Leon Begiristain

h-index1
2papers
4citations

2 Papers

13.0CVMay 22Code
CRONOS: Benchmarking Counterfactual Physical Consistency in Video Models

León Begiristain, Olaf Dünkel, Adam Kortylewski

Video prediction is increasingly viewed as a path toward generalizable world models, yet it remains unclear whether these systems learn underlying causal structure or merely exploit superficial visual correlations for future prediction. We introduce CRONOS, an intervention-based benchmark designed to evaluate counterfactual physical consistency: whether a model's predictions of physical events respond appropriately to controlled changes in the visual input, such as variations of scene context, viewpoint, object appearance, and object category. Built in a photorealistic Unreal Engine environment, CRONOS enables controlled, high-fidelity generation of videos across diverse scenes and dynamics. In contrast to previous benchmarks, CRONOS systematically intervenes on four key factors - viewpoint, scene, object category, and object appearance - while keeping the underlying physical event type, such as a collision, occlusion, or fall, fixed. Our evaluation of recent open-source video generators reveals substantial failures in counterfactual physical consistency: prediction quality for the same physical event type is affected by appearance, environment, and, particularly by viewpoint changes. CRONOS provides a controlled and reproducible testbed for diagnosing how the quality of generated videos changes for different interventions, establishing a concrete target for developing models that perform consistently across changes of multiple conditions. The dataset and code are available at our project page.

14.7CVNov 26, 2024Code
DROID-Splat: Combining end-to-end SLAM with 3D Gaussian Splatting

Christian Homeyer, Leon Begiristain, Christoph Schnörr

Recent progress in scene synthesis makes standalone SLAM systems purely based on optimizing hyperprimitives with a Rendering objective possible. However, the tracking performance still lacks behind traditional and end-to-end SLAM systems. An optimal trade-off between robustness, speed and accuracy has not yet been reached, especially for monocular video. In this paper, we introduce a SLAM system based on an end-to-end Tracker and extend it with a Renderer based on recent 3D Gaussian Splatting techniques. Our framework \textbf{DroidSplat} achieves both SotA tracking and rendering results on common SLAM benchmarks. We implemented multiple building blocks of modern SLAM systems to run in parallel, allowing for fast inference on common consumer GPU's. Recent progress in monocular depth prediction and camera calibration allows our system to achieve strong results even on in-the-wild data without known camera intrinsics. Code will be available at \url{https://github.com/ChenHoy/DROID-Splat}.