Alexandros Delitzas

CV
h-index28
11papers
205citations
Novelty60%
AI Score59

11 Papers

CVApr 12, 2023
CLIP-Guided Vision-Language Pre-training for Question Answering in 3D Scenes

Maria Parelli, Alexandros Delitzas, Nikolas Hars et al. · eth-zurich

Training models to apply linguistic knowledge and visual concepts from 2D images to 3D world understanding is a promising direction that researchers have only recently started to explore. In this work, we design a novel 3D pre-training Vision-Language method that helps a model learn semantically meaningful and transferable 3D scene point cloud representations. We inject the representational power of the popular CLIP model into our 3D encoder by aligning the encoded 3D scene features with the corresponding 2D image and text embeddings produced by CLIP. To assess our model's 3D world reasoning capability, we evaluate it on the downstream task of 3D Visual Question Answering. Experimental quantitative and qualitative results show that our pre-training method outperforms state-of-the-art works in this task and leads to an interpretable representation of 3D scene features.

CVJun 4, 2023
Multi-CLIP: Contrastive Vision-Language Pre-training for Question Answering tasks in 3D Scenes

Alexandros Delitzas, Maria Parelli, Nikolas Hars et al. · eth-zurich

Training models to apply common-sense linguistic knowledge and visual concepts from 2D images to 3D scene understanding is a promising direction that researchers have only recently started to explore. However, it still remains understudied whether 2D distilled knowledge can provide useful representations for downstream 3D vision-language tasks such as 3D question answering. In this paper, we propose a novel 3D pre-training Vision-Language method, namely Multi-CLIP, that enables a model to learn language-grounded and transferable 3D scene point cloud representations. We leverage the representational power of the CLIP model by maximizing the agreement between the encoded 3D scene features and the corresponding 2D multi-view image and text embeddings in the CLIP space via a contrastive objective. To validate our approach, we consider the challenging downstream tasks of 3D Visual Question Answering (3D-VQA) and 3D Situated Question Answering (3D-SQA). To this end, we develop novel multi-modal transformer-based architectures and we demonstrate how our pre-training method can benefit their performance. Quantitative and qualitative experimental results show that Multi-CLIP outperforms state-of-the-art works across the downstream tasks of 3D-VQA and 3D-SQA and leads to a well-structured 3D scene feature space.

CVSep 27, 2024
Search3D: Hierarchical Open-Vocabulary 3D Segmentation

Ayca Takmaz, Alexandros Delitzas, Robert W. Sumner et al.

Open-vocabulary 3D segmentation enables exploration of 3D spaces using free-form text descriptions. Existing methods for open-vocabulary 3D instance segmentation primarily focus on identifying object-level instances but struggle with finer-grained scene entities such as object parts, or regions described by generic attributes. In this work, we introduce Search3D, an approach to construct hierarchical open-vocabulary 3D scene representations, enabling 3D search at multiple levels of granularity: fine-grained object parts, entire objects, or regions described by attributes like materials. Unlike prior methods, Search3D shifts towards a more flexible open-vocabulary 3D search paradigm, moving beyond explicit object-centric queries. For systematic evaluation, we further contribute a scene-scale open-vocabulary 3D part segmentation benchmark based on MultiScan, along with a set of open-vocabulary fine-grained part annotations on ScanNet++. Search3D outperforms baselines in scene-scale open-vocabulary 3D part segmentation, while maintaining strong performance in segmenting 3D objects and materials. Our project page is http://search3d-segmentation.github.io.

CVApr 7
FunRec: Reconstructing Functional 3D Scenes from Egocentric Interaction Videos

Alexandros Delitzas, Chenyangguang Zhang, Alexey Gavryushin et al.

We present FunRec, a method for reconstructing functional 3D digital twins of indoor scenes directly from egocentric RGB-D interaction videos. Unlike existing methods on articulated reconstruction, which rely on controlled setups, multi-state captures, or CAD priors, FunRec operates directly on in-the-wild human interaction sequences to recover interactable 3D scenes. It automatically discovers articulated parts, estimates their kinematic parameters, tracks their 3D motion, and reconstructs static and moving geometry in canonical space, yielding simulation-compatible meshes. Across new real and simulated benchmarks, FunRec surpasses prior work by a large margin, achieving up to +50 mIoU improvement in part segmentation, 5-10 times lower articulation and pose errors, and significantly higher reconstruction accuracy. We further demonstrate applications on URDF/USD export for simulation, hand-guided affordance mapping and robot-scene interaction.

ROMay 15
Hierarchical and Holistic Open-Vocabulary Functional 3D Scene Graphs for Indoor Spaces

Xinggang Hu, Chenyangguang Zhang, Alexandros Delitzas et al.

Functional 3D scene graphs offer a versatile and flexible representation for 3D scene understanding and robotic manipulation, defined by object nodes, interactive elements, and functional relationship edges. However, their potential remains underexplored due to the limited coverage of existing benchmarks and the overly straightforward design of previous pipelines, which primarily focus on large-scale furniture but lack of hierarchical structures. Therefore, in this work, we extend the benchmark coverage by introducing dense tabletop objects and explicit multi-level functional relationships. This expansion introduces critical challenges involving small-scale, dense, and similar instances, with lack of visual anchoring in relational reasoning, instance confusion during cross-frame fusion, and attribution uncertainty under dynamic viewpoints. To address these issues, we propose an open-vocabulary pipeline based on 2D visual grounding and 3D graph optimization. Specifically, we anchor fine-grained functional edges from 2D visual evidence, and associate nodes across frames in 3D using multiple cues. Furthermore, edge association is formulated as temporal graph optimization, integrating evidence accumulation, entropy regularization, and temporal smoothing to robustly determine the functional connections of each node. Finally, global hierarchy shaping is performed to recover the hierarchical graph structure. Extensive experiments demonstrate that the proposed method can reliably infer functional 3D scene graphs in challenging real-world scenes, thereby further unlocking their potential for practical applications.

CVMar 12
Controllable Egocentric Video Generation via Occlusion-Aware Sparse 3D Hand Joints

Chenyangguang Zhang, Botao Ye, Boqi Chen et al.

Motion-controllable video generation is crucial for egocentric applications in virtual reality and embodied AI. However, existing methods often struggle to achieve 3D-consistent fine-grained hand articulation. By adopting on 2D trajectories or implicit poses, they collapse 3D geometry into spatially ambiguous signals or over rely on human-centric priors. Under severe egocentric occlusions, this causes motion inconsistencies and hallucinated artifacts, as well as preventing cross-embodiment generalization to robotic hands. To address these limitations, we propose a novel framework that generates egocentric videos from a single reference frame, leveraging sparse 3D hand joints as embodiment-agnostic control signals with clear semantic and geometric structures. We introduce an efficient control module that resolves occlusion ambiguities while fully preserving 3D information. Specifically, it extracts occlusion-aware features from the source reference frame by penalizing unreliable visual signals from hidden joints, and employs a 3D-based weighting mechanism to robustly handle dynamically occluded target joints during motion propagation. Concurrently, the module directly injects 3D geometric embeddings into the latent space to strictly enforce structural consistency. To facilitate robust training and evaluation, we develop an automated annotation pipeline that yields over one million high-quality egocentric video clips paired with precise hand trajectories. Additionally, we register humanoid kinematic and camera data to construct a cross-embodiment benchmark. Extensive experiments demonstrate that our approach significantly outperforms state-of-the-art baselines, generating high-fidelity egocentric videos with realistic interactions and exhibiting exceptional cross-embodiment generalization to robotic hands.

CVNov 28, 2025Code
Language-guided 3D scene synthesis for fine-grained functionality understanding

Jaime Corsetti, Francesco Giuliari, Davide Boscaini et al.

Functionality understanding in 3D, which aims to identify the functional element in a 3D scene to complete an action (e.g., the correct handle to "Open the second drawer of the cabinet near the bed"), is hindered by the scarcity of real-world data due to the substantial effort needed for its collection and annotation. To address this, we introduce SynthFun3D, the first method for task-based 3D scene synthesis. Given the action description, SynthFun3D generates a 3D indoor environment using a furniture asset database with part-level annotation, ensuring the action can be accomplished. It reasons about the action to automatically identify and retrieve the 3D mask of the correct functional element, enabling the inexpensive and large-scale generation of high-quality annotated data. We validate SynthFun3D through user studies, which demonstrate improved scene-prompt coherence compared to other approaches. Our quantitative results further show that the generated data can either replace real data with minor performance loss or supplement real data for improved performance, thereby providing an inexpensive and scalable solution for data-hungry 3D applications. Project page: github.com/tev-fbk/synthfun3d.

CVMar 24, 2025
Open-Vocabulary Functional 3D Scene Graphs for Real-World Indoor Spaces

Chenyangguang Zhang, Alexandros Delitzas, Fangjinhua Wang et al.

We introduce the task of predicting functional 3D scene graphs for real-world indoor environments from posed RGB-D images. Unlike traditional 3D scene graphs that focus on spatial relationships of objects, functional 3D scene graphs capture objects, interactive elements, and their functional relationships. Due to the lack of training data, we leverage foundation models, including visual language models (VLMs) and large language models (LLMs), to encode functional knowledge. We evaluate our approach on an extended SceneFun3D dataset and a newly collected dataset, FunGraph3D, both annotated with functional 3D scene graphs. Our method significantly outperforms adapted baselines, including Open3DSG and ConceptGraph, demonstrating its effectiveness in modeling complex scene functionalities. We also demonstrate downstream applications such as 3D question answering and robotic manipulation using functional 3D scene graphs. See our project page at https://openfungraph.github.io

CVMar 28, 2025
SIGHT: Synthesizing Image-Text Conditioned and Geometry-Guided 3D Hand-Object Trajectories

Alexey Gavryushin, Alexandros Delitzas, Luc Van Gool et al.

When humans grasp an object, they naturally form trajectories in their minds to manipulate it for specific tasks. Modeling hand-object interaction priors holds significant potential to advance robotic and embodied AI systems in learning to operate effectively within the physical world. We introduce SIGHT, a novel task focused on generating realistic and physically plausible 3D hand-object interaction trajectories from a single image and a brief language-based task description. Prior work on hand-object trajectory generation typically relies on textual input that lacks explicit grounding to the target object, or assumes access to 3D object meshes, which are often considerably more difficult to obtain than 2D images. We propose SIGHT-Fusion, a novel diffusion-based image-text conditioned generative model that tackles this task by retrieving the most similar 3D object mesh from a database and enforcing geometric hand-object interaction constraints via a novel inference-time diffusion guidance. We benchmark our model on the HOI4D and H2O datasets, adapting relevant baselines for this novel task. Experiments demonstrate our superior performance in the diversity and quality of generated trajectories, as well as in hand-object interaction geometry metrics.

CVOct 13, 2025
REACT3D: Recovering Articulations for Interactive Physical 3D Scenes

Zhao Huang, Boyang Sun, Alexandros Delitzas et al.

Interactive 3D scenes are increasingly vital for embodied intelligence, yet existing datasets remain limited due to the labor-intensive process of annotating part segmentation, kinematic types, and motion trajectories. We present REACT3D, a scalable zero-shot framework that converts static 3D scenes into simulation-ready interactive replicas with consistent geometry, enabling direct use in diverse downstream tasks. Our contributions include: (i) openable-object detection and segmentation to extract candidate movable parts from static scenes, (ii) articulation estimation that infers joint types and motion parameters, (iii) hidden-geometry completion followed by interactive object assembly, and (iv) interactive scene integration in widely supported formats to ensure compatibility with standard simulation platforms. We achieve state-of-the-art performance on detection/segmentation and articulation metrics across diverse indoor scenes, demonstrating the effectiveness of our framework and providing a practical foundation for scalable interactive scene generation, thereby lowering the barrier to large-scale research on articulated scene understanding. Our project page is https://react3d.github.io/

NCSep 18, 2021
Removing Noise from Extracellular Neural Recordings Using Fully Convolutional Denoising Autoencoders

Christodoulos Kechris, Alexandros Delitzas, Vasileios Matsoukas et al.

Extracellular recordings are severely contaminated by a considerable amount of noise sources, rendering the denoising process an extremely challenging task that should be tackled for efficient spike sorting. To this end, we propose an end-to-end deep learning approach to the problem, utilizing a Fully Convolutional Denoising Autoencoder, which learns to produce a clean neuronal activity signal from a noisy multichannel input. The experimental results on simulated data show that our proposed method can improve significantly the quality of noise-corrupted neural signals, outperforming widely-used wavelet denoising techniques.