CVJul 26, 2023Code
trajdata: A Unified Interface to Multiple Human Trajectory DatasetsBoris Ivanovic, Guanyu Song, Igor Gilitschenski et al.
The field of trajectory forecasting has grown significantly in recent years, partially owing to the release of numerous large-scale, real-world human trajectory datasets for autonomous vehicles (AVs) and pedestrian motion tracking. While such datasets have been a boon for the community, they each use custom and unique data formats and APIs, making it cumbersome for researchers to train and evaluate methods across multiple datasets. To remedy this, we present trajdata: a unified interface to multiple human trajectory datasets. At its core, trajdata provides a simple, uniform, and efficient representation and API for trajectory and map data. As a demonstration of its capabilities, in this work we conduct a comprehensive empirical evaluation of existing trajectory datasets, providing users with a rich understanding of the data underpinning much of current pedestrian and AV motion forecasting research, and proposing suggestions for future datasets from these insights. trajdata is permissively licensed (Apache 2.0) and can be accessed online at https://github.com/NVlabs/trajdata
CVMay 22, 2022
Housekeep: Tidying Virtual Households using Commonsense ReasoningYash Kant, Arun Ramachandran, Sriram Yenamandra et al. · apple-ml, gatech
We introduce Housekeep, a benchmark to evaluate commonsense reasoning in the home for embodied AI. In Housekeep, an embodied agent must tidy a house by rearranging misplaced objects without explicit instructions specifying which objects need to be rearranged. Instead, the agent must learn from and is evaluated against human preferences of which objects belong where in a tidy house. Specifically, we collect a dataset of where humans typically place objects in tidy and untidy houses constituting 1799 objects, 268 object categories, 585 placements, and 105 rooms. Next, we propose a modular baseline approach for Housekeep that integrates planning, exploration, and navigation. It leverages a fine-tuned large language model (LLM) trained on an internet text corpus for effective planning. We show that our baseline agent generalizes to rearranging unseen objects in unknown environments. See our webpage for more details: https://yashkant.github.io/housekeep/
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.
LGOct 22, 2022
Solving Continuous Control via Q-learningTim Seyde, Peter Werner, Wilko Schwarting et al. · deepmind
While there has been substantial success for solving continuous control with actor-critic methods, simpler critic-only methods such as Q-learning find limited application in the associated high-dimensional action spaces. However, most actor-critic methods come at the cost of added complexity: heuristics for stabilisation, compute requirements and wider hyperparameter search spaces. We show that a simple modification of deep Q-learning largely alleviates these issues. By combining bang-bang action discretization with value decomposition, framing single-agent control as cooperative multi-agent reinforcement learning (MARL), this simple critic-only approach matches performance of state-of-the-art continuous actor-critic methods when learning from features or pixels. We extend classical bandit examples from cooperative MARL to provide intuition for how decoupled critics leverage state information to coordinate joint optimization, and demonstrate surprisingly strong performance across a variety of continuous control tasks.
LGMay 18, 2022
Neighborhood Mixup Experience Replay: Local Convex Interpolation for Improved Sample Efficiency in Continuous Control TasksRyan Sander, Wilko Schwarting, Tim Seyde et al. · mit
Experience replay plays a crucial role in improving the sample efficiency of deep reinforcement learning agents. Recent advances in experience replay propose using Mixup (Zhang et al., 2018) to further improve sample efficiency via synthetic sample generation. We build upon this technique with Neighborhood Mixup Experience Replay (NMER), a geometrically-grounded replay buffer that interpolates transitions with their closest neighbors in state-action space. NMER preserves a locally linear approximation of the transition manifold by only applying Mixup between transitions with vicinal state-action features. Under NMER, a given transition's set of state action neighbors is dynamic and episode agnostic, in turn encouraging greater policy generalizability via inter-episode interpolation. We combine our approach with recent off-policy deep reinforcement learning algorithms and evaluate on continuous control environments. We observe that NMER improves sample efficiency by an average 94% (TD3) and 29% (SAC) over baseline replay buffers, enabling agents to effectively recombine previous experiences and learn from limited data.
AIOct 7, 2022
See, Plan, Predict: Language-guided Cognitive Planning with Video PredictionMaria Attarian, Advaya Gupta, Ziyi Zhou et al. · gatech, nvidia
Cognitive planning is the structural decomposition of complex tasks into a sequence of future behaviors. In the computational setting, performing cognitive planning entails grounding plans and concepts in one or more modalities in order to leverage them for low level control. Since real-world tasks are often described in natural language, we devise a cognitive planning algorithm via language-guided video prediction. Current video prediction models do not support conditioning on natural language instructions. Therefore, we propose a new video prediction architecture which leverages the power of pre-trained transformers.The network is endowed with the ability to ground concepts based on natural language input with generalization to unseen objects. We demonstrate the effectiveness of this approach on a new simulation dataset, where each task is defined by a high-level action described in natural language. Our experiments compare our method again stone video generation baseline without planning or action grounding and showcase significant improvements. Our ablation studies highlight an improved generalization to unseen objects that natural language embeddings offer to concept grounding ability, as well as the importance of planning towards visual "imagination" of a task.
SYFeb 26, 2017
Gone with the Wind: Nonlinear Guidance for Small Fixed-Wing Aircrafts in Arbitrarily Strong WindfieldsLuca Furieri, Thomas Stastny, Lorenzo Marconi et al.
The recent years have witnessed increased development of small, autonomous fixed-wing Unmanned Aerial Vehicles (UAVs). In order to unlock widespread applicability of these platforms, they need to be capable of operating under a variety of environmental conditions. Due to their small size, low weight, and low speeds, they require the capability of coping with wind speeds that are approaching or even faster than the nominal airspeed. In this paper we present a principled nonlinear guidance strategy, addressing this problem. More broadly, we propose a methodology for the high-level control of non-holonomic unicycle-like vehicles in the presence of strong flowfields (e.g. winds, underwater currents) which may outreach the maximum vehicle speed. The proposed strategy guarantees convergence to a safe and stable vehicle configuration with respect to the flowfield, while preserving some tracking performance with respect to the target path. Evaluations in simulations and a challenging real-world flight experiment in very windy conditions confirm the feasibility of the proposed guidance approach.
CVNov 29, 2023Code
LEOD: Label-Efficient Object Detection for Event CamerasZiyi Wu, Mathias Gehrig, Qing Lyu et al.
Object detection with event cameras benefits from the sensor's low latency and high dynamic range. However, it is costly to fully label event streams for supervised training due to their high temporal resolution. To reduce this cost, we present LEOD, the first method for label-efficient event-based detection. Our approach unifies weakly- and semi-supervised object detection with a self-training mechanism. We first utilize a detector pre-trained on limited labels to produce pseudo ground truth on unlabeled events. Then, the detector is re-trained with both real and generated labels. Leveraging the temporal consistency of events, we run bi-directional inference and apply tracking-based post-processing to enhance the quality of pseudo labels. To stabilize training against label noise, we further design a soft anchor assignment strategy. We introduce new experimental protocols to evaluate the task of label-efficient event-based detection on Gen1 and 1Mpx datasets. LEOD consistently outperforms supervised baselines across various labeling ratios. For example, on Gen1, it improves mAP by 8.6% and 7.8% for RVT-S trained with 1% and 2% labels. On 1Mpx, RVT-S with 10% labels even surpasses its fully-supervised counterpart using 100% labels. LEOD maintains its effectiveness even when all labeled data are available, reaching new state-of-the-art results. Finally, we show that our method readily scales to improve larger detectors as well. Code is released at https://github.com/Wuziyi616/LEOD
CVNov 22, 2022
SPIn-NeRF: Multiview Segmentation and Perceptual Inpainting with Neural Radiance FieldsAshkan Mirzaei, Tristan Aumentado-Armstrong, Konstantinos G. Derpanis et al.
Neural Radiance Fields (NeRFs) have emerged as a popular approach for novel view synthesis. While NeRFs are quickly being adapted for a wider set of applications, intuitively editing NeRF scenes is still an open challenge. One important editing task is the removal of unwanted objects from a 3D scene, such that the replaced region is visually plausible and consistent with its context. We refer to this task as 3D inpainting. In 3D, solutions must be both consistent across multiple views and geometrically valid. In this paper, we propose a novel 3D inpainting method that addresses these challenges. Given a small set of posed images and sparse annotations in a single input image, our framework first rapidly obtains a 3D segmentation mask for a target object. Using the mask, a perceptual optimizationbased approach is then introduced that leverages learned 2D image inpainters, distilling their information into 3D space, while ensuring view consistency. We also address the lack of a diverse benchmark for evaluating 3D scene inpainting methods by introducing a dataset comprised of challenging real-world scenes. In particular, our dataset contains views of the same scene with and without a target object, enabling more principled benchmarking of the 3D inpainting task. We first demonstrate the superiority of our approach on multiview segmentation, comparing to NeRFbased methods and 2D segmentation approaches. We then evaluate on the task of 3D inpainting, establishing state-ofthe-art performance against other NeRF manipulation algorithms, as well as a strong 2D image inpainter baseline. Project Page: https://spinnerf3d.github.io
CVAug 17, 2023
Watch Your Steps: Local Image and Scene Editing by Text InstructionsAshkan Mirzaei, Tristan Aumentado-Armstrong, Marcus A. Brubaker et al.
Denoising diffusion models have enabled high-quality image generation and editing. We present a method to localize the desired edit region implicit in a text instruction. We leverage InstructPix2Pix (IP2P) and identify the discrepancy between IP2P predictions with and without the instruction. This discrepancy is referred to as the relevance map. The relevance map conveys the importance of changing each pixel to achieve the edits, and is used to to guide the modifications. This guidance ensures that the irrelevant pixels remain unchanged. Relevance maps are further used to enhance the quality of text-guided editing of 3D scenes in the form of neural radiance fields. A field is trained on relevance maps of training views, denoted as the relevance field, defining the 3D region within which modifications should be made. We perform iterative updates on the training views guided by rendered relevance maps from the relevance field. Our method achieves state-of-the-art performance on both image and NeRF editing tasks. Project page: https://ashmrz.github.io/WatchYourSteps/
CVApr 19, 2023
Reference-guided Controllable Inpainting of Neural Radiance FieldsAshkan Mirzaei, Tristan Aumentado-Armstrong, Marcus A. Brubaker et al.
The popularity of Neural Radiance Fields (NeRFs) for view synthesis has led to a desire for NeRF editing tools. Here, we focus on inpainting regions in a view-consistent and controllable manner. In addition to the typical NeRF inputs and masks delineating the unwanted region in each view, we require only a single inpainted view of the scene, i.e., a reference view. We use monocular depth estimators to back-project the inpainted view to the correct 3D positions. Then, via a novel rendering technique, a bilateral solver can construct view-dependent effects in non-reference views, making the inpainted region appear consistent from any view. For non-reference disoccluded regions, which cannot be supervised by the single reference view, we devise a method based on image inpainters to guide both the geometry and appearance. Our approach shows superior performance to NeRF inpainting baselines, with the additional advantage that a user can control the generated scene via a single inpainted image. Project page: https://ashmrz.github.io/reference-guided-3d
CVOct 24, 2023
iNVS: Repurposing Diffusion Inpainters for Novel View SynthesisYash Kant, Aliaksandr Siarohin, Michael Vasilkovsky et al.
We present a method for generating consistent novel views from a single source image. Our approach focuses on maximizing the reuse of visible pixels from the source image. To achieve this, we use a monocular depth estimator that transfers visible pixels from the source view to the target view. Starting from a pre-trained 2D inpainting diffusion model, we train our method on the large-scale Objaverse dataset to learn 3D object priors. While training we use a novel masking mechanism based on epipolar lines to further improve the quality of our approach. This allows our framework to perform zero-shot novel view synthesis on a variety of objects. We evaluate the zero-shot abilities of our framework on three challenging datasets: Google Scanned Objects, Ray Traced Multiview, and Common Objects in 3D. See our webpage for more details: https://yashkant.github.io/invs/
CVJul 4, 2022
LaTeRF: Label and Text Driven Object Radiance FieldsAshkan Mirzaei, Yash Kant, Jonathan Kelly et al.
Obtaining 3D object representations is important for creating photo-realistic simulations and for collecting AR and VR assets. Neural fields have shown their effectiveness in learning a continuous volumetric representation of a scene from 2D images, but acquiring object representations from these models with weak supervision remains an open challenge. In this paper we introduce LaTeRF, a method for extracting an object of interest from a scene given 2D images of the entire scene, known camera poses, a natural language description of the object, and a set of point-labels of object and non-object points in the input images. To faithfully extract the object from the scene, LaTeRF extends the NeRF formulation with an additional `objectness' probability at each 3D point. Additionally, we leverage the rich latent space of a pre-trained CLIP model combined with our differentiable object renderer, to inpaint the occluded parts of the object. We demonstrate high-fidelity object extraction on both synthetic and real-world datasets and justify our design choices through an extensive ablation study.
CVOct 27, 2023
Reconstructive Latent-Space Neural Radiance Fields for Efficient 3D Scene RepresentationsTristan Aumentado-Armstrong, Ashkan Mirzaei, Marcus A. Brubaker et al.
Neural Radiance Fields (NeRFs) have proven to be powerful 3D representations, capable of high quality novel view synthesis of complex scenes. While NeRFs have been applied to graphics, vision, and robotics, problems with slow rendering speed and characteristic visual artifacts prevent adoption in many use cases. In this work, we investigate combining an autoencoder (AE) with a NeRF, in which latent features (instead of colours) are rendered and then convolutionally decoded. The resulting latent-space NeRF can produce novel views with higher quality than standard colour-space NeRFs, as the AE can correct certain visual artifacts, while rendering over three times faster. Our work is orthogonal to other techniques for improving NeRF efficiency. Further, we can control the tradeoff between efficiency and image quality by shrinking the AE architecture, achieving over 13 times faster rendering with only a small drop in performance. We hope that our approach can form the basis of an efficient, yet high-fidelity, 3D scene representation for downstream tasks, especially when retaining differentiability is useful, as in many robotics scenarios requiring continual learning.
85.9ROMay 2
Dynamics Distillation for Efficient and Transferable Control LearningXunjiang Gu, Kashyap Chitta, Mahsa Golchoubian et al.
Robust control policy learning for autonomous driving requires training environments to be both physically realistic and computationally scalable, properties that existing simulators provide only in isolation. We introduce Sim2Sim2Sim, a framework that bridges high-fidelity vehicle simulation and scalable reinforcement learning by distilling simulator dynamics into a highly parallelizable learned dynamics model. By training control policies purely within this distilled environment and deploying them back into the high-fidelity source simulator, we demonstrate more efficient policy optimization and reliable transfer under challenging dynamics. We further show that predictive accuracy alone does not fully characterize a learned dynamics model's suitability as a reinforcement learning training environment, which should also be assessed by the quality of the policies it enables.
ROJul 9, 2024
Accelerating Online Mapping and Behavior Prediction via Direct BEV Feature AttentionXunjiang Gu, Guanyu Song, Igor Gilitschenski et al.
Understanding road geometry is a critical component of the autonomous vehicle (AV) stack. While high-definition (HD) maps can readily provide such information, they suffer from high labeling and maintenance costs. Accordingly, many recent works have proposed methods for estimating HD maps online from sensor data. The vast majority of recent approaches encode multi-camera observations into an intermediate representation, e.g., a bird's eye view (BEV) grid, and produce vector map elements via a decoder. While this architecture is performant, it decimates much of the information encoded in the intermediate representation, preventing downstream tasks (e.g., behavior prediction) from leveraging them. In this work, we propose exposing the rich internal features of online map estimation methods and show how they enable more tightly integrating online mapping with trajectory forecasting. In doing so, we find that directly accessing internal BEV features yields up to 73% faster inference speeds and up to 29% more accurate predictions on the real-world nuScenes dataset.
CVFeb 18, 2023
Invertible Neural SkinningYash Kant, Aliaksandr Siarohin, Riza Alp Guler et al.
Building animatable and editable models of clothed humans from raw 3D scans and poses is a challenging problem. Existing reposing methods suffer from the limited expressiveness of Linear Blend Skinning (LBS), require costly mesh extraction to generate each new pose, and typically do not preserve surface correspondences across different poses. In this work, we introduce Invertible Neural Skinning (INS) to address these shortcomings. To maintain correspondences, we propose a Pose-conditioned Invertible Network (PIN) architecture, which extends the LBS process by learning additional pose-varying deformations. Next, we combine PIN with a differentiable LBS module to build an expressive and end-to-end Invertible Neural Skinning (INS) pipeline. We demonstrate the strong performance of our method by outperforming the state-of-the-art reposing techniques on clothed humans and preserving surface correspondences, while being an order of magnitude faster. We also perform an ablation study, which shows the usefulness of our pose-conditioning formulation, and our qualitative results display that INS can rectify artefacts introduced by LBS well. See our webpage for more details: https://yashkant.github.io/invertible-neural-skinning/
97.6CVMay 27
Gamma-World: Generative Multi-Agent World Modeling Beyond Two PlayersFangfu Liu, Kai He, Tianchang Shen et al.
World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction: multiple players, robots, or embodied agents act simultaneously within a shared space. Scaling world models to such settings requires a principled multi-agent design: agents should remain independently controllable, permutation-symmetric, and support efficient inference while maintaining consistency across time and perspectives. In this paper, we present our generative multi-agent world model for interactive simulation. It introduces Simplex Rotary Agent Encoding, a parameter-free extension of 3D RoPE that represents agents as vertices of a regular simplex in rotary angle space. This gives each agent a distinct phase while making all agents permutation-equivalent, enabling scalable agent identity without learned per-slot identities or a fixed agent ordering. To avoid dense all-to-all attention across agents, we further propose Sparse Hub Attention, where learnable hub tokens mediate token interaction across agents, reducing cross-agent attention cost from quadratic to linear in the number of agents. For real-time rollout, we distill a full-context diffusion teacher into a causal student that generates temporal blocks sequentially with KV caching, enabling action-responsive generation at 24 FPS. Experiments in multiplayer virtual environments show that our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines, while generalizing from two to four players without additional training.
CVJun 10, 2023
EventCLIP: Adapting CLIP for Event-based Object RecognitionZiyi Wu, Xudong Liu, Igor Gilitschenski
Recent advances in zero-shot and few-shot classification heavily rely on the success of pre-trained vision-language models (VLMs) such as CLIP. Due to a shortage of large-scale datasets, training such models for event camera data remains infeasible. Thus, adapting existing VLMs across modalities to event vision is an important research challenge. In this work, we introduce EventCLIP, a novel approach that utilizes CLIP for zero-shot and few-shot event-based object recognition. We first generalize CLIP's image encoder to event data by converting raw events to 2D grid-based representations. To further enhance performance, we propose a feature adapter to aggregate temporal information over event frames and refine text embeddings to better align with the visual inputs. We evaluate EventCLIP on N-Caltech, N-Cars, and N-ImageNet datasets, achieving state-of-the-art few-shot performance. When fine-tuned on the entire dataset, our method outperforms all existing event classifiers. Moreover, we explore practical applications of EventCLIP including robust event classification and label-free event recognition, where our approach surpasses previous baselines designed specifically for these tasks.
74.8CVMar 18
Material Magic Wand: Material-Aware Grouping of 3D Parts in Untextured MeshesUmangi Jain, Vladimir Kim, Matheus Gadelha et al.
We introduce the problem of material-aware part grouping in untextured meshes. Many real-world shapes, such as scales of pinecones or windows of buildings, contain repeated structures that share the same material but exhibit geometric variations. When assigning materials to such meshes, these repeated parts often require piece-by-piece manual identification and selection, which is tedious and time-consuming. To address this, we propose Material Magic Wand, a tool that allows artists to select part groups based on their estimated material properties -- when one part is selected, our algorithm automatically retrieves all other parts likely to share the same material. The key component of our approach is a part encoder that generates a material-aware embedding for each 3D part, accounting for both local geometry and global context. We train our model with a supervised contrastive loss that brings embeddings of material-consistent parts closer while separating those of different materials; therefore, part grouping can be achieved by retrieving embeddings that are close to the embedding of the selected part. To benchmark this task, we introduce a curated dataset of 100 shapes with 241 part-level queries. We verify the effectiveness of our method through extensive experiments and demonstrate its practical value in an interactive material assignment application.
LGSep 26, 2024
Realistic Evaluation of Model Merging for Compositional GeneralizationDerek Tam, Yash Kant, Brian Lester et al.
Merging has become a widespread way to cheaply combine individual models into a single model that inherits their capabilities and attains better performance. This popularity has spurred rapid development of many new merging methods, which are typically validated in disparate experimental settings and frequently differ in the assumptions made about model architecture, data availability, and computational budget. In this work, we characterize the relative merits of different merging methods by evaluating them in a shared experimental setting and precisely identifying the practical requirements of each method. Specifically, our setting focuses on using merging for compositional generalization of capabilities in image classification, image generation, and natural language processing. Additionally, we measure the computational costs of different merging methods as well as how they perform when scaling the number of models being merged. Taken together, our results clarify the state of the field of model merging and provide a comprehensive and rigorous experimental setup to test new methods.
86.1CVMay 25
Squeezing Capacity from Multimodal Large Language Models for Subject-driven GenerationShuhong Zheng, Aashish Kumar Misraa, Yu-Teng Li et al.
Subject-driven image generation aims to synthesize new images that preserve the identity of the given subject while following textual instructions. Existing approaches often encode text and reference images separately. This limits cross-modal reasoning abilities and causes copy-paste artifacts. Recent frameworks that connect multimodal models and diffusion models improve instruction following, but largely overlook identity preservation. To address these limitations, we condition diffusion models on Multimodal Large Language Models (MLLMs) that jointly encode text and reference images, and augment it with VAE-based identity conditioning. A novel Dual Layer Aggregation (DLA) module is designed to aggregate multi-level MLLM features for optimal conditioning, and a multi-stage denoising strategy is applied to progressively balance the semantic information from MLLM and fine-detail identity from VAE during inference. Extensive experiments demonstrate that our approach harmonizes multimodal understanding with identity preservation, mitigates copy-paste issues, and achieves superior performance regarding human preference on subject-driven image generation. Our project website is available at https://zsh2000.github.io/squeeze-mllm-subject-gen/.
CVApr 14, 2023
CAMM: Building Category-Agnostic and Animatable 3D Models from Monocular VideosTianshu Kuai, Akash Karthikeyan, Yash Kant et al.
Animating an object in 3D often requires an articulated structure, e.g. a kinematic chain or skeleton of the manipulated object with proper skinning weights, to obtain smooth movements and surface deformations. However, existing models that allow direct pose manipulations are either limited to specific object categories or built with specialized equipment. To reduce the work needed for creating animatable 3D models, we propose a novel reconstruction method that learns an animatable kinematic chain for any articulated object. Our method operates on monocular videos without prior knowledge of the object's shape or underlying structure. Our approach is on par with state-of-the-art 3D surface reconstruction methods on various articulated object categories while enabling direct pose manipulations by re-posing the learned kinematic chain.
CVJan 17, 2023
Building Scalable Video Understanding Benchmarks through SportsAniket Agarwal, Alex Zhang, Karthik Narasimhan et al.
Existing benchmarks for evaluating long video understanding falls short on two critical aspects, either lacking in scale or quality of annotations. These limitations arise from the difficulty in collecting dense annotations for long videos, which often require manually labeling each frame. In this work, we introduce an automated Annotation and Video Stream Alignment Pipeline (abbreviated ASAP). We demonstrate the generality of ASAP by aligning unlabeled videos of four different sports with corresponding freely available dense web annotations (i.e. commentary). We then leverage ASAP scalability to create LCric, a large-scale long video understanding benchmark, with over 1000 hours of densely annotated long Cricket videos (with an average sample length of ~50 mins) collected at virtually zero annotation cost. We benchmark and analyze state-of-the-art video understanding models on LCric through a large set of compositional multi-choice and regression queries. We establish a human baseline that indicates significant room for new research to explore. Our human studies indicate that ASAP can align videos and annotations with high fidelity, precision, and speed. The dataset along with the code for ASAP and baselines can be accessed here: https://asap-benchmark.github.io/.
87.2CVMay 22
Good Token Hunting: A Hitchhiker's Guide to Token Selection for Visual Geometry TransformersShuhong Zheng, Michael Oechsle, Erik Sandström et al.
Visual geometry transformers have become powerful architectures for multi-view 3D reconstruction, enabling joint prediction of multiple 3D attributes in a feed-forward manner. However, their computational cost grows quadratically with the input sequence length due to the global attention layers inside these models. This limits both their scalability and efficiency. In this work, we address this challenge with a simple yet general strategy: restricting the number of key/value tokens that each query interacts with during global attention. To achieve effective token selection, we introduce a two-stage framework. First, an inter-frame selection step operates at the frame level to identify frames that should be preserved. Second, an intra-frame selection step further discards more redundant tokens within the selected frames. Our analysis highlights the advantage of a diversity-based strategy for inter-frame selection, which ensures broad coverage of the scene. For intra-frame selection, we show that layer-aware sparsification is necessary, with the selection process guided by the entropy of the global attention pattern. Our approach offers a superior speed-accuracy trade-off compared to existing solutions. Extensive experiments show that it accelerates visual geometry transformers by over 85% for scenes with 500 images while maintaining, or even improving, baseline performance, which hints that how our token selection strategy can play a crucial role in future applications of visual geometry transformers. Our project website is available at https://zsh2000.github.io/good-token-hunting.github.io.
CVDec 6, 2024Code
Mind the Time: Temporally-Controlled Multi-Event Video GenerationZiyi Wu, Aliaksandr Siarohin, Willi Menapace et al.
Real-world videos consist of sequences of events. Generating such sequences with precise temporal control is infeasible with existing video generators that rely on a single paragraph of text as input. When tasked with generating multiple events described using a single prompt, such methods often ignore some of the events or fail to arrange them in the correct order. To address this limitation, we present MinT, a multi-event video generator with temporal control. Our key insight is to bind each event to a specific period in the generated video, which allows the model to focus on one event at a time. To enable time-aware interactions between event captions and video tokens, we design a time-based positional encoding method, dubbed ReRoPE. This encoding helps to guide the cross-attention operation. By fine-tuning a pre-trained video diffusion transformer on temporally grounded data, our approach produces coherent videos with smoothly connected events. For the first time in the literature, our model offers control over the timing of events in generated videos. Extensive experiments demonstrate that MinT outperforms existing commercial and open-source models by a large margin.
ROJun 4, 2025Code
Pseudo-Simulation for Autonomous DrivingWei Cao, Marcel Hallgarten, Tianyu Li et al.
Existing evaluation paradigms for Autonomous Vehicles (AVs) face critical limitations. Real-world evaluation is often challenging due to safety concerns and a lack of reproducibility, whereas closed-loop simulation can face insufficient realism or high computational costs. Open-loop evaluation, while being efficient and data-driven, relies on metrics that generally overlook compounding errors. In this paper, we propose pseudo-simulation, a novel paradigm that addresses these limitations. Pseudo-simulation operates on real datasets, similar to open-loop evaluation, but augments them with synthetic observations generated prior to evaluation using 3D Gaussian Splatting. Our key idea is to approximate potential future states the AV might encounter by generating a diverse set of observations that vary in position, heading, and speed. Our method then assigns a higher importance to synthetic observations that best match the AV's likely behavior using a novel proximity-based weighting scheme. This enables evaluating error recovery and the mitigation of causal confusion, as in closed-loop benchmarks, without requiring sequential interactive simulation. We show that pseudo-simulation is better correlated with closed-loop simulations ($R^2=0.8$) than the best existing open-loop approach ($R^2=0.7$). We also establish a public leaderboard for the community to benchmark new methodologies with pseudo-simulation. Our code is available at https://github.com/autonomousvision/navsim.
86.2ROMar 10
Update-Free On-Policy Steering via VerifiersMaria Attarian, Ian Vyse, Claas Voelcker et al.
In recent years, Behavior Cloning (BC) has become one of the most prevalent methods for enabling robots to mimic human demonstrations. However, despite their successes, BC policies are often brittle and struggle with precise manipulation. To overcome these issues, we propose UF-OPS, an Update-Free On-Policy Steering method that enables the robot to predict the success likelihood of its actions and adapt its strategy at execution time. We accomplish this by training verifier functions using policy rollout data obtained during an initial evaluation of the policy. These verifiers are subsequently used to steer the base policy toward actions with a higher likelihood of success. Our method improves the performance of black-box diffusion policy, without changing the base parameters, making it light-weight and flexible. We present results from both simulation and real-world data and achieve an average 49% improvement in success rate over the base policy across 5 real tasks.
LGJun 30, 2023
$λ$-models: Effective Decision-Aware Reinforcement Learning with Latent ModelsClaas A Voelcker, Arash Ahmadian, Romina Abachi et al.
The idea of decision-aware model learning, that models should be accurate where it matters for decision-making, has gained prominence in model-based reinforcement learning. While promising theoretical results have been established, the empirical performance of algorithms leveraging a decision-aware loss has been lacking, especially in continuous control problems. In this paper, we present a study on the necessary components for decision-aware reinforcement learning models and we showcase design choices that enable well-performing algorithms. To this end, we provide a theoretical and empirical investigation into algorithmic ideas in the field. We highlight that empirical design decisions established in the MuZero line of works, most importantly the use of a latent model, are vital to achieving good performance for related algorithms. Furthermore, we show that the MuZero loss function is biased in stochastic environments and establish that this bias has practical consequences. Building on these findings, we present an overview of which decision-aware loss functions are best used in what empirical scenarios, providing actionable insights to practitioners in the field.
CVJul 24, 2025Code
Delving into Mapping Uncertainty for Mapless Trajectory PredictionZongzheng Zhang, Xuchong Qiu, Boran Zhang et al. · tsinghua
Recent advances in autonomous driving are moving towards mapless approaches, where High-Definition (HD) maps are generated online directly from sensor data, reducing the need for expensive labeling and maintenance. However, the reliability of these online-generated maps remains uncertain. While incorporating map uncertainty into downstream trajectory prediction tasks has shown potential for performance improvements, current strategies provide limited insights into the specific scenarios where this uncertainty is beneficial. In this work, we first analyze the driving scenarios in which mapping uncertainty has the greatest positive impact on trajectory prediction and identify a critical, previously overlooked factor: the agent's kinematic state. Building on these insights, we propose a novel Proprioceptive Scenario Gating that adaptively integrates map uncertainty into trajectory prediction based on forecasts of the ego vehicle's future kinematics. This lightweight, self-supervised approach enhances the synergy between online mapping and trajectory prediction, providing interpretability around where uncertainty is advantageous and outperforming previous integration methods. Additionally, we introduce a Covariance-based Map Uncertainty approach that better aligns with map geometry, further improving trajectory prediction. Extensive ablation studies confirm the effectiveness of our approach, achieving up to 23.6% improvement in mapless trajectory prediction performance over the state-of-the-art method using the real-world nuScenes driving dataset. Our code, data, and models are publicly available at https://github.com/Ethan-Zheng136/Map-Uncertainty-for-Trajectory-Prediction.
77.6CVMar 24
LongTail Driving Scenarios with Reasoning Traces: The KITScenes LongTail DatasetRoyden Wagner, Omer Sahin Tas, Jaime Villa et al.
In real-world domains such as self-driving, generalization to rare scenarios remains a fundamental challenge. To address this, we introduce a new dataset designed for end-to-end driving that focuses on long-tail driving events. We provide multi-view video data, trajectories, high-level instructions, and detailed reasoning traces, facilitating in-context learning and few-shot generalization. The resulting benchmark for multimodal models, such as VLMs and VLAs, goes beyond safety and comfort metrics by evaluating instruction following and semantic coherence between model outputs. The multilingual reasoning traces in English, Spanish, and Chinese are from domain experts with diverse cultural backgrounds. Thus, our dataset is a unique resource for studying how different forms of reasoning affect driving competence. Our dataset is available at: https://hf.co/datasets/kit-mrt/kitscenes-longtail
CVJun 21, 2024Code
NAVSIM: Data-Driven Non-Reactive Autonomous Vehicle Simulation and BenchmarkingDaniel Dauner, Marcel Hallgarten, Tianyu Li et al.
Benchmarking vision-based driving policies is challenging. On one hand, open-loop evaluation with real data is easy, but these results do not reflect closed-loop performance. On the other, closed-loop evaluation is possible in simulation, but is hard to scale due to its significant computational demands. Further, the simulators available today exhibit a large domain gap to real data. This has resulted in an inability to draw clear conclusions from the rapidly growing body of research on end-to-end autonomous driving. In this paper, we present NAVSIM, a middle ground between these evaluation paradigms, where we use large datasets in combination with a non-reactive simulator to enable large-scale real-world benchmarking. Specifically, we gather simulation-based metrics, such as progress and time to collision, by unrolling bird's eye view abstractions of the test scenes for a short simulation horizon. Our simulation is non-reactive, i.e., the evaluated policy and environment do not influence each other. As we demonstrate empirically, this decoupling allows open-loop metric computation while being better aligned with closed-loop evaluations than traditional displacement errors. NAVSIM enabled a new competition held at CVPR 2024, where 143 teams submitted 463 entries, resulting in several new insights. On a large set of challenging scenarios, we observe that simple methods with moderate compute requirements such as TransFuser can match recent large-scale end-to-end driving architectures such as UniAD. Our modular framework can potentially be extended with new datasets, data curation strategies, and metrics, and will be continually maintained to host future challenges. Our code is available at https://github.com/autonomousvision/navsim.
RONov 23, 2021Code
VISTA 2.0: An Open, Data-driven Simulator for Multimodal Sensing and Policy Learning for Autonomous VehiclesAlexander Amini, Tsun-Hsuan Wang, Igor Gilitschenski et al.
Simulation has the potential to transform the development of robust algorithms for mobile agents deployed in safety-critical scenarios. However, the poor photorealism and lack of diverse sensor modalities of existing simulation engines remain key hurdles towards realizing this potential. Here, we present VISTA, an open source, data-driven simulator that integrates multiple types of sensors for autonomous vehicles. Using high fidelity, real-world datasets, VISTA represents and simulates RGB cameras, 3D LiDAR, and event-based cameras, enabling the rapid generation of novel viewpoints in simulation and thereby enriching the data available for policy learning with corner cases that are difficult to capture in the physical world. Using VISTA, we demonstrate the ability to train and test perception-to-control policies across each of the sensor types and showcase the power of this approach via deployment on a full scale autonomous vehicle. The policies learned in VISTA exhibit sim-to-real transfer without modification and greater robustness than those trained exclusively on real-world data.
CVFeb 7, 2024
SPAD : Spatially Aware Multiview DiffusersYash Kant, Ziyi Wu, Michael Vasilkovsky et al.
We present SPAD, a novel approach for creating consistent multi-view images from text prompts or single images. To enable multi-view generation, we repurpose a pretrained 2D diffusion model by extending its self-attention layers with cross-view interactions, and fine-tune it on a high quality subset of Objaverse. We find that a naive extension of the self-attention proposed in prior work (e.g. MVDream) leads to content copying between views. Therefore, we explicitly constrain the cross-view attention based on epipolar geometry. To further enhance 3D consistency, we utilize Plucker coordinates derived from camera rays and inject them as positional encoding. This enables SPAD to reason over spatial proximity in 3D well. In contrast to recent works that can only generate views at fixed azimuth and elevation, SPAD offers full camera control and achieves state-of-the-art results in novel view synthesis on unseen objects from the Objaverse and Google Scanned Objects datasets. Finally, we demonstrate that text-to-3D generation using SPAD prevents the multi-face Janus issue. See more details at our webpage: https://yashkant.github.io/spad
ROMar 25, 2024
Producing and Leveraging Online Map Uncertainty in Trajectory PredictionXunjiang Gu, Guanyu Song, Igor Gilitschenski et al.
High-definition (HD) maps have played an integral role in the development of modern autonomous vehicle (AV) stacks, albeit with high associated labeling and maintenance costs. As a result, many recent works have proposed methods for estimating HD maps online from sensor data, enabling AVs to operate outside of previously-mapped regions. However, current online map estimation approaches are developed in isolation of their downstream tasks, complicating their integration in AV stacks. In particular, they do not produce uncertainty or confidence estimates. In this work, we extend multiple state-of-the-art online map estimation methods to additionally estimate uncertainty and show how this enables more tightly integrating online mapping with trajectory forecasting. In doing so, we find that incorporating uncertainty yields up to 50% faster training convergence and up to 15% better prediction performance on the real-world nuScenes driving dataset.
CVNov 7, 2024
SG-I2V: Self-Guided Trajectory Control in Image-to-Video GenerationKoichi Namekata, Sherwin Bahmani, Ziyi Wu et al.
Methods for image-to-video generation have achieved impressive, photo-realistic quality. However, adjusting specific elements in generated videos, such as object motion or camera movement, is often a tedious process of trial and error, e.g., involving re-generating videos with different random seeds. Recent techniques address this issue by fine-tuning a pre-trained model to follow conditioning signals, such as bounding boxes or point trajectories. Yet, this fine-tuning procedure can be computationally expensive, and it requires datasets with annotated object motion, which can be difficult to procure. In this work, we introduce SG-I2V, a framework for controllable image-to-video generation that is self-guided$\unicode{x2013}$offering zero-shot control by relying solely on the knowledge present in a pre-trained image-to-video diffusion model without the need for fine-tuning or external knowledge. Our zero-shot method outperforms unsupervised baselines while significantly narrowing down the performance gap with supervised models in terms of visual quality and motion fidelity. Additional details and video results are available on our project page: https://kmcode1.github.io/Projects/SG-I2V
CVDec 4, 2024
Feed-Forward Bullet-Time Reconstruction of Dynamic Scenes from Monocular VideosHanxue Liang, Jiawei Ren, Ashkan Mirzaei et al.
Recent advancements in static feed-forward scene reconstruction have demonstrated significant progress in high-quality novel view synthesis. However, these models often struggle with generalizability across diverse environments and fail to effectively handle dynamic content. We present BTimer (short for BulletTimer), the first motion-aware feed-forward model for real-time reconstruction and novel view synthesis of dynamic scenes. Our approach reconstructs the full scene in a 3D Gaussian Splatting representation at a given target ('bullet') timestamp by aggregating information from all the context frames. Such a formulation allows BTimer to gain scalability and generalization by leveraging both static and dynamic scene datasets. Given a casual monocular dynamic video, BTimer reconstructs a bullet-time scene within 150ms while reaching state-of-the-art performance on both static and dynamic scene datasets, even compared with optimization-based approaches.
CVApr 16, 2024
RefFusion: Reference Adapted Diffusion Models for 3D Scene InpaintingAshkan Mirzaei, Riccardo De Lutio, Seung Wook Kim et al.
Neural reconstruction approaches are rapidly emerging as the preferred representation for 3D scenes, but their limited editability is still posing a challenge. In this work, we propose an approach for 3D scene inpainting -- the task of coherently replacing parts of the reconstructed scene with desired content. Scene inpainting is an inherently ill-posed task as there exist many solutions that plausibly replace the missing content. A good inpainting method should therefore not only enable high-quality synthesis but also a high degree of control. Based on this observation, we focus on enabling explicit control over the inpainted content and leverage a reference image as an efficient means to achieve this goal. Specifically, we introduce RefFusion, a novel 3D inpainting method based on a multi-scale personalization of an image inpainting diffusion model to the given reference view. The personalization effectively adapts the prior distribution to the target scene, resulting in a lower variance of score distillation objective and hence significantly sharper details. Our framework achieves state-of-the-art results for object removal while maintaining high controllability. We further demonstrate the generality of our formulation on other downstream tasks such as object insertion, scene outpainting, and sparse view reconstruction.
CVFeb 1, 2024
AToM: Amortized Text-to-Mesh using 2D DiffusionGuocheng Qian, Junli Cao, Aliaksandr Siarohin et al.
We introduce Amortized Text-to-Mesh (AToM), a feed-forward text-to-mesh framework optimized across multiple text prompts simultaneously. In contrast to existing text-to-3D methods that often entail time-consuming per-prompt optimization and commonly output representations other than polygonal meshes, AToM directly generates high-quality textured meshes in less than 1 second with around 10 times reduction in the training cost, and generalizes to unseen prompts. Our key idea is a novel triplane-based text-to-mesh architecture with a two-stage amortized optimization strategy that ensures stable training and enables scalability. Through extensive experiments on various prompt benchmarks, AToM significantly outperforms state-of-the-art amortized approaches with over 4 times higher accuracy (in DF415 dataset) and produces more distinguishable and higher-quality 3D outputs. AToM demonstrates strong generalizability, offering finegrained 3D assets for unseen interpolated prompts without further optimization during inference, unlike per-prompt solutions.
CVNov 12, 2024
GaussianCut: Interactive segmentation via graph cut for 3D Gaussian SplattingUmangi Jain, Ashkan Mirzaei, Igor Gilitschenski
We introduce GaussianCut, a new method for interactive multiview segmentation of scenes represented as 3D Gaussians. Our approach allows for selecting the objects to be segmented by interacting with a single view. It accepts intuitive user input, such as point clicks, coarse scribbles, or text. Using 3D Gaussian Splatting (3DGS) as the underlying scene representation simplifies the extraction of objects of interest which are considered to be a subset of the scene's Gaussians. Our key idea is to represent the scene as a graph and use the graph-cut algorithm to minimize an energy function to effectively partition the Gaussians into foreground and background. To achieve this, we construct a graph based on scene Gaussians and devise a segmentation-aligned energy function on the graph to combine user inputs with scene properties. To obtain an initial coarse segmentation, we leverage 2D image/video segmentation models and further refine these coarse estimates using our graph construction. Our empirical evaluations show the adaptability of GaussianCut across a diverse set of scenes. GaussianCut achieves competitive performance with state-of-the-art approaches for 3D segmentation without requiring any additional segmentation-aware training.
LGMar 9, 2024
Dissecting Deep RL with High Update Ratios: Combatting Value DivergenceMarcel Hussing, Claas Voelcker, Igor Gilitschenski et al.
We show that deep reinforcement learning algorithms can retain their ability to learn without resetting network parameters in settings where the number of gradient updates greatly exceeds the number of environment samples by combatting value function divergence. Under large update-to-data ratios, a recent study by Nikishin et al. (2022) suggested the emergence of a primacy bias, in which agents overfit early interactions and downplay later experience, impairing their ability to learn. In this work, we investigate the phenomena leading to the primacy bias. We inspect the early stages of training that were conjectured to cause the failure to learn and find that one fundamental challenge is a long-standing acquaintance: value function divergence. Overinflated Q-values are found not only on out-of-distribution but also in-distribution data and can be linked to overestimation on unseen action prediction propelled by optimizer momentum. We employ a simple unit-ball normalization that enables learning under large update ratios, show its efficacy on the widely used dm_control suite, and obtain strong performance on the challenging dog tasks, competitive with model-based approaches. Our results question, in parts, the prior explanation for sub-optimal learning due to overfitting early data.
ROJun 11, 2025
SAFE: Multitask Failure Detection for Vision-Language-Action ModelsQiao Gu, Yuanliang Ju, Shengxiang Sun et al.
While vision-language-action models (VLAs) have shown promising robotic behaviors across a diverse set of manipulation tasks, they achieve limited success rates when deployed on novel tasks out of the box. To allow these policies to safely interact with their environments, we need a failure detector that gives a timely alert such that the robot can stop, backtrack, or ask for help. However, existing failure detectors are trained and tested only on one or a few specific tasks, while generalist VLAs require the detector to generalize and detect failures also in unseen tasks and novel environments. In this paper, we introduce the multitask failure detection problem and propose SAFE, a failure detector for generalist robot policies such as VLAs. We analyze the VLA feature space and find that VLAs have sufficient high-level knowledge about task success and failure, which is generic across different tasks. Based on this insight, we design SAFE to learn from VLA internal features and predict a single scalar indicating the likelihood of task failure. SAFE is trained on both successful and failed rollouts and is evaluated on unseen tasks. SAFE is compatible with different policy architectures. We test it on OpenVLA, $π_0$, and $π_0$-FAST in both simulated and real-world environments extensively. We compare SAFE with diverse baselines and show that SAFE achieves state-of-the-art failure detection performance and the best trade-off between accuracy and detection time using conformal prediction. More qualitative results and code can be found at the project webpage: https://vla-safe.github.io/
CVFeb 11, 2025
Pippo: High-Resolution Multi-View Humans from a Single ImageYash Kant, Ethan Weber, Jin Kyu Kim et al.
We present Pippo, a generative model capable of producing 1K resolution dense turnaround videos of a person from a single casually clicked photo. Pippo is a multi-view diffusion transformer and does not require any additional inputs - e.g., a fitted parametric model or camera parameters of the input image. We pre-train Pippo on 3B human images without captions, and conduct multi-view mid-training and post-training on studio captured humans. During mid-training, to quickly absorb the studio dataset, we denoise several (up to 48) views at low-resolution, and encode target cameras coarsely using a shallow MLP. During post-training, we denoise fewer views at high-resolution and use pixel-aligned controls (e.g., Spatial anchor and Plucker rays) to enable 3D consistent generations. At inference, we propose an attention biasing technique that allows Pippo to simultaneously generate greater than 5 times as many views as seen during training. Finally, we also introduce an improved metric to evaluate 3D consistency of multi-view generations, and show that Pippo outperforms existing works on multi-view human generation from a single image.
LGOct 11, 2024
MAD-TD: Model-Augmented Data stabilizes High Update Ratio RLClaas A Voelcker, Marcel Hussing, Eric Eaton et al.
Building deep reinforcement learning (RL) agents that find a good policy with few samples has proven notoriously challenging. To achieve sample efficiency, recent work has explored updating neural networks with large numbers of gradient steps for every new sample. While such high update-to-data (UTD) ratios have shown strong empirical performance, they also introduce instability to the training process. Previous approaches need to rely on periodic neural network parameter resets to address this instability, but restarting the training process is infeasible in many real-world applications and requires tuning the resetting interval. In this paper, we focus on one of the core difficulties of stable training with limited samples: the inability of learned value functions to generalize to unobserved on-policy actions. We mitigate this issue directly by augmenting the off-policy RL training process with a small amount of data generated from a learned world model. Our method, Model-Augmented Data for TD Learning (MAD-TD), uses small amounts of generated data to stabilize high UTD training and achieve competitive performance on the most challenging tasks in the DeepMind control suite. Our experiments further highlight the importance of employing a good model to generate data, MAD-TD's ability to combat value overestimation, and its practical stability gains for continued learning.
CVJun 4, 2025
DenseDPO: Fine-Grained Temporal Preference Optimization for Video Diffusion ModelsZiyi Wu, Anil Kag, Ivan Skorokhodov et al.
Direct Preference Optimization (DPO) has recently been applied as a post-training technique for text-to-video diffusion models. To obtain training data, annotators are asked to provide preferences between two videos generated from independent noise. However, this approach prohibits fine-grained comparisons, and we point out that it biases the annotators towards low-motion clips as they often contain fewer visual artifacts. In this work, we introduce DenseDPO, a method that addresses these shortcomings by making three contributions. First, we create each video pair for DPO by denoising corrupted copies of a ground truth video. This results in aligned pairs with similar motion structures while differing in local details, effectively neutralizing the motion bias. Second, we leverage the resulting temporal alignment to label preferences on short segments rather than entire clips, yielding a denser and more precise learning signal. With only one-third of the labeled data, DenseDPO greatly improves motion generation over vanilla DPO, while matching it in text alignment, visual quality, and temporal consistency. Finally, we show that DenseDPO unlocks automatic preference annotation using off-the-shelf Vision Language Models (VLMs): GPT accurately predicts segment-level preferences similar to task-specifically fine-tuned video reward models, and DenseDPO trained on these labels achieves performance close to using human labels.
CVDec 10, 2024
EventSplat: 3D Gaussian Splatting from Moving Event Cameras for Real-time RenderingToshiya Yura, Ashkan Mirzaei, Igor Gilitschenski
We introduce a method for using event camera data in novel view synthesis via Gaussian Splatting. Event cameras offer exceptional temporal resolution and a high dynamic range. Leveraging these capabilities allows us to effectively address the novel view synthesis challenge in the presence of fast camera motion. For initialization of the optimization process, our approach uses prior knowledge encoded in an event-to-video model. We also use spline interpolation for obtaining high quality poses along the event camera trajectory. This enhances the reconstruction quality from fast-moving cameras while overcoming the computational limitations traditionally associated with event-based Neural Radiance Field (NeRF) methods. Our experimental evaluation demonstrates that our results achieve higher visual fidelity and better performance than existing event-based NeRF approaches while being an order of magnitude faster to render.
CVDec 2, 2024
CTRL-D: Controllable Dynamic 3D Scene Editing with Personalized 2D DiffusionKai He, Chin-Hsuan Wu, Igor Gilitschenski · utoronto
Recent advances in 3D representations, such as Neural Radiance Fields and 3D Gaussian Splatting, have greatly improved realistic scene modeling and novel-view synthesis. However, achieving controllable and consistent editing in dynamic 3D scenes remains a significant challenge. Previous work is largely constrained by its editing backbones, resulting in inconsistent edits and limited controllability. In our work, we introduce a novel framework that first fine-tunes the InstructPix2Pix model, followed by a two-stage optimization of the scene based on deformable 3D Gaussians. Our fine-tuning enables the model to "learn" the editing ability from a single edited reference image, transforming the complex task of dynamic scene editing into a simple 2D image editing process. By directly learning editing regions and styles from the reference, our approach enables consistent and precise local edits without the need for tracking desired editing regions, effectively addressing key challenges in dynamic scene editing. Then, our two-stage optimization progressively edits the trained dynamic scene, using a designed edited image buffer to accelerate convergence and improve temporal consistency. Compared to state-of-the-art methods, our approach offers more flexible and controllable local scene editing, achieving high-quality and consistent results.
CVJun 18, 2025
UniRelight: Learning Joint Decomposition and Synthesis for Video RelightingKai He, Ruofan Liang, Jacob Munkberg et al. · utoronto
We address the challenge of relighting a single image or video, a task that demands precise scene intrinsic understanding and high-quality light transport synthesis. Existing end-to-end relighting models are often limited by the scarcity of paired multi-illumination data, restricting their ability to generalize across diverse scenes. Conversely, two-stage pipelines that combine inverse and forward rendering can mitigate data requirements but are susceptible to error accumulation and often fail to produce realistic outputs under complex lighting conditions or with sophisticated materials. In this work, we introduce a general-purpose approach that jointly estimates albedo and synthesizes relit outputs in a single pass, harnessing the generative capabilities of video diffusion models. This joint formulation enhances implicit scene comprehension and facilitates the creation of realistic lighting effects and intricate material interactions, such as shadows, reflections, and transparency. Trained on synthetic multi-illumination data and extensive automatically labeled real-world videos, our model demonstrates strong generalization across diverse domains and surpasses previous methods in both visual fidelity and temporal consistency.
93.9CVApr 2
ActionParty: Multi-Subject Action Binding in Generative Video GamesAlexander Pondaven, Ziyi Wu, Igor Gilitschenski et al.
Recent advances in video diffusion have enabled the development of "world models" capable of simulating interactive environments. However, these models are largely restricted to single-agent settings, failing to control multiple agents simultaneously in a scene. In this work, we tackle a fundamental issue of action binding in existing video diffusion models, which struggle to associate specific actions with their corresponding subjects. For this purpose, we propose ActionParty, an action controllable multi-subject world model for generative video games. It introduces subject state tokens, i.e. latent variables that persistently capture the state of each subject in the scene. By jointly modeling state tokens and video latents with a spatial biasing mechanism, we disentangle global video frame rendering from individual action-controlled subject updates. We evaluate ActionParty on the Melting Pot benchmark, demonstrating the first video world model capable of controlling up to seven players simultaneously across 46 diverse environments. Our results show significant improvements in action-following accuracy and identity consistency, while enabling robust autoregressive tracking of subjects through complex interactions.
LGOct 8, 2025
Test-Time Graph Search for Goal-Conditioned Reinforcement LearningEvgenii Opryshko, Junwei Quan, Claas Voelcker et al.
Offline goal-conditioned reinforcement learning (GCRL) trains policies that reach user-specified goals at test time, providing a simple, unsupervised, domain-agnostic way to extract diverse behaviors from unlabeled, reward-free datasets. Nonetheless, long-horizon decision making remains difficult for GCRL agents due to temporal credit assignment and error accumulation, and the offline setting amplifies these effects. To alleviate this issue, we introduce Test-Time Graph Search (TTGS), a lightweight planning approach to solve the GCRL task. TTGS accepts any state-space distance or cost signal, builds a weighted graph over dataset states, and performs fast search to assemble a sequence of subgoals that a frozen policy executes. When the base learner is value-based, the distance is derived directly from the learned goal-conditioned value function, so no handcrafted metric is needed. TTGS requires no changes to training, no additional supervision, no online interaction, and no privileged information, and it runs entirely at inference. On the OGBench benchmark, TTGS improves success rates of multiple base learners on challenging locomotion tasks, demonstrating the benefit of simple metric-guided test-time planning for offline GCRL.