gaussian flow field representation that models plant growth as a time-varying derivative over Gaussian parameters -- position, scale, orientation, color, and opacity -- enabling nonlinear and continuous-time growth dynamics. To initialize a sufficient set of Gaussian primitives, we reconstruct the mature plant and learn a process of reverse growth, effectively simulating the plant's developmental history in reverse. Our approach achieves superior image quality and geometric accuracy compared to prior methods on multi-view timelapse datasets of plant growth, providing a new approach for appearance modeling of growing 3D structures.
CVOct 31, 2025
Hierarchical Transformers for Unsupervised 3D Shape AbstractionAditya Vora, Lily Goli, Andrea Tagliasacchi et al.
We introduce HiT, a novel hierarchical neural field representation for 3D shapes that learns general hierarchies in a coarse-to-fine manner across different shape categories in an unsupervised setting. Our key contribution is a hierarchical transformer (HiT), where each level learns parent-child relationships of the tree hierarchy using a compressed codebook. This codebook enables the network to automatically identify common substructures across potentially diverse shape categories. Unlike previous works that constrain the task to a fixed hierarchical structure (e.g., binary), we impose no such restriction, except for limiting the total number of nodes at each tree level. This flexibility allows our method to infer the hierarchical structure directly from data, over multiple shape categories, and representing more general and complex hierarchies than prior approaches. When trained at scale with a reconstruction loss, our model captures meaningful containment relationships between parent and child nodes. We demonstrate its effectiveness through an unsupervised shape segmentation task over all 55 ShapeNet categories, where our method successfully segments shapes into multiple levels of granularity.
CVDec 19, 2023
pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D ReconstructionDavid Charatan, Sizhe Li, Andrea Tagliasacchi et al.
We introduce pixelSplat, a feed-forward model that learns to reconstruct 3D radiance fields parameterized by 3D Gaussian primitives from pairs of images. Our model features real-time and memory-efficient rendering for scalable training as well as fast 3D reconstruction at inference time. To overcome local minima inherent to sparse and locally supported representations, we predict a dense probability distribution over 3D and sample Gaussian means from that probability distribution. We make this sampling operation differentiable via a reparameterization trick, allowing us to back-propagate gradients through the Gaussian splatting representation. We benchmark our method on wide-baseline novel view synthesis on the real-world RealEstate10k and ACID datasets, where we outperform state-of-the-art light field transformers and accelerate rendering by 2.5 orders of magnitude while reconstructing an interpretable and editable 3D radiance field.
CVFeb 4, 2022Code
Neural Dual ContouringZhiqin Chen, Andrea Tagliasacchi, Thomas Funkhouser et al.
We introduce neural dual contouring (NDC), a new data-driven approach to mesh reconstruction based on dual contouring (DC). Like traditional DC, it produces exactly one vertex per grid cell and one quad for each grid edge intersection, a natural and efficient structure for reproducing sharp features. However, rather than computing vertex locations and edge crossings with hand-crafted functions that depend directly on difficult-to-obtain surface gradients, NDC uses a neural network to predict them. As a result, NDC can be trained to produce meshes from signed or unsigned distance fields, binary voxel grids, or point clouds (with or without normals); and it can produce open surfaces in cases where the input represents a sheet or partial surface. During experiments with five prominent datasets, we find that NDC, when trained on one of the datasets, generalizes well to the others. Furthermore, NDC provides better surface reconstruction accuracy, feature preservation, output complexity, triangle quality, and inference time in comparison to previous learned (e.g., neural marching cubes, convolutional occupancy networks) and traditional (e.g., Poisson) methods. Code and data are available at https://github.com/czq142857/NDC.
CVNov 25, 2021Code
VaxNeRF: Revisiting the Classic for Voxel-Accelerated Neural Radiance FieldNaruya Kondo, Yuya Ikeda, Andrea Tagliasacchi et al.
Neural Radiance Field (NeRF) is a popular method in data-driven 3D reconstruction. Given its simplicity and high quality rendering, many NeRF applications are being developed. However, NeRF's big limitation is its slow speed. Many attempts are made to speeding up NeRF training and inference, including intricate code-level optimization and caching, use of sophisticated data structures, and amortization through multi-task and meta learning. In this work, we revisit the basic building blocks of NeRF through the lens of classic techniques before NeRF. We propose Voxel-Accelearated NeRF (VaxNeRF), integrating NeRF with visual hull, a classic 3D reconstruction technique only requiring binary foreground-background pixel labels per image. Visual hull, which can be optimized in about 10 seconds, can provide coarse in-out field separation to omit substantial amounts of network evaluations in NeRF. We provide a clean fully-pythonic, JAX-based implementation on the popular JaxNeRF codebase, consisting of only about 30 lines of code changes and a modular visual hull subroutine, and achieve about 2-8x faster learning on top of the highly-performative JaxNeRF baseline with zero degradation in rendering quality. With sufficient compute, this effectively brings down full NeRF training from hours to 30 minutes. We hope VaxNeRF -- a careful combination of a classic technique with a deep method (that arguably replaced it) -- can empower and accelerate new NeRF extensions and applications, with its simplicity, portability, and reliable performance gains. Codes are available at https://github.com/naruya/VaxNeRF .
CVJun 27, 2021Code
Learning Mesh Representations via Binary Space Partitioning Tree NetworksZhiqin Chen, Andrea Tagliasacchi, Hao Zhang
Polygonal meshes are ubiquitous, but have only played a relatively minor role in the deep learning revolution. State-of-the-art neural generative models for 3D shapes learn implicit functions and generate meshes via expensive iso-surfacing. We overcome these challenges by employing a classical spatial data structure from computer graphics, Binary Space Partitioning (BSP), to facilitate 3D learning. The core operation of BSP involves recursive subdivision of 3D space to obtain convex sets. By exploiting this property, we devise BSP-Net, a network that learns to represent a 3D shape via convex decomposition without supervision. The network is trained to reconstruct a shape using a set of convexes obtained from a BSP-tree built over a set of planes, where the planes and convexes are both defined by learned network weights. BSP-Net directly outputs polygonal meshes from the inferred convexes. The generated meshes are watertight, compact (i.e., low-poly), and well suited to represent sharp geometry. We show that the reconstruction quality by BSP-Net is competitive with those from state-of-the-art methods while using much fewer primitives. We also explore variations to BSP-Net including using a more generic decoder for reconstruction, more general primitives than planes, as well as training a generative model with variational auto-encoders. Code is available at https://github.com/czq142857/BSP-NET-original.
CVNov 16, 2019Code
BSP-Net: Generating Compact Meshes via Binary Space PartitioningZhiqin Chen, Andrea Tagliasacchi, Hao Zhang
Polygonal meshes are ubiquitous in the digital 3D domain, yet they have only played a minor role in the deep learning revolution. Leading methods for learning generative models of shapes rely on implicit functions, and generate meshes only after expensive iso-surfacing routines. To overcome these challenges, we are inspired by a classical spatial data structure from computer graphics, Binary Space Partitioning (BSP), to facilitate 3D learning. The core ingredient of BSP is an operation for recursive subdivision of space to obtain convex sets. By exploiting this property, we devise BSP-Net, a network that learns to represent a 3D shape via convex decomposition. Importantly, BSP-Net is unsupervised since no convex shape decompositions are needed for training. The network is trained to reconstruct a shape using a set of convexes obtained from a BSP-tree built on a set of planes. The convexes inferred by BSP-Net can be easily extracted to form a polygon mesh, without any need for iso-surfacing. The generated meshes are compact (i.e., low-poly) and well suited to represent sharp geometry; they are guaranteed to be watertight and can be easily parameterized. We also show that the reconstruction quality by BSP-Net is competitive with state-of-the-art methods while using much fewer primitives. Code is available at https://github.com/czq142857/BSP-NET-original.
CVJul 4, 2019Code
ACNe: Attentive Context Normalization for Robust Permutation-Equivariant LearningWeiwei Sun, Wei Jiang, Eduard Trulls et al.
Many problems in computer vision require dealing with sparse, unordered data in the form of point clouds. Permutation-equivariant networks have become a popular solution-they operate on individual data points with simple perceptrons and extract contextual information with global pooling. This can be achieved with a simple normalization of the feature maps, a global operation that is unaffected by the order. In this paper, we propose Attentive Context Normalization (ACN), a simple yet effective technique to build permutation-equivariant networks robust to outliers. Specifically, we show how to normalize the feature maps with weights that are estimated within the network, excluding outliers from this normalization. We use this mechanism to leverage two types of attention: local and global-by combining them, our method is able to find the essential data points in high-dimensional space to solve a given task. We demonstrate through extensive experiments that our approach, which we call Attentive Context Networks (ACNe), provides a significant leap in performance compared to the state-of-the-art on camera pose estimation, robust fitting, and point cloud classification under noise and outliers. Source code: https://github.com/vcg-uvic/acne.
DCMay 19, 2017Code
Espresso: Efficient Forward Propagation for BCNNsFabrizio Pedersoli, George Tzanetakis, Andrea Tagliasacchi
There are many applications scenarios for which the computational performance and memory footprint of the prediction phase of Deep Neural Networks (DNNs) needs to be optimized. Binary Neural Networks (BDNNs) have been shown to be an effective way of achieving this objective. In this paper, we show how Convolutional Neural Networks (CNNs) can be implemented using binary representations. Espresso is a compact, yet powerful library written in C/CUDA that features all the functionalities required for the forward propagation of CNNs, in a binary file less than 400KB, without any external dependencies. Although it is mainly designed to take advantage of massive GPU parallelism, Espresso also provides an equivalent CPU implementation for CNNs. Espresso provides special convolutional and dense layers for BCNNs, leveraging bit-packing and bit-wise computations for efficient execution. These techniques provide a speed-up of matrix-multiplication routines, and at the same time, reduce memory usage when storing parameters and activations. We experimentally show that Espresso is significantly faster than existing implementations of optimized binary neural networks ($\approx$ 2 orders of magnitude). Espresso is released under the Apache 2.0 license and is available at http://github.com/fpeder/espresso.
CVApr 15, 2024
3D Gaussian Splatting as Markov Chain Monte CarloShakiba Kheradmand, Daniel Rebain, Gopal Sharma et al.
While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the 'cloning' of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce a regularizer that promotes the removal of unused Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.
CVMar 26, 2024
TC4D: Trajectory-Conditioned Text-to-4D GenerationSherwin Bahmani, Xian Liu, Wang Yifan et al. · stanford
Recent techniques for text-to-4D generation synthesize dynamic 3D scenes using supervision from pre-trained text-to-video models. However, existing representations for motion, such as deformation models or time-dependent neural representations, are limited in the amount of motion they can generate-they cannot synthesize motion extending far beyond the bounding box used for volume rendering. The lack of a more flexible motion model contributes to the gap in realism between 4D generation methods and recent, near-photorealistic video generation models. Here, we propose TC4D: trajectory-conditioned text-to-4D generation, which factors motion into global and local components. We represent the global motion of a scene's bounding box using rigid transformation along a trajectory parameterized by a spline. We learn local deformations that conform to the global trajectory using supervision from a text-to-video model. Our approach enables the synthesis of scenes animated along arbitrary trajectories, compositional scene generation, and significant improvements to the realism and amount of generated motion, which we evaluate qualitatively and through a user study. Video results can be viewed on our website: https://sherwinbahmani.github.io/tc4d.
CVNov 27, 2024
AC3D: Analyzing and Improving 3D Camera Control in Video Diffusion TransformersSherwin Bahmani, Ivan Skorokhodov, Guocheng Qian et al.
Numerous works have recently integrated 3D camera control into foundational text-to-video models, but the resulting camera control is often imprecise, and video generation quality suffers. In this work, we analyze camera motion from a first principles perspective, uncovering insights that enable precise 3D camera manipulation without compromising synthesis quality. First, we determine that motion induced by camera movements in videos is low-frequency in nature. This motivates us to adjust train and test pose conditioning schedules, accelerating training convergence while improving visual and motion quality. Then, by probing the representations of an unconditional video diffusion transformer, we observe that they implicitly perform camera pose estimation under the hood, and only a sub-portion of their layers contain the camera information. This suggested us to limit the injection of camera conditioning to a subset of the architecture to prevent interference with other video features, leading to a 4x reduction of training parameters, improved training speed, and 10% higher visual quality. Finally, we complement the typical dataset for camera control learning with a curated dataset of 20K diverse, dynamic videos with stationary cameras. This helps the model distinguish between camera and scene motion and improves the dynamics of generated pose-conditioned videos. We compound these findings to design the Advanced 3D Camera Control (AC3D) architecture, the new state-of-the-art model for generative video modeling with camera control.
57.7CVApr 29
Semantic Foam: Unifying Spatial and Semantic Scene DecompositionAmr Sharafeldin, Shrisudhan Govindarajan, Thomas Walker et al.
Modern scene reconstruction methods, such as 3D Gaussian Splatting, enable photo-realistic novel view synthesis at real-time speeds. However, their adoption in interactive graphics applications remains limited due to the difficulty of interacting with these representations compared to traditional, human-authored 3D assets. While prior work has attempted to impose semantic decomposition on these models, significant challenges remain in segmentation quality and cross-view consistency.To address these limitations, we introduce Semantic Foam, which extends the recently proposed Radiant Foam representation to semantic decomposition tasks. Our approach leverages the inherent spatial structure of Radiant Foam's volumetric Voronoi mesh and augments it with an explicit semantic feature field defined at the cell level. This design enables direct spatial regularization, improving consistency across views and mitigating artifacts caused by occlusion and inconsistent supervision, which are common issues in point-based representations.Experimental results demonstrate that our method achieves superior object-level segmentation performance compared to state-of-the-art approaches such as Gaussian Grouping and SAGA.Project page: http://semanticfoam.github.io/
CVFeb 3, 2025
Radiant Foam: Real-Time Differentiable Ray TracingShrisudhan Govindarajan, Daniel Rebain, Kwang Moo Yi et al.
Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.
CVDec 4, 2023
PointNeRF++: A multi-scale, point-based Neural Radiance FieldWeiwei Sun, Eduard Trulls, Yang-Che Tseng et al.
Point clouds offer an attractive source of information to complement images in neural scene representations, especially when few images are available. Neural rendering methods based on point clouds do exist, but they do not perform well when the point cloud quality is low -- e.g., sparse or incomplete, which is often the case with real-world data. We overcome these problems with a simple representation that aggregates point clouds at multiple scale levels with sparse voxel grids at different resolutions. To deal with point cloud sparsity, we average across multiple scale levels -- but only among those that are valid, i.e., that have enough neighboring points in proximity to the ray of a pixel. To help model areas without points, we add a global voxel at the coarsest scale, thus unifying ``classical'' and point-based NeRF formulations. We validate our method on the NeRF Synthetic, ScanNet, and KITTI-360 datasets, outperforming the state of the art, with a significant gap compared to other NeRF-based methods, especially on more challenging scenes.
CVApr 19, 2024
BANF: Band-limited Neural Fields for Levels of Detail ReconstructionAhan Shabanov, Shrisudhan Govindarajan, Cody Reading et al.
Largely due to their implicit nature, neural fields lack a direct mechanism for filtering, as Fourier analysis from discrete signal processing is not directly applicable to these representations. Effective filtering of neural fields is critical to enable level-of-detail processing in downstream applications, and support operations that involve sampling the field on regular grids (e.g. marching cubes). Existing methods that attempt to decompose neural fields in the frequency domain either resort to heuristics or require extensive modifications to the neural field architecture. We show that via a simple modification, one can obtain neural fields that are low-pass filtered, and in turn show how this can be exploited to obtain a frequency decomposition of the entire signal. We demonstrate the validity of our technique by investigating level-of-detail reconstruction, and showing how coarser representations can be computed effectively.
CVNov 27, 2024
RoMo: Robust Motion Segmentation Improves Structure from MotionLily Goli, Sara Sabour, Mark Matthews et al.
There has been extensive progress in the reconstruction and generation of 4D scenes from monocular casually-captured video. While these tasks rely heavily on known camera poses, the problem of finding such poses using structure-from-motion (SfM) often depends on robustly separating static from dynamic parts of a video. The lack of a robust solution to this problem limits the performance of SfM camera-calibration pipelines. We propose a novel approach to video-based motion segmentation to identify the components of a scene that are moving w.r.t. a fixed world frame. Our simple but effective iterative method, RoMo, combines optical flow and epipolar cues with a pre-trained video segmentation model. It outperforms unsupervised baselines for motion segmentation as well as supervised baselines trained from synthetic data. More importantly, the combination of an off-the-shelf SfM pipeline with our segmentation masks establishes a new state-of-the-art on camera calibration for scenes with dynamic content, outperforming existing methods by a substantial margin.
CVMay 25, 2025
Triangle Splatting for Real-Time Radiance Field RenderingJan Held, Renaud Vandeghen, Adrien Deliege et al.
The field of computer graphics was revolutionized by models such as Neural Radiance Fields and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback. We develop a differentiable renderer that directly optimizes triangles via end-to-end gradients. We achieve this by rendering each triangle as differentiable splats, combining the efficiency of triangles with the adaptive density of representations based on independent primitives. Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves higher visual fidelity, faster convergence, and increased rendering throughput. On the Mip-NeRF360 dataset, our method outperforms concurrent non-volumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient: for the \textit{Garden} scene, we achieve over 2,400 FPS at 1280x720 resolution using an off-the-shelf mesh renderer. These results highlight the efficiency and effectiveness of triangle-based representations for high-quality novel view synthesis. Triangles bring us closer to mesh-based optimization by combining classical computer graphics with modern differentiable rendering frameworks. The project page is https://trianglesplatting.github.io/
CVOct 24, 2024
SMITE: Segment Me In TimEAmirhossein Alimohammadi, Sauradip Nag, Saeid Asgari Taghanaki et al.
Segmenting an object in a video presents significant challenges. Each pixel must be accurately labelled, and these labels must remain consistent across frames. The difficulty increases when the segmentation is with arbitrary granularity, meaning the number of segments can vary arbitrarily, and masks are defined based on only one or a few sample images. In this paper, we address this issue by employing a pre-trained text to image diffusion model supplemented with an additional tracking mechanism. We demonstrate that our approach can effectively manage various segmentation scenarios and outperforms state-of-the-art alternatives.