Zixuan Guo

h-index4
2papers
61citations

2 Papers

3.7CVNov 26, 2024Code
D$^2$-World: An Efficient World Model through Decoupled Dynamic Flow

Haiming Zhang, Xu Yan, Ying Xue et al.

This technical report summarizes the second-place solution for the Predictive World Model Challenge held at the CVPR-2024 Workshop on Foundation Models for Autonomous Systems. We introduce D$^2$-World, a novel World model that effectively forecasts future point clouds through Decoupled Dynamic flow. Specifically, the past semantic occupancies are obtained via existing occupancy networks (e.g., BEVDet). Following this, the occupancy results serve as the input for a single-stage world model, generating future occupancy in a non-autoregressive manner. To further simplify the task, dynamic voxel decoupling is performed in the world model. The model generates future dynamic voxels by warping the existing observations through voxel flow, while remaining static voxels can be easily obtained through pose transformation. As a result, our approach achieves state-of-the-art performance on the OpenScene Predictive World Model benchmark, securing second place, and trains more than 300% faster than the baseline model. Code is available at https://github.com/zhanghm1995/D2-World.

3.3GRMay 8, 2025
Time of the Flight of the Gaussians: Optimizing Depth Indirectly in Dynamic Radiance Fields

Runfeng Li, Mikhail Okunev, Zixuan Guo et al.

We present a method to reconstruct dynamic scenes from monocular continuous-wave time-of-flight (C-ToF) cameras using raw sensor samples that achieves similar or better accuracy than neural volumetric approaches and is 100x faster. Quickly achieving high-fidelity dynamic 3D reconstruction from a single viewpoint is a significant challenge in computer vision. In C-ToF radiance field reconstruction, the property of interest-depth-is not directly measured, causing an additional challenge. This problem has a large and underappreciated impact upon the optimization when using a fast primitive-based scene representation like 3D Gaussian splatting, which is commonly used with multi-view data to produce satisfactory results and is brittle in its optimization otherwise. We incorporate two heuristics into the optimization to improve the accuracy of scene geometry represented by Gaussians. Experimental results show that our approach produces accurate reconstructions under constrained C-ToF sensing conditions, including for fast motions like swinging baseball bats. https://visual.cs.brown.edu/gftorf