Text2Room: Extracting Textured 3D Meshes from 2D Text-to-Image ModelsLukas Höllein, Ang Cao, Andrew Owens et al.
We present Text2Room, a method for generating room-scale textured 3D meshes from a given text prompt as input. To this end, we leverage pre-trained 2D text-to-image models to synthesize a sequence of images from different poses. In order to lift these outputs into a consistent 3D scene representation, we combine monocular depth estimation with a text-conditioned inpainting model. The core idea of our approach is a tailored viewpoint selection such that the content of each image can be fused into a seamless, textured 3D mesh. More specifically, we propose a continuous alignment strategy that iteratively fuses scene frames with the existing geometry to create a seamless mesh. Unlike existing works that focus on generating single objects or zoom-out trajectories from text, our method generates complete 3D scenes with multiple objects and explicit 3D geometry. We evaluate our approach using qualitative and quantitative metrics, demonstrating it as the first method to generate room-scale 3D geometry with compelling textures from only text as input.
Conditional Generation of Audio from Video via Foley AnalogiesYuexi Du, Ziyang Chen, Justin Salamon et al.
The sound effects that designers add to videos are designed to convey a particular artistic effect and, thus, may be quite different from a scene's true sound. Inspired by the challenges of creating a soundtrack for a video that differs from its true sound, but that nonetheless matches the actions occurring on screen, we propose the problem of conditional Foley. We present the following contributions to address this problem. First, we propose a pretext task for training our model to predict sound for an input video clip using a conditional audio-visual clip sampled from another time within the same source video. Second, we propose a model for generating a soundtrack for a silent input video, given a user-supplied example that specifies what the video should "sound like". We show through human studies and automated evaluation metrics that our model successfully generates sound from video, while varying its output according to the content of a supplied example. Project site: https://xypb.github.io/CondFoleyGen/
Self-Supervised Video Forensics by Audio-Visual Anomaly DetectionChao Feng, Ziyang Chen, Andrew Owens
Manipulated videos often contain subtle inconsistencies between their visual and audio signals. We propose a video forensics method, based on anomaly detection, that can identify these inconsistencies, and that can be trained solely using real, unlabeled data. We train an autoregressive model to generate sequences of audio-visual features, using feature sets that capture the temporal synchronization between video frames and sound. At test time, we then flag videos that the model assigns low probability. Despite being trained entirely on real videos, our model obtains strong performance on the task of detecting manipulated speech videos. Project site: https://cfeng16.github.io/audio-visual-forensics
21.3CVMar 30, 2023
Sound to Visual Scene Generation by Audio-to-Visual Latent AlignmentKim Sung-Bin, Arda Senocak, Hyunwoo Ha et al.
How does audio describe the world around us? In this paper, we propose a method for generating an image of a scene from sound. Our method addresses the challenges of dealing with the large gaps that often exist between sight and sound. We design a model that works by scheduling the learning procedure of each model component to associate audio-visual modalities despite their information gaps. The key idea is to enrich the audio features with visual information by learning to align audio to visual latent space. We translate the input audio to visual features, then use a pre-trained generator to produce an image. To further improve the quality of our generated images, we use sound source localization to select the audio-visual pairs that have strong cross-modal correlations. We obtain substantially better results on the VEGAS and VGGSound datasets than prior approaches. We also show that we can control our model's predictions by applying simple manipulations to the input waveform, or to the latent space.
24.1CVNov 28, 2022
Mix and Localize: Localizing Sound Sources in MixturesXixi Hu, Ziyang Chen, Andrew Owens
We present a method for simultaneously localizing multiple sound sources within a visual scene. This task requires a model to both group a sound mixture into individual sources, and to associate them with a visual signal. Our method jointly solves both tasks at once, using a formulation inspired by the contrastive random walk of Jabri et al. We create a graph in which images and separated sounds correspond to nodes, and train a random walker to transition between nodes from different modalities with high return probability. The transition probabilities for this walk are determined by an audio-visual similarity metric that is learned by our model. We show through experiments with musical instruments and human speech that our model can successfully localize multiple sounds, outperforming other self-supervised methods. Project site: https://hxixixh.github.io/mix-and-localize
Sound Localization by Self-Supervised Time Delay EstimationZiyang Chen, David F. Fouhey, Andrew Owens
Sounds reach one microphone in a stereo pair sooner than the other, resulting in an interaural time delay that conveys their directions. Estimating a sound's time delay requires finding correspondences between the signals recorded by each microphone. We propose to learn these correspondences through self-supervision, drawing on recent techniques from visual tracking. We adapt the contrastive random walk of Jabri et al. to learn a cycle-consistent representation from unlabeled stereo sounds, resulting in a model that performs on par with supervised methods on "in the wild" internet recordings. We also propose a multimodal contrastive learning model that solves a visually-guided localization task: estimating the time delay for a particular person in a multi-speaker mixture, given a visual representation of their face. Project site: https://ificl.github.io/stereocrw/
15.3CVMay 10, 2022
Learning Visual Styles from Audio-Visual AssociationsTingle Li, Yichen Liu, Andrew Owens et al.
From the patter of rain to the crunch of snow, the sounds we hear often convey the visual textures that appear within a scene. In this paper, we present a method for learning visual styles from unlabeled audio-visual data. Our model learns to manipulate the texture of a scene to match a sound, a problem we term audio-driven image stylization. Given a dataset of paired audio-visual data, we learn to modify input images such that, after manipulation, they are more likely to co-occur with a given input sound. In quantitative and qualitative evaluations, our sound-based model outperforms label-based approaches. We also show that audio can be an intuitive representation for manipulating images, as adjusting a sound's volume or mixing two sounds together results in predictable changes to visual style. Project webpage: https://tinglok.netlify.app/files/avstyle
14.9CVJan 11, 2023
EXIF as Language: Learning Cross-Modal Associations Between Images and Camera MetadataChenhao Zheng, Ayush Shrivastava, Andrew Owens
We learn a visual representation that captures information about the camera that recorded a given photo. To do this, we train a multimodal embedding between image patches and the EXIF metadata that cameras automatically insert into image files. Our model represents this metadata by simply converting it to text and then processing it with a transformer. The features that we learn significantly outperform other self-supervised and supervised features on downstream image forensics and calibration tasks. In particular, we successfully localize spliced image regions "zero shot" by clustering the visual embeddings for all of the patches within an image.
Sound Localization from Motion: Jointly Learning Sound Direction and Camera RotationZiyang Chen, Shengyi Qian, Andrew Owens
The images and sounds that we perceive undergo subtle but geometrically consistent changes as we rotate our heads. In this paper, we use these cues to solve a problem we call Sound Localization from Motion (SLfM): jointly estimating camera rotation and localizing sound sources. We learn to solve these tasks solely through self-supervision. A visual model predicts camera rotation from a pair of images, while an audio model predicts the direction of sound sources from binaural sounds. We train these models to generate predictions that agree with one another. At test time, the models can be deployed independently. To obtain a feature representation that is well-suited to solving this challenging problem, we also propose a method for learning an audio-visual representation through cross-view binauralization: estimating binaural sound from one view, given images and sound from another. Our model can successfully estimate accurate rotations on both real and synthetic scenes, and localize sound sources with accuracy competitive with state-of-the-art self-supervised approaches. Project site: https://ificl.github.io/SLfM/
Self-Supervised Any-Point Tracking by Contrastive Random WalksAyush Shrivastava, Andrew Owens
We present a simple, self-supervised approach to the Tracking Any Point (TAP) problem. We train a global matching transformer to find cycle consistent tracks through video via contrastive random walks, using the transformer's attention-based global matching to define the transition matrices for a random walk on a space-time graph. The ability to perform "all pairs" comparisons between points allows the model to obtain high spatial precision and to obtain a strong contrastive learning signal, while avoiding many of the complexities of recent approaches (such as coarse-to-fine matching). To do this, we propose a number of design decisions that allow global matching architectures to be trained through self-supervision using cycle consistency. For example, we identify that transformer-based methods are sensitive to shortcut solutions, and propose a data augmentation scheme to address them. Our method achieves strong performance on the TapVid benchmarks, outperforming previous self-supervised tracking methods, such as DIFT, and is competitive with several supervised methods.
37.3CVDec 3, 2024
Motion Prompting: Controlling Video Generation with Motion TrajectoriesDaniel Geng, Charles Herrmann, Junhwa Hur et al.
Motion control is crucial for generating expressive and compelling video content; however, most existing video generation models rely mainly on text prompts for control, which struggle to capture the nuances of dynamic actions and temporal compositions. To this end, we train a video generation model conditioned on spatio-temporally sparse or dense motion trajectories. In contrast to prior motion conditioning work, this flexible representation can encode any number of trajectories, object-specific or global scene motion, and temporally sparse motion; due to its flexibility we refer to this conditioning as motion prompts. While users may directly specify sparse trajectories, we also show how to translate high-level user requests into detailed, semi-dense motion prompts, a process we term motion prompt expansion. We demonstrate the versatility of our approach through various applications, including camera and object motion control, "interacting" with an image, motion transfer, and image editing. Our results showcase emergent behaviors, such as realistic physics, suggesting the potential of motion prompts for probing video models and interacting with future generative world models. Finally, we evaluate quantitatively, conduct a human study, and demonstrate strong performance. Video results are available on our webpage: https://motion-prompting.github.io/
Tactile-Augmented Radiance FieldsYiming Dou, Fengyu Yang, Yi Liu et al.
We present a scene representation, which we call a tactile-augmented radiance field (TaRF), that brings vision and touch into a shared 3D space. This representation can be used to estimate the visual and tactile signals for a given 3D position within a scene. We capture a scene's TaRF from a collection of photos and sparsely sampled touch probes. Our approach makes use of two insights: (i) common vision-based touch sensors are built on ordinary cameras and thus can be registered to images using methods from multi-view geometry, and (ii) visually and structurally similar regions of a scene share the same tactile features. We use these insights to register touch signals to a captured visual scene, and to train a conditional diffusion model that, provided with an RGB-D image rendered from a neural radiance field, generates its corresponding tactile signal. To evaluate our approach, we collect a dataset of TaRFs. This dataset contains more touch samples than previous real-world datasets, and it provides spatially aligned visual signals for each captured touch signal. We demonstrate the accuracy of our cross-modal generative model and the utility of the captured visual-tactile data on several downstream tasks. Project page: https://dou-yiming.github.io/TaRF
25.5CVNov 26, 2024
Video-Guided Foley Sound Generation with Multimodal ControlsZiyang Chen, Prem Seetharaman, Bryan Russell et al.
Generating sound effects for videos often requires creating artistic sound effects that diverge significantly from real-life sources and flexible control in the sound design. To address this problem, we introduce MultiFoley, a model designed for video-guided sound generation that supports multimodal conditioning through text, audio, and video. Given a silent video and a text prompt, MultiFoley allows users to create clean sounds (e.g., skateboard wheels spinning without wind noise) or more whimsical sounds (e.g., making a lion's roar sound like a cat's meow). MultiFoley also allows users to choose reference audio from sound effects (SFX) libraries or partial videos for conditioning. A key novelty of our model lies in its joint training on both internet video datasets with low-quality audio and professional SFX recordings, enabling high-quality, full-bandwidth (48kHz) audio generation. Through automated evaluations and human studies, we demonstrate that MultiFoley successfully generates synchronized high-quality sounds across varied conditional inputs and outperforms existing methods. Please see our project page for video results: https://ificl.github.io/MultiFoley/
Efficient Vision-Language Pre-training by Cluster MaskingZihao Wei, Zixuan Pan, Andrew Owens
We propose a simple strategy for masking image patches during visual-language contrastive learning that improves the quality of the learned representations and the training speed. During each iteration of training, we randomly mask clusters of visually similar image patches, as measured by their raw pixel intensities. This provides an extra learning signal, beyond the contrastive training itself, since it forces a model to predict words for masked visual structures solely from context. It also speeds up training by reducing the amount of data used in each image. We evaluate the effectiveness of our model by pre-training on a number of benchmarks, finding that it outperforms other masking strategies, such as FLIP, on the quality of the learned representation.
13.1CVJan 21, 2025
GPS as a Control Signal for Image GenerationChao Feng, Ziyang Chen, Aleksander Holynski et al. · berkeley
We show that the GPS tags contained in photo metadata provide a useful control signal for image generation. We train GPS-to-image models and use them for tasks that require a fine-grained understanding of how images vary within a city. In particular, we train a diffusion model to generate images conditioned on both GPS and text. The learned model generates images that capture the distinctive appearance of different neighborhoods, parks, and landmarks. We also extract 3D models from 2D GPS-to-image models through score distillation sampling, using GPS conditioning to constrain the appearance of the reconstruction from each viewpoint. Our evaluations suggest that our GPS-conditioned models successfully learn to generate images that vary based on location, and that GPS conditioning improves estimated 3D structure.
8.4CVJun 3, 2025
Self-Supervised Spatial Correspondence Across ModalitiesAyush Shrivastava, Andrew Owens
We present a method for finding cross-modal space-time correspondences. Given two images from different visual modalities, such as an RGB image and a depth map, our model identifies which pairs of pixels correspond to the same physical points in the scene. To solve this problem, we extend the contrastive random walk framework to simultaneously learn cycle-consistent feature representations for both cross-modal and intra-modal matching. The resulting model is simple and has no explicit photo-consistency assumptions. It can be trained entirely using unlabeled data, without the need for any spatially aligned multimodal image pairs. We evaluate our method on both geometric and semantic correspondence tasks. For geometric matching, we consider challenging tasks such as RGB-to-depth and RGB-to-thermal matching (and vice versa); for semantic matching, we evaluate on photo-sketch and cross-style image alignment. Our method achieves strong performance across all benchmarks.
6.2CVNov 25, 2025
New York Smells: A Large Multimodal Dataset for OlfactionEge Ozguroglu, Junbang Liang, Ruoshi Liu et al.
While olfaction is central to how animals perceive the world, this rich chemical sensory modality remains largely inaccessible to machines. One key bottleneck is the lack of diverse, multimodal olfactory training data collected in natural settings. We present New York Smells, a large dataset of paired image and olfactory signals captured ``in the wild.'' Our dataset contains 7,000 smell-image pairs from 3,500 distinct objects across indoor and outdoor environments, with approximately 70$\times$ more objects than existing olfactory datasets. Our benchmark has three tasks: cross-modal smell-to-image retrieval, recognizing scenes, objects, and materials from smell alone, and fine-grained discrimination between grass species. Through experiments on our dataset, we find that visual data enables cross-modal olfactory representation learning, and that our learned olfactory representations outperform widely-used hand-crafted features.
3.6CVOct 7, 2025
Fine-grained Defocus Blur Control for Generative Image ModelsAyush Shrivastava, Connelly Barnes, Xuaner Zhang et al.
Current text-to-image diffusion models excel at generating diverse, high-quality images, yet they struggle to incorporate fine-grained camera metadata such as precise aperture settings. In this work, we introduce a novel text-to-image diffusion framework that leverages camera metadata, or EXIF data, which is often embedded in image files, with an emphasis on generating controllable lens blur. Our method mimics the physical image formation process by first generating an all-in-focus image, estimating its monocular depth, predicting a plausible focus distance with a novel focus distance transformer, and then forming a defocused image with an existing differentiable lens blur model. Gradients flow backwards through this whole process, allowing us to learn without explicit supervision to generate defocus effects based on content elements and the provided EXIF data. At inference time, this enables precise interactive user control over defocus effects while preserving scene contents, which is not achievable with existing diffusion models. Experimental results demonstrate that our model enables superior fine-grained control without altering the depicted scene.
Hearing Hands: Generating Sounds from Physical Interactions in 3D ScenesYiming Dou, Wonseok Oh, Yuqing Luo et al.
We study the problem of making 3D scene reconstructions interactive by asking the following question: can we predict the sounds of human hands physically interacting with a scene? First, we record a video of a human manipulating objects within a 3D scene using their hands. We then use these action-sound pairs to train a rectified flow model to map 3D hand trajectories to their corresponding audio. At test time, a user can query the model for other actions, parameterized as sequences of hand poses, to estimate their corresponding sounds. In our experiments, we find that our generated sounds accurately convey material properties and actions, and that they are often indistinguishable to human observers from real sounds. Project page: https://www.yimingdou.com/hearing_hands/
17.0CVJan 20, 2022
Learning Pixel Trajectories with Multiscale Contrastive Random WalksZhangxing Bian, Allan Jabri, Alexei A. Efros et al.
A range of video modeling tasks, from optical flow to multiple object tracking, share the same fundamental challenge: establishing space-time correspondence. Yet, approaches that dominate each space differ. We take a step towards bridging this gap by extending the recent contrastive random walk formulation to much denser, pixel-level space-time graphs. The main contribution is introducing hierarchy into the search problem by computing the transition matrix between two frames in a coarse-to-fine manner, forming a multiscale contrastive random walk when extended in time. This establishes a unified technique for self-supervised learning of optical flow, keypoint tracking, and video object segmentation. Experiments demonstrate that, for each of these tasks, the unified model achieves performance competitive with strong self-supervised approaches specific to that task. Project webpage: https://jasonbian97.github.io/flowwalk
4.8CVJan 18, 2022
GANmouflage: 3D Object Nondetection with Texture FieldsRui Guo, Jasmine Collins, Oscar de Lima et al.
We propose a method that learns to camouflage 3D objects within scenes. Given an object's shape and a distribution of viewpoints from which it will be seen, we estimate a texture that will make it difficult to detect. Successfully solving this task requires a model that can accurately reproduce textures from the scene, while simultaneously dealing with the highly conflicting constraints imposed by each viewpoint. We address these challenges with a model based on texture fields and adversarial learning. Our model learns to camouflage a variety of object shapes from randomly sampled locations and viewpoints within the input scene, and is the first to address the problem of hiding complex object shapes. Using a human visual search study, we find that our estimated textures conceal objects significantly better than previous methods. Project site: https://rrrrrguo.github.io/ganmouflage/
8.7CVApr 6, 2021
Strumming to the Beat: Audio-Conditioned Contrastive Video TexturesMedhini Narasimhan, Shiry Ginosar, Andrew Owens et al.
We introduce a non-parametric approach for infinite video texture synthesis using a representation learned via contrastive learning. We take inspiration from Video Textures, which showed that plausible new videos could be generated from a single one by stitching its frames together in a novel yet consistent order. This classic work, however, was constrained by its use of hand-designed distance metrics, limiting its use to simple, repetitive videos. We draw on recent techniques from self-supervised learning to learn this distance metric, allowing us to compare frames in a manner that scales to more challenging dynamics, and to condition on other data, such as audio. We learn representations for video frames and frame-to-frame transition probabilities by fitting a video-specific model trained using contrastive learning. To synthesize a texture, we randomly sample frames with high transition probabilities to generate diverse temporally smooth videos with novel sequences and transitions. The model naturally extends to an audio-conditioned setting without requiring any finetuning. Our model outperforms baselines on human perceptual scores, can handle a diverse range of input videos, and can combine semantic and audio-visual cues in order to synthesize videos that synchronize well with an audio signal.