Mert Kiray

CV
h-index58
7papers
6citations
Novelty60%
AI Score53

7 Papers

CVDec 10, 2025
UnReflectAnything: RGB-Only Highlight Removal by Rendering Synthetic Specular Supervision

Alberto Rota, Mert Kiray, Mert Asim Karaoglu et al.

Specular highlights distort appearance, obscure texture, and hinder geometric reasoning in both natural and surgical imagery. We present UnReflectAnything, an RGB-only framework that removes highlights from a single image by predicting a highlight map together with a reflection-free diffuse reconstruction. The model uses a frozen vision transformer encoder to extract multi-scale features, a lightweight head to localize specular regions, and a token-level inpainting module that restores corrupted feature patches before producing the final diffuse image. To overcome the lack of paired supervision, we introduce a Virtual Highlight Synthesis pipeline that renders physically plausible specularities using monocular geometry, Fresnel-aware shading, and randomized lighting which enables training on arbitrary RGB images with correct geometric structure. UnReflectAnything generalizes across natural and surgical domains where non-Lambertian surfaces and non-uniform lighting create severe highlights and it achieves competitive performance with state-of-the-art results on several benchmarks. Project Page: https://alberto-rota.github.io/UnReflectAnything/

CVMay 21
CoMoGen: COntrollable MOtion Dynamics and Interactions with Mask-Guided Video GENeration

Adil Meric, Lin Geng Foo, Mert Kiray et al.

We present CoMoGen, a controllable video generation framework that generates realistic interactive dynamics from a single binary mask sequence conditioned on an input image. CoMoGen introduces a lightweight MaskAdapter that encodes binary mask sequences into a latent residual signal, injected into the Multi Modal Diffusion Transformer (MMDiT) model through a cosine-weighted schedule. Unlike the hierarchical coarse-to-fine design of UNet architectures, MMDiT operates as a sequence of uniform transformer blocks, making it difficult to identify which layers are responsible for the motion generation. Therefore, we propose a novel way to determine "Motion Layers" operating in the attention space of MMDiT. We fine-tune the model by using Low-Rank Adaptation (LoRA) to the Motion Layers, without requiring any architecture change in the MMDiT. This selective adaptation enables our method to focus on motion-critical components, yielding reduced computational cost. Despite its simplicity, CoMoGen enables precise subject motion and plausible interactions with surrounding humans, objects, and scenes. Comprehensive experiments on different datasets show that CoMoGen consistently outperforms prior controllable video generation methods and achieves state-of-the-art performance in motion fidelity and perceptual realism. Project page: mericadil.github.io/CoMoGen.

GRDec 31, 2025
PhysTalk: Language-driven Real-time Physics in 3D Gaussian Scenes

Luca Collorone, Mert Kiray, Indro Spinelli et al.

Realistic visual simulations are omnipresent, yet their creation requires computing time, rendering, and expert animation knowledge. Open-vocabulary visual effects generation from text inputs emerges as a promising solution that can unlock immense creative potential. However, current pipelines lack both physical realism and effective language interfaces, requiring slow offline optimization. In contrast, PhysTalk takes a 3D Gaussian Splatting (3DGS) scene as input and translates arbitrary user prompts into real time, physics based, interactive 4D animations. A large language model (LLM) generates executable code that directly modifies 3DGS parameters through lightweight proxies and particle dynamics. Notably, PhysTalk is the first framework to couple 3DGS directly with a physics simulator without relying on time consuming mesh extraction. While remaining open vocabulary, this design enables interactive 3D Gaussian animation via collision aware, physics based manipulation of arbitrary, multi material objects. Finally, PhysTalk is train-free and computationally lightweight: this makes 4D animation broadly accessible and shifts these workflows from a "render and wait" paradigm toward an interactive dialogue with a modern, physics-informed pipeline.

CVMay 15
3D Segmentation Using Viewpoint-Dependent Spatial Relationships

Ayaka Nanri, Klara Reichard, Mert Kiray et al.

Recent advances in 3D datasets and multimodal models have greatly improved natural language 3D scene understanding. However, most 3D referring segmentation methods do not explicitly represent the observer viewpoint, making spatial relations such as "left," "right," "front," and "behind" ambiguous and difficult to evaluate. We introduce a viewpoint-aware 3D referring segmentation dataset containing 220k benchmark samples, and scalable to tens of millions of viewpoint-conditioned samples through dense viewpoint sampling. In this dataset, target objects can only be identified through observer-centric spatial relations, making viewpoint-conditioned grounding necessary. We construct the benchmark by leveraging camera poses to automatically annotate observer-centric relations (left/right, front/behind) together with viewpoint-independent relations (above/under). Using this benchmark, we evaluate several existing 3D large multimodal models in a zero-shot setting and find that current models struggle with viewpoint-dependent spatial instructions. We further study how explicit viewpoint information can be incorporated into 3D large multimodal models. We introduce a viewpoint representation that encodes camera poses and conditions the model on the observation viewpoint, improving segmentation accuracy on viewpoint-dependent relations and increasing mIoU from 0.30 to 0.47 compared to a model without viewpoint conditioning. The dataset, code, and trained models will be made publicly available upon acceptance.

CVAug 20, 2025
MS-CLR: Multi-Skeleton Contrastive Learning for Human Action Recognition

Mert Kiray, Alvaro Ritter, Nassir Navab et al.

Contrastive learning has gained significant attention in skeleton-based action recognition for its ability to learn robust representations from unlabeled data. However, existing methods rely on a single skeleton convention, which limits their ability to generalize across datasets with diverse joint structures and anatomical coverage. We propose Multi-Skeleton Contrastive Learning (MS-CLR), a general self-supervised framework that aligns pose representations across multiple skeleton conventions extracted from the same sequence. This encourages the model to learn structural invariances and capture diverse anatomical cues, resulting in more expressive and generalizable features. To support this, we adapt the ST-GCN architecture to handle skeletons with varying joint layouts and scales through a unified representation scheme. Experiments on the NTU RGB+D 60 and 120 datasets demonstrate that MS-CLR consistently improves performance over strong single-skeleton contrastive learning baselines. A multi-skeleton ensemble further boosts performance, setting new state-of-the-art results on both datasets.

GRJun 1, 2025
PromptVFX: Text-Driven Fields for Open-World 3D Gaussian Animation

Mert Kiray, Paul Uhlenbruck, Nassir Navab et al.

Visual effects (VFX) are key to immersion in modern films, games, and AR/VR. Creating 3D effects requires specialized expertise and training in 3D animation software and can be time consuming. Generative solutions typically rely on computationally intense methods such as diffusion models which can be slow at 4D inference. We reformulate 3D animation as a field prediction task and introduce a text-driven framework that infers a time-varying 4D flow field acting on 3D Gaussians. By leveraging large language models (LLMs) and vision-language models (VLMs) for function generation, our approach interprets arbitrary prompts (e.g., "make the vase glow orange, then explode") and instantly updates color, opacity, and positions of 3D Gaussians in real time. This design avoids overheads such as mesh extraction, manual or physics-based simulations and allows both novice and expert users to animate volumetric scenes with minimal effort on a consumer device even in a web browser. Experimental results show that simple textual instructions suffice to generate compelling time-varying VFX, reducing the manual effort typically required for rigging or advanced modeling. We thus present a fast and accessible pathway to language-driven 3D content creation that can pave the way to democratize VFX further.

CVOct 7, 2025
Dropping the D: RGB-D SLAM Without the Depth Sensor

Mert Kiray, Alican Karaomer, Benjamin Busam

We present DropD-SLAM, a real-time monocular SLAM system that achieves RGB-D-level accuracy without relying on depth sensors. The system replaces active depth input with three pretrained vision modules: a monocular metric depth estimator, a learned keypoint detector, and an instance segmentation network. Dynamic objects are suppressed using dilated instance masks, while static keypoints are assigned predicted depth values and backprojected into 3D to form metrically scaled features. These are processed by an unmodified RGB-D SLAM back end for tracking and mapping. On the TUM RGB-D benchmark, DropD-SLAM attains 7.4 cm mean ATE on static sequences and 1.8 cm on dynamic sequences, matching or surpassing state-of-the-art RGB-D methods while operating at 22 FPS on a single GPU. These results suggest that modern pretrained vision models can replace active depth sensors as reliable, real-time sources of metric scale, marking a step toward simpler and more cost-effective SLAM systems.