CVMay 16, 2022Code
FvOR: Robust Joint Shape and Pose Optimization for Few-view Object ReconstructionZhenpei Yang, Zhile Ren, Miguel Angel Bautista et al. · apple-ml
Reconstructing an accurate 3D object model from a few image observations remains a challenging problem in computer vision. State-of-the-art approaches typically assume accurate camera poses as input, which could be difficult to obtain in realistic settings. In this paper, we present FvOR, a learning-based object reconstruction method that predicts accurate 3D models given a few images with noisy input poses. The core of our approach is a fast and robust multi-view reconstruction algorithm to jointly refine 3D geometry and camera pose estimation using learnable neural network modules. We provide a thorough benchmark of state-of-the-art approaches for this problem on ShapeNet. Our approach achieves best-in-class results. It is also two orders of magnitude faster than the recent optimization-based approach IDR. Our code is released at \url{https://github.com/zhenpeiyang/FvOR/}
CVJun 27, 2023
Detector-Free Structure from MotionXingyi He, Jiaming Sun, Yifan Wang et al. · stanford
We propose a new structure-from-motion framework to recover accurate camera poses and point clouds from unordered images. Traditional SfM systems typically rely on the successful detection of repeatable keypoints across multiple views as the first step, which is difficult for texture-poor scenes, and poor keypoint detection may break down the whole SfM system. We propose a new detector-free SfM framework to draw benefits from the recent success of detector-free matchers to avoid the early determination of keypoints, while solving the multi-view inconsistency issue of detector-free matchers. Specifically, our framework first reconstructs a coarse SfM model from quantized detector-free matches. Then, it refines the model by a novel iterative refinement pipeline, which iterates between an attention-based multi-view matching module to refine feature tracks and a geometry refinement module to improve the reconstruction accuracy. Experiments demonstrate that the proposed framework outperforms existing detector-based SfM systems on common benchmark datasets. We also collect a texture-poor SfM dataset to demonstrate the capability of our framework to reconstruct texture-poor scenes. Based on this framework, we take $\textit{first place}$ in Image Matching Challenge 2023.
IVMar 3, 2022Code
E-CIR: Event-Enhanced Continuous Intensity RecoveryChen Song, Qixing Huang, Chandrajit Bajaj
A camera begins to sense light the moment we press the shutter button. During the exposure interval, relative motion between the scene and the camera causes motion blur, a common undesirable visual artifact. This paper presents E-CIR, which converts a blurry image into a sharp video represented as a parametric function from time to intensity. E-CIR leverages events as an auxiliary input. We discuss how to exploit the temporal event structure to construct the parametric bases. We demonstrate how to train a deep learning model to predict the function coefficients. To improve the appearance consistency, we further introduce a refinement module to propagate visual features among consecutive frames. Compared to state-of-the-art event-enhanced deblurring approaches, E-CIR generates smoother and more realistic results. The implementation of E-CIR is available at https://github.com/chensong1995/E-CIR.
CVMar 15, 2023Code
DeblurSR: Event-Based Motion Deblurring Under the Spiking RepresentationChen Song, Chandrajit Bajaj, Qixing Huang
We present DeblurSR, a novel motion deblurring approach that converts a blurry image into a sharp video. DeblurSR utilizes event data to compensate for motion ambiguities and exploits the spiking representation to parameterize the sharp output video as a mapping from time to intensity. Our key contribution, the Spiking Representation (SR), is inspired by the neuromorphic principles determining how biological neurons communicate with each other in living organisms. We discuss why the spikes can represent sharp edges and how the spiking parameters are interpreted from the neuromorphic perspective. DeblurSR has higher output quality and requires fewer computing resources than state-of-the-art event-based motion deblurring methods. We additionally show that our approach easily extends to video super-resolution when combined with recent advances in implicit neural representation. The implementation and animated visualization of DeblurSR are available at https://github.com/chensong1995/DeblurSR.
CVJul 24, 2022Code
PatchRD: Detail-Preserving Shape Completion by Learning Patch Retrieval and DeformationBo Sun, Vladimir G. Kim, Noam Aigerman et al.
This paper introduces a data-driven shape completion approach that focuses on completing geometric details of missing regions of 3D shapes. We observe that existing generative methods lack the training data and representation capacity to synthesize plausible, fine-grained details with complex geometry and topology. Our key insight is to copy and deform patches from the partial input to complete missing regions. This enables us to preserve the style of local geometric features, even if it drastically differs from the training data. Our fully automatic approach proceeds in two stages. First, we learn to retrieve candidate patches from the input shape. Second, we select and deform some of the retrieved candidates to seamlessly blend them into the complete shape. This method combines the advantages of the two most common completion methods: similarity-based single-instance completion, and completion by learning a shape space. We leverage repeating patterns by retrieving patches from the partial input, and learn global structural priors by using a neural network to guide the retrieval and deformation steps. Experimental results show our approach considerably outperforms baselines across multiple datasets and shape categories. Code and data are available at https://github.com/GitBoSun/PatchRD.
CVJun 24, 2022Code
HM3D-ABO: A Photo-realistic Dataset for Object-centric Multi-view 3D ReconstructionZhenpei Yang, Zaiwei Zhang, Qixing Huang
Reconstructing 3D objects is an important computer vision task that has wide application in AR/VR. Deep learning algorithm developed for this task usually relies on an unrealistic synthetic dataset, such as ShapeNet and Things3D. On the other hand, existing real-captured object-centric datasets usually do not have enough annotation to enable supervised training or reliable evaluation. In this technical report, we present a photo-realistic object-centric dataset HM3D-ABO. It is constructed by composing realistic indoor scene and realistic object. For each configuration, we provide multi-view RGB observations, a water-tight mesh model for the object, ground truth depth map and object mask. The proposed dataset could also be useful for tasks such as camera pose estimation and novel-view synthesis. The dataset generation code is released at https://github.com/zhenpeiyang/HM3D-ABO.
78.9CVJun 3
Recovering Physically Plausible Human-Object Interactions from Monocular VideosDingbang Huang, Etienne Vouga, Qixing Huang et al.
In this paper, we propose RePHO, a method to reconstruct physically plausible human-object interactions (HOI) from monocular videos. While existing kinematic-based approaches produce visually plausible motion, they often result in physically implausible artifacts such as interpenetration and object floating. To overcome these issues, we introduce a physics-guided reconstruction framework. We begin with a kinematic estimate and then refine it by training a policy with reinforcement learning (RL). This policy is optimized to reproduce the interaction in a physics simulator. Because kinematic estimates are typically noisy, naive RL training can fail. Therefore, we propose an adaptive sampling strategy with a dual self-updating mechanism that can identify the frames with the most informative and reliable kinematic reconstruction. Our process progressively improves reconstruction quality and yields physically consistent HOI sequences. We demonstrate our approach on two standard HOI benchmarks and achieve clear improvements in physical plausibility metrics over state-of-the-art methods. Project Page: https://dingbang777.github.io/RePHO/
CVOct 2, 2023
LEAP: Liberate Sparse-view 3D Modeling from Camera PosesHanwen Jiang, Zhenyu Jiang, Yue Zhao et al.
Are camera poses necessary for multi-view 3D modeling? Existing approaches predominantly assume access to accurate camera poses. While this assumption might hold for dense views, accurately estimating camera poses for sparse views is often elusive. Our analysis reveals that noisy estimated poses lead to degraded performance for existing sparse-view 3D modeling methods. To address this issue, we present LEAP, a novel pose-free approach, therefore challenging the prevailing notion that camera poses are indispensable. LEAP discards pose-based operations and learns geometric knowledge from data. LEAP is equipped with a neural volume, which is shared across scenes and is parameterized to encode geometry and texture priors. For each incoming scene, we update the neural volume by aggregating 2D image features in a feature-similarity-driven manner. The updated neural volume is decoded into the radiance field, enabling novel view synthesis from any viewpoint. On both object-centric and scene-level datasets, we show that LEAP significantly outperforms prior methods when they employ predicted poses from state-of-the-art pose estimators. Notably, LEAP performs on par with prior approaches that use ground-truth poses while running $400\times$ faster than PixelNeRF. We show LEAP generalizes to novel object categories and scenes, and learns knowledge closely resembles epipolar geometry. Project page: https://hwjiang1510.github.io/LEAP/
CVOct 16, 2023Code
InfoGCN++: Learning Representation by Predicting the Future for Online Human Skeleton-based Action RecognitionSeunggeun Chi, Hyung-gun Chi, Qixing Huang et al.
Skeleton-based action recognition has made significant advancements recently, with models like InfoGCN showcasing remarkable accuracy. However, these models exhibit a key limitation: they necessitate complete action observation prior to classification, which constrains their applicability in real-time situations such as surveillance and robotic systems. To overcome this barrier, we introduce InfoGCN++, an innovative extension of InfoGCN, explicitly developed for online skeleton-based action recognition. InfoGCN++ augments the abilities of the original InfoGCN model by allowing real-time categorization of action types, independent of the observation sequence's length. It transcends conventional approaches by learning from current and anticipated future movements, thereby creating a more thorough representation of the entire sequence. Our approach to prediction is managed as an extrapolation issue, grounded on observed actions. To enable this, InfoGCN++ incorporates Neural Ordinary Differential Equations, a concept that lets it effectively model the continuous evolution of hidden states. Following rigorous evaluations on three skeleton-based action recognition benchmarks, InfoGCN++ demonstrates exceptional performance in online action recognition. It consistently equals or exceeds existing techniques, highlighting its significant potential to reshape the landscape of real-time action recognition applications. Consequently, this work represents a major leap forward from InfoGCN, pushing the limits of what's possible in online, skeleton-based action recognition. The code for InfoGCN++ is publicly available at https://github.com/stnoah1/infogcn2 for further exploration and validation.
FLU-DYNJul 29, 2023
Rapid Flood Inundation Forecast Using Fourier Neural OperatorAlexander Y. Sun, Zhi Li, Wonhyun Lee et al.
Flood inundation forecast provides critical information for emergency planning before and during flood events. Real time flood inundation forecast tools are still lacking. High-resolution hydrodynamic modeling has become more accessible in recent years, however, predicting flood extents at the street and building levels in real-time is still computationally demanding. Here we present a hybrid process-based and data-driven machine learning (ML) approach for flood extent and inundation depth prediction. We used the Fourier neural operator (FNO), a highly efficient ML method, for surrogate modeling. The FNO model is demonstrated over an urban area in Houston (Texas, U.S.) by training using simulated water depths (in 15-min intervals) from six historical storm events and then tested over two holdout events. Results show FNO outperforms the baseline U-Net model. It maintains high predictability at all lead times tested (up to 3 hrs) and performs well when applying to new sites, suggesting strong generalization skill.
CVNov 28, 2023
UGG: Unified Generative GraspingJiaxin Lu, Hao Kang, Haoxiang Li et al. · bytedance
Dexterous grasping aims to produce diverse grasping postures with a high grasping success rate. Regression-based methods that directly predict grasping parameters given the object may achieve a high success rate but often lack diversity. Generation-based methods that generate grasping postures conditioned on the object can often produce diverse grasping, but they are insufficient for high grasping success due to lack of discriminative information. To mitigate, we introduce a unified diffusion-based dexterous grasp generation model, dubbed the name UGG, which operates within the object point cloud and hand parameter spaces. Our all-transformer architecture unifies the information from the object, the hand, and the contacts, introducing a novel representation of contact points for improved contact modeling. The flexibility and quality of our model enable the integration of a lightweight discriminator, benefiting from simulated discriminative data, which pushes for a high success rate while preserving high diversity. Beyond grasp generation, our model can also generate objects based on hand information, offering valuable insights into object design and studying how the generative model perceives objects. Our model achieves state-of-the-art dexterous grasping on the large-scale DexGraspNet dataset while facilitating human-centric object design, marking a significant advancement in dexterous grasping research. Our project page is https://jiaxin-lu.github.io/ugg/.
CVSep 26, 2024
MoGenTS: Motion Generation based on Spatial-Temporal Joint ModelingWeihao Yuan, Weichao Shen, Yisheng He et al.
Motion generation from discrete quantization offers many advantages over continuous regression, but at the cost of inevitable approximation errors. Previous methods usually quantize the entire body pose into one code, which not only faces the difficulty in encoding all joints within one vector but also loses the spatial relationship between different joints. Differently, in this work we quantize each individual joint into one vector, which i) simplifies the quantization process as the complexity associated with a single joint is markedly lower than that of the entire pose; ii) maintains a spatial-temporal structure that preserves both the spatial relationships among joints and the temporal movement patterns; iii) yields a 2D token map, which enables the application of various 2D operations widely used in 2D images. Grounded in the 2D motion quantization, we build a spatial-temporal modeling framework, where 2D joint VQVAE, temporal-spatial 2D masking technique, and spatial-temporal 2D attention are proposed to take advantage of spatial-temporal signals among the 2D tokens. Extensive experiments demonstrate that our method significantly outperforms previous methods across different datasets, with a 26.6% decrease of FID on HumanML3D and a 29.9% decrease on KIT-ML. Project page: https://aigc3d.github.io/mogents.
CVApr 14, 2023
3D Feature Prediction for Masked-AutoEncoder-Based Point Cloud PretrainingSiming Yan, Yuqi Yang, Yuxiao Guo et al.
Masked autoencoders (MAE) have recently been introduced to 3D self-supervised pretraining for point clouds due to their great success in NLP and computer vision. Unlike MAEs used in the image domain, where the pretext task is to restore features at the masked pixels, such as colors, the existing 3D MAE works reconstruct the missing geometry only, i.e, the location of the masked points. In contrast to previous studies, we advocate that point location recovery is inessential and restoring intrinsic point features is much superior. To this end, we propose to ignore point position reconstruction and recover high-order features at masked points including surface normals and surface variations, through a novel attention-based decoder which is independent of the encoder design. We validate the effectiveness of our pretext task and decoder design using different encoder structures for 3D training and demonstrate the advantages of our pretrained networks on various point cloud analysis tasks.
CVAug 23, 2024
Atlas Gaussians Diffusion for 3D GenerationHaitao Yang, Yuan Dong, Hanwen Jiang et al.
Using the latent diffusion model has proven effective in developing novel 3D generation techniques. To harness the latent diffusion model, a key challenge is designing a high-fidelity and efficient representation that links the latent space and the 3D space. In this paper, we introduce Atlas Gaussians, a novel representation for feed-forward native 3D generation. Atlas Gaussians represent a shape as the union of local patches, and each patch can decode 3D Gaussians. We parameterize a patch as a sequence of feature vectors and design a learnable function to decode 3D Gaussians from the feature vectors. In this process, we incorporate UV-based sampling, enabling the generation of a sufficiently large, and theoretically infinite, number of 3D Gaussian points. The large amount of 3D Gaussians enables the generation of high-quality details. Moreover, due to local awareness of the representation, the transformer-based decoding procedure operates on a patch level, ensuring efficiency. We train a variational autoencoder to learn the Atlas Gaussians representation, and then apply a latent diffusion model on its latent space for learning 3D Generation. Experiments show that our approach outperforms the prior arts of feed-forward native 3D generation. Project page: https://yanghtr.github.io/projects/atlas_gaussians.
CVApr 20, 2023
GenCorres: Consistent Shape Matching via Coupled Implicit-Explicit Shape Generative ModelsHaitao Yang, Xiangru Huang, Bo Sun et al.
This paper introduces GenCorres, a novel unsupervised joint shape matching (JSM) approach. Our key idea is to learn a mesh generator to fit an unorganized deformable shape collection while constraining deformations between adjacent synthetic shapes to preserve geometric structures such as local rigidity and local conformality. GenCorres presents three appealing advantages over existing JSM techniques. First, GenCorres performs JSM among a synthetic shape collection whose size is much bigger than the input shapes and fully leverages the datadriven power of JSM. Second, GenCorres unifies consistent shape matching and pairwise matching (i.e., by enforcing deformation priors between adjacent synthetic shapes). Third, the generator provides a concise encoding of consistent shape correspondences. However, learning a mesh generator from an unorganized shape collection is challenging, requiring a good initialization. GenCorres addresses this issue by learning an implicit generator from the input shapes, which provides intermediate shapes between two arbitrary shapes. We introduce a novel approach for computing correspondences between adjacent implicit surfaces, which we use to regularize the implicit generator. Synthetic shapes of the implicit generator then guide initial fittings (i.e., via template-based deformation) for learning the mesh generator. Experimental results show that GenCorres considerably outperforms state-of-the-art JSM techniques. The synthetic shapes of GenCorres also achieve salient performance gains against state-of-the-art deformable shape generators.
CVOct 6, 2022
Neural Volumetric Mesh GeneratorYan Zheng, Lemeng Wu, Xingchao Liu et al.
Deep generative models have shown success in generating 3D shapes with different representations. In this work, we propose Neural Volumetric Mesh Generator(NVMG) which can generate novel and high-quality volumetric meshes. Unlike the previous 3D generative model for point cloud, voxel, and implicit surface, the volumetric mesh representation is a ready-to-use representation in industry with details on both the surface and interior. Generating this such highly-structured data thus brings a significant challenge. We first propose a diffusion-based generative model to tackle this problem by generating voxelized shapes with close-to-reality outlines and structures. We can simply obtain a tetrahedral mesh as a template with the voxelized shape. Further, we use a voxel-conditional neural network to predict the smooth implicit surface conditioned on the voxels, and progressively project the tetrahedral mesh to the predicted surface under regularizations. The regularization terms are carefully designed so that they can (1) get rid of the defects like flipping and high distortion; (2) force the regularity of the interior and surface structure during the deformation procedure for a high-quality final mesh. As shown in the experiments, our pipeline can generate high-quality artifact-free volumetric and surface meshes from random noise or a reference image without any post-processing. Compared with the state-of-the-art voxel-to-mesh deformation method, we show more robustness and better performance when taking generated voxels as input.
CVAug 8, 2023
Cloth2Tex: A Customized Cloth Texture Generation Pipeline for 3D Virtual Try-OnDaiheng Gao, Xu Chen, Xindi Zhang et al.
Fabricating and designing 3D garments has become extremely demanding with the increasing need for synthesizing realistic dressed persons for a variety of applications, e.g. 3D virtual try-on, digitalization of 2D clothes into 3D apparel, and cloth animation. It thus necessitates a simple and straightforward pipeline to obtain high-quality texture from simple input, such as 2D reference images. Since traditional warping-based texture generation methods require a significant number of control points to be manually selected for each type of garment, which can be a time-consuming and tedious process. We propose a novel method, called Cloth2Tex, which eliminates the human burden in this process. Cloth2Tex is a self-supervised method that generates texture maps with reasonable layout and structural consistency. Another key feature of Cloth2Tex is that it can be used to support high-fidelity texture inpainting. This is done by combining Cloth2Tex with a prevailing latent diffusion model. We evaluate our approach both qualitatively and quantitatively and demonstrate that Cloth2Tex can generate high-quality texture maps and achieve the best visual effects in comparison to other methods. Project page: tomguluson92.github.io/projects/cloth2tex/
CVJun 5, 2023
Multi-View Representation is What You Need for Point-Cloud Pre-TrainingSiming Yan, Chen Song, Youkang Kong et al.
A promising direction for pre-training 3D point clouds is to leverage the massive amount of data in 2D, whereas the domain gap between 2D and 3D creates a fundamental challenge. This paper proposes a novel approach to point-cloud pre-training that learns 3D representations by leveraging pre-trained 2D networks. Different from the popular practice of predicting 2D features first and then obtaining 3D features through dimensionality lifting, our approach directly uses a 3D network for feature extraction. We train the 3D feature extraction network with the help of the novel 2D knowledge transfer loss, which enforces the 2D projections of the 3D feature to be consistent with the output of pre-trained 2D networks. To prevent the feature from discarding 3D signals, we introduce the multi-view consistency loss that additionally encourages the projected 2D feature representations to capture pixel-wise correspondences across different views. Such correspondences induce 3D geometry and effectively retain 3D features in the projected 2D features. Experimental results demonstrate that our pre-trained model can be successfully transferred to various downstream tasks, including 3D shape classification, part segmentation, 3D object detection, and semantic segmentation, achieving state-of-the-art performance.
CVApr 4, 2023
LiDAR-Based 3D Object Detection via Hybrid 2D Semantic Scene GenerationHaitao Yang, Zaiwei Zhang, Xiangru Huang et al.
Bird's-Eye View (BEV) features are popular intermediate scene representations shared by the 3D backbone and the detector head in LiDAR-based object detectors. However, little research has been done to investigate how to incorporate additional supervision on the BEV features to improve proposal generation in the detector head, while still balancing the number of powerful 3D layers and efficient 2D network operations. This paper proposes a novel scene representation that encodes both the semantics and geometry of the 3D environment in 2D, which serves as a dense supervision signal for better BEV feature learning. The key idea is to use auxiliary networks to predict a combination of explicit and implicit semantic probabilities by exploiting their complementary properties. Extensive experiments show that our simple yet effective design can be easily integrated into most state-of-the-art 3D object detectors and consistently improves upon baseline models.
CVAug 19, 2024Code
P3P: Pseudo-3D Pre-training for Scaling 3D Voxel-based Masked AutoencodersXuechao Chen, Ying Chen, Jialin Li et al.
3D pre-training is crucial to 3D perception tasks. Nevertheless, limited by the difficulties in collecting clean and complete 3D data, 3D pre-training has persistently faced data scaling challenges. In this work, we introduce a novel self-supervised pre-training framework that incorporates millions of images into 3D pre-training corpora by leveraging a large depth estimation model. New pre-training corpora encounter new challenges in representation ability and embedding efficiency of models. Previous pre-training methods rely on farthest point sampling and k-nearest neighbors to embed a fixed number of 3D tokens. However, these approaches prove inadequate when it comes to embedding millions of samples that feature a diverse range of point numbers, spanning from 1,000 to 100,000. In contrast, we propose a tokenizer with linear-time complexity, which enables the efficient embedding of a flexible number of tokens. Accordingly, a new 3D reconstruction target is proposed to cooperate with our 3D tokenizer. Our method achieves state-of-the-art performance in 3D classification, few-shot learning, and 3D segmentation. Code is available at https://github.com/XuechaoChen/P3P-MAE.
CVSep 29, 2024Code
PPLNs: Parametric Piecewise Linear Networks for Event-Based Temporal Modeling and BeyondChen Song, Zhenxiao Liang, Bo Sun et al.
We present Parametric Piecewise Linear Networks (PPLNs) for temporal vision inference. Motivated by the neuromorphic principles that regulate biological neural behaviors, PPLNs are ideal for processing data captured by event cameras, which are built to simulate neural activities in the human retina. We discuss how to represent the membrane potential of an artificial neuron by a parametric piecewise linear function with learnable coefficients. This design echoes the idea of building deep models from learnable parametric functions recently popularized by Kolmogorov-Arnold Networks (KANs). Experiments demonstrate the state-of-the-art performance of PPLNs in event-based and image-based vision applications, including steering prediction, human pose estimation, and motion deblurring. The source code of our implementation is available at https://github.com/chensong1995/PPLN.
CLSep 19, 2023
What is the Best Automated Metric for Text to Motion Generation?Jordan Voas, Yili Wang, Qixing Huang et al.
There is growing interest in generating skeleton-based human motions from natural language descriptions. While most efforts have focused on developing better neural architectures for this task, there has been no significant work on determining the proper evaluation metric. Human evaluation is the ultimate accuracy measure for this task, and automated metrics should correlate well with human quality judgments. Since descriptions are compatible with many motions, determining the right metric is critical for evaluating and designing effective generative models. This paper systematically studies which metrics best align with human evaluations and proposes new metrics that align even better. Our findings indicate that none of the metrics currently used for this task show even a moderate correlation with human judgments on a sample level. However, for assessing average model performance, commonly used metrics such as R-Precision and less-used coordinate errors show strong correlations. Additionally, several recently developed metrics are not recommended due to their low correlation compared to alternatives. We also introduce a novel metric based on a multimodal BERT-like model, MoBERT, which offers strongly human-correlated sample-level evaluations while maintaining near-perfect model-level correlation. Our results demonstrate that this new metric exhibits extensive benefits over all current alternatives.
CVFeb 9, 2024Code
ViGoR: Improving Visual Grounding of Large Vision Language Models with Fine-Grained Reward ModelingSiming Yan, Min Bai, Weifeng Chen et al.
By combining natural language understanding, generation capabilities, and breadth of knowledge of large language models with image perception, recent large vision language models (LVLMs) have shown unprecedented visual reasoning capabilities. However, the generated text often suffers from inaccurate grounding in the visual input, resulting in errors such as hallucination of nonexistent scene elements, missing significant parts of the scene, and inferring incorrect attributes of and relationships between objects. To address these issues, we introduce a novel framework, ViGoR (Visual Grounding Through Fine-Grained Reward Modeling) that utilizes fine-grained reward modeling to significantly enhance the visual grounding of LVLMs over pre-trained baselines. This improvement is efficiently achieved using much cheaper human evaluations instead of full supervisions, as well as automated methods. We show the effectiveness of our approach through a variety of evaluation methods and benchmarks. Additionally, we released our human annotation (https://github.com/amazon-science/vigor) comprising 15,440 images and generated text pairs with fine-grained evaluations to contribute to related research in the community.
88.3CVApr 11
Mining Attribute Subspaces for Efficient Fine-tuning of 3D Foundation ModelsYu Jiang, Hanwen Jiang, Ahmed Abdelkader et al.
With the emergence of 3D foundation models, there is growing interest in fine-tuning them for downstream tasks, where LoRA is the dominant fine-tuning paradigm. As 3D datasets exhibit distinct variations in texture, geometry, camera motion, and lighting, there are interesting fundamental questions: 1) Are there LoRA subspaces associated with each type of variation? 2) Are these subspaces disentangled (i.e., orthogonal to each other)? 3) How do we compute them effectively? This paper provides answers to all these questions. We introduce a robust approach that generates synthetic datasets with controlled variations, fine-tunes a LoRA adapter on each dataset, and extracts a LoRA sub-space associated with each type of variation. We show that these subspaces are approximately disentangled. Integrating them leads to a reduced LoRA subspace that enables efficient LoRA fine-tuning with improved prediction accuracy for downstream tasks. In particular, we show that such a reduced LoRA subspace, despite being derived entirely from synthetic data, generalizes to real datasets. An ablation study validates the effectiveness of the choices in our approach.
95.1CVApr 17
Co-generation of Layout and Shape from Text via Autoregressive 3D DiffusionZhenggang Tang, Yuehao Wang, Yuchen Fan et al.
Recent text-to-scene generation approaches largely reduced the manual efforts required to create 3D scenes. However, their focus is either to generate a scene layout or to generate objects, and few generate both. The generated scene layout is often simple even with LLM's help. Moreover, the generated scene is often inconsistent with the text input that contains non-trivial descriptions of the shape, appearance, and spatial arrangement of the objects. We present a new paradigm of sequential text-to-scene generation and propose a novel generative model for interactive scene creation. At the core is a 3D Autoregressive Diffusion model 3D-ARD+, which unifies the autoregressive generation over a multimodal token sequence and diffusion generation of next-object 3D latents. To generate the next object, the model uses one autoregressive step to generate the coarse-grained 3D latents in the scene space, conditioned on both the current seen text instructions and already synthesized 3D scene. It then uses a second step to generate the 3D latents in the smaller object space, which can be decoded into fine-grained object geometry and appearance. We curate a large dataset of 230K indoor scenes with paired text instructions for training. We evaluate 7B 3D-ARD+, on challenging scenes, and showcase the model can generate and place objects following non-trivial spatial layout and semantics prescribed by the text instructions.
83.4CVMar 10
Learning Convex Decomposition via Feature FieldsYuezhi Yang, Qixing Huang, Mikaela Angelina Uy et al.
This work proposes a new formulation to the long-standing problem of convex decomposition through learning feature fields, enabling the first feed-forward model for open-world convex decomposition. Our method produces high-quality decompositions of 3D shapes into a union of convex bodies, which are essential to accelerate collision detection in physical simulation, amongst many other applications. The key insight is to adopt a feature learning approach and learn a continuous feature field that can later be clustered to yield a good convex decomposition via our self-supervised, purely-geometric objective derived from the classical definition of convexity. Our formulation can be used for single shape optimization, but more importantly, feature prediction unlocks scalable, self-supervised learning on large datasets resulting in the first learned open-world model for convex decomposition. Experiments show that our decompositions are higher-quality than alternatives and generalize across open-world objects as well as across representations to meshes, CAD models, and even Gaussian splats. https://research.nvidia.com/labs/sil/projects/learning-convex-decomp/
CVDec 3, 2025
GeoVideo: Introducing Geometric Regularization into Video Generation ModelYunpeng Bai, Shaoheng Fang, Chaohui Yu et al.
Recent advances in video generation have enabled the synthesis of high-quality and visually realistic clips using diffusion transformer models. However, most existing approaches operate purely in the 2D pixel space and lack explicit mechanisms for modeling 3D structures, often resulting in temporally inconsistent geometries, implausible motions, and structural artifacts. In this work, we introduce geometric regularization losses into video generation by augmenting latent diffusion models with per-frame depth prediction. We adopted depth as the geometric representation because of the great progress in depth prediction and its compatibility with image-based latent encoders. Specifically, to enforce structural consistency over time, we propose a multi-view geometric loss that aligns the predicted depth maps across frames within a shared 3D coordinate system. Our method bridges the gap between appearance generation and 3D structure modeling, leading to improved spatio-temporal coherence, shape consistency, and physical plausibility. Experiments across multiple datasets show that our approach produces significantly more stable and geometrically consistent results than existing baselines.
CVDec 3, 2025
MVRoom: Controllable 3D Indoor Scene Generation with Multi-View Diffusion ModelsShaoheng Fang, Chaohui Yu, Fan Wang et al.
We introduce MVRoom, a controllable novel view synthesis (NVS) pipeline for 3D indoor scenes that uses multi-view diffusion conditioned on a coarse 3D layout. MVRoom employs a two-stage design in which the 3D layout is used throughout to enforce multi-view consistency. The first stage employs novel representations to effectively bridge the 3D layout and consistent image-based condition signals for multi-view generation. The second stage performs image-conditioned multi-view generation, incorporating a layout-aware epipolar attention mechanism to enhance multi-view consistency during the diffusion process. Additionally, we introduce an iterative framework that generates 3D scenes with varying numbers of objects and scene complexities by recursively performing multi-view generation (MVRoom), supporting text-to-scene generation. Experimental results demonstrate that our approach achieves high-fidelity and controllable 3D scene generation for NVS, outperforming state-of-the-art baseline methods both quantitatively and qualitatively. Ablation studies further validate the effectiveness of key components within our generation pipeline.
CVDec 8, 2025
WorldReel: 4D Video Generation with Consistent Geometry and Motion ModelingShaoheng Fang, Hanwen Jiang, Yunpeng Bai et al.
Recent video generators achieve striking photorealism, yet remain fundamentally inconsistent in 3D. We present WorldReel, a 4D video generator that is natively spatio-temporally consistent. WorldReel jointly produces RGB frames together with 4D scene representations, including pointmaps, camera trajectory, and dense flow mapping, enabling coherent geometry and appearance modeling over time. Our explicit 4D representation enforces a single underlying scene that persists across viewpoints and dynamic content, yielding videos that remain consistent even under large non-rigid motion and significant camera movement. We train WorldReel by carefully combining synthetic and real data: synthetic data providing precise 4D supervision (geometry, motion, and camera), while real videos contribute visual diversity and realism. This blend allows WorldReel to generalize to in-the-wild footage while preserving strong geometric fidelity. Extensive experiments demonstrate that WorldReel sets a new state-of-the-art for consistent video generation with dynamic scenes and moving cameras, improving metrics of geometric consistency, motion coherence, and reducing view-time artifacts over competing methods. We believe that WorldReel brings video generation closer to 4D-consistent world modeling, where agents can render, interact, and reason about scenes through a single and stable spatiotemporal representation.
CVOct 18, 2024Code
A Survey on Computational Solutions for Reconstructing Complete Objects by Reassembling Their Fractured PartsJiaxin Lu, Yongqing Liang, Huijun Han et al.
Reconstructing a complete object from its parts is a fundamental problem in many scientific domains. The purpose of this article is to provide a systematic survey on this topic. The reassembly problem requires understanding the attributes of individual pieces and establishing matches between different pieces. Many approaches also model priors of the underlying complete object. Existing approaches are tightly connected problems of shape segmentation, shape matching, and learning shape priors. We provide existing algorithms in this context and emphasize their similarities and differences to general-purpose approaches. We also survey the trends from early non-deep learning approaches to more recent deep learning approaches. In addition to algorithms, this survey will also describe existing datasets, open-source software packages, and applications. To the best of our knowledge, this is the first comprehensive survey on this topic in computer graphics.
CVFeb 5
ShapeGaussian: High-Fidelity 4D Human Reconstruction in Monocular Videos via Vision PriorsZhenxiao Liang, Ning Zhang, Youbao Tang et al.
We introduce ShapeGaussian, a high-fidelity, template-free method for 4D human reconstruction from casual monocular videos. Generic reconstruction methods lacking robust vision priors, such as 4DGS, struggle to capture high-deformation human motion without multi-view cues. While template-based approaches, primarily relying on SMPL, such as HUGS, can produce photorealistic results, they are highly susceptible to errors in human pose estimation, often leading to unrealistic artifacts. In contrast, ShapeGaussian effectively integrates template-free vision priors to achieve both high-fidelity and robust scene reconstructions. Our method follows a two-step pipeline: first, we learn a coarse, deformable geometry using pretrained models that estimate data-driven priors, providing a foundation for reconstruction. Then, we refine this geometry using a neural deformation model to capture fine-grained dynamic details. By leveraging 2D vision priors, we mitigate artifacts from erroneous pose estimation in template-based methods and employ multiple reference frames to resolve the invisibility issue of 2D keypoints in a template-free manner. Extensive experiments demonstrate that ShapeGaussian surpasses template-based methods in reconstruction accuracy, achieving superior visual quality and robustness across diverse human motions in casual monocular videos.
CVDec 1, 2024Code
FiffDepth: Feed-forward Transformation of Diffusion-Based Generators for Detailed Depth EstimationYunpeng Bai, Qixing Huang
Monocular Depth Estimation (MDE) is a fundamental 3D vision problem with numerous applications such as 3D scene reconstruction, autonomous navigation, and AI content creation. However, robust and generalizable MDE remains challenging due to limited real-world labeled data and distribution gaps between synthetic datasets and real data. Existing methods often struggle with real-world test data with low efficiency, reduced accuracy, and lack of detail. To address these issues, we propose an efficient MDE approach named FiffDepth. The key feature of FiffDepth is its use of diffusion priors. It transforms diffusion-based image generators into a feed-forward architecture for detailed depth estimation. FiffDepth preserves key generative features and integrates the strong generalization capabilities of models like DINOv2. Through benchmark evaluations, we demonstrate that FiffDepth achieves exceptional accuracy, stability, and fine-grained detail, offering significant improvements in MDE performance against state-of-the-art MDE approaches. The paper's source code is available here: https://yunpeng1998.github.io/FiffDepth/
CVMar 7, 2025Code
Escaping Plato's Cave: Towards the Alignment of 3D and Text Latent SpacesSouhail Hadgi, Luca Moschella, Andrea Santilli et al.
Recent works have shown that, when trained at scale, uni-modal 2D vision and text encoders converge to learned features that share remarkable structural properties, despite arising from different representations. However, the role of 3D encoders with respect to other modalities remains unexplored. Furthermore, existing 3D foundation models that leverage large datasets are typically trained with explicit alignment objectives with respect to frozen encoders from other representations. In this work, we investigate the possibility of a posteriori alignment of representations obtained from uni-modal 3D encoders compared to text-based feature spaces. We show that naive post-training feature alignment of uni-modal text and 3D encoders results in limited performance. We then focus on extracting subspaces of the corresponding feature spaces and discover that by projecting learned representations onto well-chosen lower-dimensional subspaces the quality of alignment becomes significantly higher, leading to improved accuracy on matching and retrieval tasks. Our analysis further sheds light on the nature of these shared subspaces, which roughly separate between semantic and geometric data representations. Overall, ours is the first work that helps to establish a baseline for post-training alignment of 3D uni-modal and text feature spaces, and helps to highlight both the shared and unique properties of 3D data compared to other representations. Our code and weights are available at https://github.com/Souhail-01/3d-text-alignment
92.6ROMay 13
SECOND-Grasp: Semantic Contact-guided Dexterous GraspingHan Yi Shin, Heeju Ko, Jaewon Mun et al.
Achieving reliable robotic manipulation, such as dexterous grasping, requires a synergy between physically stable interactions and semantic task guidance, yet these objectives are often treated as separate, disjoint goals. In this paper, we investigate how to integrate dexterous grasping techniques, i.e., physically stable grasps for object lifting and language-guided grasp generation, to achieve both physical stability and semantic understanding. To this end, we propose SECOND-Grasp (SEmantic CONtact-guided Dexterous Grasping), a unified framework that enables robotic hands to dynamically adjust grasping strategies based on semantic reasoning while ensuring physical feasibility. We begin by obtaining coarse contact proposals through vision-language reasoning to infer where contacts should occur based on object properties, followed by segmentation to localize these regions across views. To further ensure consistency across multiple viewpoints, we introduce Semantic-Geometric Consistency Refinement (SGCR), which refines initial contact predictions by enforcing semantic consistency across views and removing geometrically invalid regions, yielding reliable 3D contact maps. Then, we derive a feasible hand pose for each contact map via inverse kinematics, generating a supervision signal for policy learning. Our approach, trained on DexGraspNet, consistently outperforms baselines in lifting success rate on both seen and unseen categories, achieving 98.2% and 97.7%, respectively, while also improving intent-aware grasping by 12.8% and 26.2%. We further show promising results on additional datasets and robotic hands, including Shadow Hand and Allegro Hand.
CVDec 22, 2025
Decoupled Generative Modeling for Human-Object Interaction SynthesisHwanhee Jung, Seunggwan Lee, Jeongyoon Yoon et al.
Synthesizing realistic human-object interaction (HOI) is essential for 3D computer vision and robotics, underpinning animation and embodied control. Existing approaches often require manually specified intermediate waypoints and place all optimization objectives on a single network, which increases complexity, reduces flexibility, and leads to errors such as unsynchronized human and object motion or penetration. To address these issues, we propose Decoupled Generative Modeling for Human-Object Interaction Synthesis (DecHOI), which separates path planning and action synthesis. A trajectory generator first produces human and object trajectories without prescribed waypoints, and an action generator conditions on these paths to synthesize detailed motions. To further improve contact realism, we employ adversarial training with a discriminator that focuses on the dynamics of distal joints. The framework also models a moving counterpart and supports responsive, long-sequence planning in dynamic scenes, while preserving plan consistency. Across two benchmarks, FullBodyManipulation and 3D-FUTURE, DecHOI surpasses prior methods on most quantitative metrics and qualitative evaluations, and perceptual studies likewise prefer our results.
CVMay 29, 2023Code
Jigsaw: Learning to Assemble Multiple Fractured ObjectsJiaxin Lu, Yifan Sun, Qixing Huang
Automated assembly of 3D fractures is essential in orthopedics, archaeology, and our daily life. This paper presents Jigsaw, a novel framework for assembling physically broken 3D objects from multiple pieces. Our approach leverages hierarchical features of global and local geometry to match and align the fracture surfaces. Our framework consists of four components: (1) front-end point feature extractor with attention layers, (2) surface segmentation to separate fracture and original parts, (3) multi-parts matching to find correspondences among fracture surface points, and (4) robust global alignment to recover the global poses of the pieces. We show how to jointly learn segmentation and matching and seamlessly integrate feature matching and rigidity constraints. We evaluate Jigsaw on the Breaking Bad dataset and achieve superior performance compared to state-of-the-art methods. Our method also generalizes well to diverse fracture modes, objects, and unseen instances. To the best of our knowledge, this is the first learning-based method designed specifically for 3D fracture assembly over multiple pieces. Our code is available at https://jiaxin-lu.github.io/Jigsaw/.
CVMay 24, 2021Code
Attention-guided Temporally Coherent Video Object MattingYunke Zhang, Chi Wang, Miaomiao Cui et al.
This paper proposes a novel deep learning-based video object matting method that can achieve temporally coherent matting results. Its key component is an attention-based temporal aggregation module that maximizes image matting networks' strength for video matting networks. This module computes temporal correlations for pixels adjacent to each other along the time axis in feature space, which is robust against motion noises. We also design a novel loss term to train the attention weights, which drastically boosts the video matting performance. Besides, we show how to effectively solve the trimap generation problem by fine-tuning a state-of-the-art video object segmentation network with a sparse set of user-annotated keyframes. To facilitate video matting and trimap generation networks' training, we construct a large-scale video matting dataset with 80 training and 28 validation foreground video clips with ground-truth alpha mattes. Experimental results show that our method can generate high-quality alpha mattes for various videos featuring appearance change, occlusion, and fast motion. Our code and dataset can be found at: https://github.com/yunkezhang/TCVOM
CVApr 27, 2021Code
MVS2D: Efficient Multi-view Stereo via Attention-Driven 2D ConvolutionsZhenpei Yang, Zhile Ren, Qi Shan et al.
Deep learning has made significant impacts on multi-view stereo systems. State-of-the-art approaches typically involve building a cost volume, followed by multiple 3D convolution operations to recover the input image's pixel-wise depth. While such end-to-end learning of plane-sweeping stereo advances public benchmarks' accuracy, they are typically very slow to compute. We present \ouralg, a highly efficient multi-view stereo algorithm that seamlessly integrates multi-view constraints into single-view networks via an attention mechanism. Since \ouralg only builds on 2D convolutions, it is at least $2\times$ faster than all the notable counterparts. Moreover, our algorithm produces precise depth estimations and 3D reconstructions, achieving state-of-the-art results on challenging benchmarks ScanNet, SUN3D, RGBD, and the classical DTU dataset. our algorithm also out-performs all other algorithms in the setting of inexact camera poses. Our code is released at \url{https://github.com/zhenpeiyang/MVS2D}
CVJan 7, 2020Code
HybridPose: 6D Object Pose Estimation under Hybrid RepresentationsChen Song, Jiaru Song, Qixing Huang
We introduce HybridPose, a novel 6D object pose estimation approach. HybridPose utilizes a hybrid intermediate representation to express different geometric information in the input image, including keypoints, edge vectors, and symmetry correspondences. Compared to a unitary representation, our hybrid representation allows pose regression to exploit more and diverse features when one type of predicted representation is inaccurate (e.g., because of occlusion). Different intermediate representations used by HybridPose can all be predicted by the same simple neural network, and outliers in predicted intermediate representations are filtered by a robust regression module. Compared to state-of-the-art pose estimation approaches, HybridPose is comparable in running time and accuracy. For example, on Occlusion Linemod dataset, our method achieves a prediction speed of 30 fps with a mean ADD(-S) accuracy of 47.5%, representing a state-of-the-art performance. The implementation of HybridPose is available at https://github.com/chensong1995/HybridPose.
CVMay 21, 2024
OmniGlue: Generalizable Feature Matching with Foundation Model GuidanceHanwen Jiang, Arjun Karpur, Bingyi Cao et al.
The image matching field has been witnessing a continuous emergence of novel learnable feature matching techniques, with ever-improving performance on conventional benchmarks. However, our investigation shows that despite these gains, their potential for real-world applications is restricted by their limited generalization capabilities to novel image domains. In this paper, we introduce OmniGlue, the first learnable image matcher that is designed with generalization as a core principle. OmniGlue leverages broad knowledge from a vision foundation model to guide the feature matching process, boosting generalization to domains not seen at training time. Additionally, we propose a novel keypoint position-guided attention mechanism which disentangles spatial and appearance information, leading to enhanced matching descriptors. We perform comprehensive experiments on a suite of $7$ datasets with varied image domains, including scene-level, object-centric and aerial images. OmniGlue's novel components lead to relative gains on unseen domains of $20.9\%$ with respect to a directly comparable reference model, while also outperforming the recent LightGlue method by $9.5\%$ relatively.Code and model can be found at https://hwjiang1510.github.io/OmniGlue
CVMar 18, 2024
VideoMV: Consistent Multi-View Generation Based on Large Video Generative ModelQi Zuo, Xiaodong Gu, Lingteng Qiu et al.
Generating multi-view images based on text or single-image prompts is a critical capability for the creation of 3D content. Two fundamental questions on this topic are what data we use for training and how to ensure multi-view consistency. This paper introduces a novel framework that makes fundamental contributions to both questions. Unlike leveraging images from 2D diffusion models for training, we propose a dense consistent multi-view generation model that is fine-tuned from off-the-shelf video generative models. Images from video generative models are more suitable for multi-view generation because the underlying network architecture that generates them employs a temporal module to enforce frame consistency. Moreover, the video data sets used to train these models are abundant and diverse, leading to a reduced train-finetuning domain gap. To enhance multi-view consistency, we introduce a 3D-Aware Denoising Sampling, which first employs a feed-forward reconstruction module to get an explicit global 3D model, and then adopts a sampling strategy that effectively involves images rendered from the global 3D model into the denoising sampling loop to improve the multi-view consistency of the final images. As a by-product, this module also provides a fast way to create 3D assets represented by 3D Gaussians within a few seconds. Our approach can generate 24 dense views and converges much faster in training than state-of-the-art approaches (4 GPU hours versus many thousand GPU hours) with comparable visual quality and consistency. By further fine-tuning, our approach outperforms existing state-of-the-art methods in both quantitative metrics and visual effects. Our project page is aigc3d.github.io/VideoMV.
CVDec 19, 2025
LiteGE: Lightweight Geodesic Embedding for Efficient Geodesics Computation and Non-Isometric Shape CorrespondenceYohanes Yudhi Adikusuma, Qixing Huang, Ying He
Computing geodesic distances on 3D surfaces is fundamental to many tasks in 3D vision and geometry processing, with deep connections to tasks such as shape correspondence. Recent learning-based methods achieve strong performance but rely on large 3D backbones, leading to high memory usage and latency, which limit their use in interactive or resource-constrained settings. We introduce LiteGE, a lightweight approach that constructs compact, category-aware shape descriptors by applying Principal Component Analysis (PCA) to unsigned distance field (UDFs) samples at informative voxels. This descriptor is efficient to compute and removes the need for high-capacity networks. LiteGE remains robust on sparse point clouds, supporting inputs with as few as 300 points, where prior methods fail. Extensive experiments show that LiteGE reduces memory usage and inference time by up to 300$\times$ compared to existing neural approaches. In addition, by exploiting the intrinsic relationship between geodesic distance and shape correspondence, LiteGE enables fast and accurate shape matching. Our method achieves up to 1000$\times$ speedup over state-of-the-art mesh-based approaches while maintaining comparable accuracy on non-isometric shape pairs, including evaluations on point-cloud inputs.
CVNov 21, 2023
Instance-aware 3D Semantic Segmentation powered by Shape Generators and ClassifiersBo Sun, Qixing Huang, Xiangru Huang
Existing 3D semantic segmentation methods rely on point-wise or voxel-wise feature descriptors to output segmentation predictions. However, these descriptors are often supervised at point or voxel level, leading to segmentation models that can behave poorly at instance-level. In this paper, we proposed a novel instance-aware approach for 3D semantic segmentation. Our method combines several geometry processing tasks supervised at instance-level to promote the consistency of the learned feature representation. Specifically, our methods use shape generators and shape classifiers to perform shape reconstruction and classification tasks for each shape instance. This enforces the feature representation to faithfully encode both structural and local shape information, with an awareness of shape instances. In the experiments, our method significantly outperform existing approaches in 3D semantic segmentation on several public benchmarks, such as Waymo Open Dataset, SemanticKITTI and ScanNetV2.
CVApr 7, 2025
CADCrafter: Generating Computer-Aided Design Models from Unconstrained ImagesCheng Chen, Jiacheng Wei, Tianrun Chen et al.
Creating CAD digital twins from the physical world is crucial for manufacturing, design, and simulation. However, current methods typically rely on costly 3D scanning with labor-intensive post-processing. To provide a user-friendly design process, we explore the problem of reverse engineering from unconstrained real-world CAD images that can be easily captured by users of all experiences. However, the scarcity of real-world CAD data poses challenges in directly training such models. To tackle these challenges, we propose CADCrafter, an image-to-parametric CAD model generation framework that trains solely on synthetic textureless CAD data while testing on real-world images. To bridge the significant representation disparity between images and parametric CAD models, we introduce a geometry encoder to accurately capture diverse geometric features. Moreover, the texture-invariant properties of the geometric features can also facilitate the generalization to real-world scenarios. Since compiling CAD parameter sequences into explicit CAD models is a non-differentiable process, the network training inherently lacks explicit geometric supervision. To impose geometric validity constraints, we employ direct preference optimization (DPO) to fine-tune our model with the automatic code checker feedback on CAD sequence quality. Furthermore, we collected a real-world dataset, comprised of multi-view images and corresponding CAD command sequence pairs, to evaluate our method. Experimental results demonstrate that our approach can robustly handle real unconstrained CAD images, and even generalize to unseen general objects.
CVDec 18, 2024
MegaSynth: Scaling Up 3D Scene Reconstruction with Synthesized DataHanwen Jiang, Zexiang Xu, Desai Xie et al.
We propose scaling up 3D scene reconstruction by training with synthesized data. At the core of our work is MegaSynth, a procedurally generated 3D dataset comprising 700K scenes - over 50 times larger than the prior real dataset DL3DV - dramatically scaling the training data. To enable scalable data generation, our key idea is eliminating semantic information, removing the need to model complex semantic priors such as object affordances and scene composition. Instead, we model scenes with basic spatial structures and geometry primitives, offering scalability. Besides, we control data complexity to facilitate training while loosely aligning it with real-world data distribution to benefit real-world generalization. We explore training LRMs with both MegaSynth and available real data. Experiment results show that joint training or pre-training with MegaSynth improves reconstruction quality by 1.2 to 1.8 dB PSNR across diverse image domains. Moreover, models trained solely on MegaSynth perform comparably to those trained on real data, underscoring the low-level nature of 3D reconstruction. Additionally, we provide an in-depth analysis of MegaSynth's properties for enhancing model capability, training stability, and generalization, as well as application to other tasks.
CVMay 1, 2025
RayZer: A Self-supervised Large View Synthesis ModelHanwen Jiang, Hao Tan, Peng Wang et al.
We present RayZer, a self-supervised multi-view 3D Vision model trained without any 3D supervision, i.e., camera poses and scene geometry, while exhibiting emerging 3D awareness. Concretely, RayZer takes unposed and uncalibrated images as input, recovers camera parameters, reconstructs a scene representation, and synthesizes novel views. During training, RayZer relies solely on its self-predicted camera poses to render target views, eliminating the need for any ground-truth camera annotations and allowing RayZer to be trained with 2D image supervision. The emerging 3D awareness of RayZer is attributed to two key factors. First, we design a self-supervised framework, which achieves 3D-aware auto-encoding of input images by disentangling camera and scene representations. Second, we design a transformer-based model in which the only 3D prior is the ray structure, connecting camera, pixel, and scene simultaneously. RayZer demonstrates comparable or even superior novel view synthesis performance than ``oracle'' methods that rely on pose annotations in both training and testing. Project: https://hwjiang1510.github.io/RayZer/
CVApr 14, 2025
HUMOTO: A 4D Dataset of Mocap Human Object InteractionsJiaxin Lu, Chun-Hao Paul Huang, Uttaran Bhattacharya et al.
We present Human Motions with Objects (HUMOTO), a high-fidelity dataset of human-object interactions for motion generation, computer vision, and robotics applications. Featuring 735 sequences (7,875 seconds at 30 fps), HUMOTO captures interactions with 63 precisely modeled objects and 72 articulated parts. Our innovations include a scene-driven LLM scripting pipeline creating complete, purposeful tasks with natural progression, and a mocap-and-camera recording setup to effectively handle occlusions. Spanning diverse activities from cooking to outdoor picnics, HUMOTO preserves both physical accuracy and logical task flow. Professional artists rigorously clean and verify each sequence, minimizing foot sliding and object penetrations. We also provide benchmarks compared to other datasets. HUMOTO's comprehensive full-body motion and simultaneous multi-object interactions address key data-capturing challenges and provide opportunities to advance realistic human-object interaction modeling across research domains with practical applications in animation, robotics, and embodied AI systems. Project: https://jiaxin-lu.github.io/humoto/ .
CVApr 3, 2024
Freditor: High-Fidelity and Transferable NeRF Editing by Frequency DecompositionYisheng He, Weihao Yuan, Siyu Zhu et al.
This paper enables high-fidelity, transferable NeRF editing by frequency decomposition. Recent NeRF editing pipelines lift 2D stylization results to 3D scenes while suffering from blurry results, and fail to capture detailed structures caused by the inconsistency between 2D editings. Our critical insight is that low-frequency components of images are more multiview-consistent after editing compared with their high-frequency parts. Moreover, the appearance style is mainly exhibited on the low-frequency components, and the content details especially reside in high-frequency parts. This motivates us to perform editing on low-frequency components, which results in high-fidelity edited scenes. In addition, the editing is performed in the low-frequency feature space, enabling stable intensity control and novel scene transfer. Comprehensive experiments conducted on photorealistic datasets demonstrate the superior performance of high-fidelity and transferable NeRF editing. The project page is at \url{https://aigc3d.github.io/freditor}.
CVMar 27, 2025
Reconstructing Humans with a Biomechanically Accurate SkeletonYan Xia, Xiaowei Zhou, Etienne Vouga et al.
In this paper, we introduce a method for reconstructing 3D humans from a single image using a biomechanically accurate skeleton model. To achieve this, we train a transformer that takes an image as input and estimates the parameters of the model. Due to the lack of training data for this task, we build a pipeline to produce pseudo ground truth model parameters for single images and implement a training procedure that iteratively refines these pseudo labels. Compared to state-of-the-art methods for 3D human mesh recovery, our model achieves competitive performance on standard benchmarks, while it significantly outperforms them in settings with extreme 3D poses and viewpoints. Additionally, we show that previous reconstruction methods frequently violate joint angle limits, leading to unnatural rotations. In contrast, our approach leverages the biomechanically plausible degrees of freedom making more realistic joint rotation estimates. We validate our approach across multiple human pose estimation benchmarks. We make the code, models and data available at: https://isshikihugh.github.io/HSMR/
CVOct 15, 2024
Jigsaw++: Imagining Complete Shape Priors for Object ReassemblyJiaxin Lu, Gang Hua, Qixing Huang
The automatic assembly problem has attracted increasing interest due to its complex challenges that involve 3D representation. This paper introduces Jigsaw++, a novel generative method designed to tackle the multifaceted challenges of reconstructing complete shape for the reassembly problem. Existing approach focusing primarily on piecewise information for both part and fracture assembly, often overlooking the integration of complete object prior. Jigsaw++ distinguishes itself by learning a shape prior of complete objects. It employs the proposed "retargeting" strategy that effectively leverages the output of any existing assembly method to generate complete shape reconstructions. This capability allows it to function orthogonally to the current methods. Through extensive evaluations on Breaking Bad dataset and PartNet, Jigsaw++ has demonstrated its effectiveness, reducing reconstruction errors and enhancing the precision of shape reconstruction, which sets a new direction for future reassembly model developments.