CVJun 27, 2023Code
MIMIC: Masked Image Modeling with Image CorrespondencesKalyani Marathe, Mahtab Bigverdi, Nishat Khan et al. · uw
Dense pixel-specific representation learning at scale has been bottlenecked due to the unavailability of large-scale multi-view datasets. Current methods for building effective pretraining datasets heavily rely on annotated 3D meshes, point clouds, and camera parameters from simulated environments, preventing them from building datasets from real-world data sources where such metadata is lacking. We propose a pretraining dataset-curation approach that does not require any additional annotations. Our method allows us to generate multi-view datasets from both real-world videos and simulated environments at scale. Specifically, we experiment with two scales: MIMIC-1M with 1.3M and MIMIC-3M with 3.1M multi-view image pairs. We train multiple models with different masked image modeling objectives to showcase the following findings: Representations trained on our automatically generated MIMIC-3M outperform those learned from expensive crowdsourced datasets (ImageNet-1K) and those learned from synthetic environments (MULTIVIEW-HABITAT) on two dense geometric tasks: depth estimation on NYUv2 (1.7%), and surface normals estimation on Taskonomy (2.05%). For dense tasks which also require object understanding, we outperform MULTIVIEW-HABITAT, on semantic segmentation on ADE20K (3.89%), pose estimation on MSCOCO (9.4%), and reduce the gap with models pre-trained on the object-centric expensive ImageNet-1K. We outperform even when the representations are frozen, and when downstream training data is limited to few-shot. Larger dataset (MIMIC-3M) significantly improves performance, which is promising since our curation method can arbitrarily scale to produce even larger datasets. MIMIC code, dataset, and pretrained models are open-sourced at https://github.com/RAIVNLab/MIMIC.
CVJul 20, 2023
OBJECT 3DIT: Language-guided 3D-aware Image EditingOscar Michel, Anand Bhattad, Eli VanderBilt et al. · uw
Existing image editing tools, while powerful, typically disregard the underlying 3D geometry from which the image is projected. As a result, edits made using these tools may become detached from the geometry and lighting conditions that are at the foundation of the image formation process. In this work, we formulate the newt ask of language-guided 3D-aware editing, where objects in an image should be edited according to a language instruction in context of the underlying 3D scene. To promote progress towards this goal, we release OBJECT: a dataset consisting of 400K editing examples created from procedurally generated 3D scenes. Each example consists of an input image, editing instruction in language, and the edited image. We also introduce 3DIT : single and multi-task models for four editing tasks. Our models show impressive abilities to understand the 3D composition of entire scenes, factoring in surrounding objects, surfaces, lighting conditions, shadows, and physically-plausible object configurations. Surprisingly, training on only synthetic scenes from OBJECT, editing capabilities of 3DIT generalize to real-world images.
CVJun 1, 2023
StyleGAN knows Normal, Depth, Albedo, and MoreAnand Bhattad, Daniel McKee, Derek Hoiem et al.
Intrinsic images, in the original sense, are image-like maps of scene properties like depth, normal, albedo or shading. This paper demonstrates that StyleGAN can easily be induced to produce intrinsic images. The procedure is straightforward. We show that, if StyleGAN produces $G({w})$ from latents ${w}$, then for each type of intrinsic image, there is a fixed offset ${d}_c$ so that $G({w}+{d}_c)$ is that type of intrinsic image for $G({w})$. Here ${d}_c$ is {\em independent of ${w}$}. The StyleGAN we used was pretrained by others, so this property is not some accident of our training regime. We show that there are image transformations StyleGAN will {\em not} produce in this fashion, so StyleGAN is not a generic image regression engine. It is conceptually exciting that an image generator should ``know'' and represent intrinsic images. There may also be practical advantages to using a generative model to produce intrinsic images. The intrinsic images obtained from StyleGAN compare well both qualitatively and quantitatively with those obtained by using SOTA image regression techniques; but StyleGAN's intrinsic images are robust to relighting effects, unlike SOTA methods.
CVApr 27, 2023
Make It So: Steering StyleGAN for Any Image Inversion and EditingAnand Bhattad, Viraj Shah, Derek Hoiem et al.
StyleGAN's disentangled style representation enables powerful image editing by manipulating the latent variables, but accurately mapping real-world images to their latent variables (GAN inversion) remains a challenge. Existing GAN inversion methods struggle to maintain editing directions and produce realistic results. To address these limitations, we propose Make It So, a novel GAN inversion method that operates in the $\mathcal{Z}$ (noise) space rather than the typical $\mathcal{W}$ (latent style) space. Make It So preserves editing capabilities, even for out-of-domain images. This is a crucial property that was overlooked in prior methods. Our quantitative evaluations demonstrate that Make It So outperforms the state-of-the-art method PTI~\cite{roich2021pivotal} by a factor of five in inversion accuracy and achieves ten times better edit quality for complex indoor scenes.
CVSep 28, 2023Code
Improving Equivariance in State-of-the-Art Supervised Depth and Normal PredictorsYuanyi Zhong, Anand Bhattad, Yu-Xiong Wang et al.
Dense depth and surface normal predictors should possess the equivariant property to cropping-and-resizing -- cropping the input image should result in cropping the same output image. However, we find that state-of-the-art depth and normal predictors, despite having strong performances, surprisingly do not respect equivariance. The problem exists even when crop-and-resize data augmentation is employed during training. To remedy this, we propose an equivariant regularization technique, consisting of an averaging procedure and a self-consistency loss, to explicitly promote cropping-and-resizing equivariance in depth and normal networks. Our approach can be applied to both CNN and Transformer architectures, does not incur extra cost during testing, and notably improves the supervised and semi-supervised learning performance of dense predictors on Taskonomy tasks. Finally, finetuning with our loss on unlabeled images improves not only equivariance but also accuracy of state-of-the-art depth and normal predictors when evaluated on NYU-v2. GitHub link: https://github.com/mikuhatsune/equivariance
CVMay 20, 2022
StyLitGAN: Prompting StyleGAN to Produce New Illumination ConditionsAnand Bhattad, D. A. Forsyth
We propose a novel method, StyLitGAN, for relighting and resurfacing generated images in the absence of labeled data. Our approach generates images with realistic lighting effects, including cast shadows, soft shadows, inter-reflections, and glossy effects, without the need for paired or CGI data. StyLitGAN uses an intrinsic image method to decompose an image, followed by a search of the latent space of a pre-trained StyleGAN to identify a set of directions. By prompting the model to fix one component (e.g., albedo) and vary another (e.g., shading), we generate relighted images by adding the identified directions to the latent style codes. Quantitative metrics of change in albedo and lighting diversity allow us to choose effective directions using a forward selection process. Qualitative evaluation confirms the effectiveness of our method.
CVJun 15, 2023
UrbanIR: Large-Scale Urban Scene Inverse Rendering from a Single VideoChih-Hao Lin, Bohan Liu, Yi-Ting Chen et al.
We present UrbanIR (Urban Scene Inverse Rendering), a new inverse graphics model that enables realistic, free-viewpoint renderings of scenes under various lighting conditions with a single video. It accurately infers shape, albedo, visibility, and sun and sky illumination from wide-baseline videos, such as those from car-mounted cameras, differing from NeRF's dense view settings. In this context, standard methods often yield subpar geometry and material estimates, such as inaccurate roof representations and numerous 'floaters'. UrbanIR addresses these issues with novel losses that reduce errors in inverse graphics inference and rendering artifacts. Its techniques allow for precise shadow volume estimation in the original scene. The model's outputs support controllable editing, enabling photorealistic free-viewpoint renderings of night simulations, relit scenes, and inserted objects, marking a significant improvement over existing state-of-the-art methods.
CVNov 28, 2023
Shadows Don't Lie and Lines Can't Bend! Generative Models don't know Projective Geometry...for nowAyush Sarkar, Hanlin Mai, Amitabh Mahapatra et al.
Generative models can produce impressively realistic images. This paper demonstrates that generated images have geometric features different from those of real images. We build a set of collections of generated images, prequalified to fool simple, signal-based classifiers into believing they are real. We then show that prequalified generated images can be identified reliably by classifiers that only look at geometric properties. We use three such classifiers. All three classifiers are denied access to image pixels, and look only at derived geometric features. The first classifier looks at the perspective field of the image, the second looks at lines detected in the image, and the third looks at relations between detected objects and shadows. Our procedure detects generated images more reliably than SOTA local signal based detectors, for images from a number of distinct generators. Saliency maps suggest that the classifiers can identify geometric problems reliably. We conclude that current generators cannot reliably reproduce geometric properties of real images.
CVNov 28, 2023
Generative Models: What Do They Know? Do They Know Things? Let's Find Out!Xiaodan Du, Nicholas Kolkin, Greg Shakhnarovich et al.
Generative models excel at mimicking real scenes, suggesting they might inherently encode important intrinsic scene properties. In this paper, we aim to explore the following key questions: (1) What intrinsic knowledge do generative models like GANs, Autoregressive models, and Diffusion models encode? (2) Can we establish a general framework to recover intrinsic representations from these models, regardless of their architecture or model type? (3) How minimal can the required learnable parameters and labeled data be to successfully recover this knowledge? (4) Is there a direct link between the quality of a generative model and the accuracy of the recovered scene intrinsics? Our findings indicate that a small Low-Rank Adaptators (LoRA) can recover intrinsic images-depth, normals, albedo and shading-across different generators (Autoregressive, GANs and Diffusion) while using the same decoder head that generates the image. As LoRA is lightweight, we introduce very few learnable parameters (as few as 0.04% of Stable Diffusion model weights for a rank of 2), and we find that as few as 250 labeled images are enough to generate intrinsic images with these LoRA modules. Finally, we also show a positive correlation between the generative model's quality and the accuracy of the recovered intrinsics through control experiments.
CVJul 7, 2023
Blocks2World: Controlling Realistic Scenes with Editable PrimitivesVaibhav Vavilala, Seemandhar Jain, Rahul Vasanth et al.
We present Blocks2World, a novel method for 3D scene rendering and editing that leverages a two-step process: convex decomposition of images and conditioned synthesis. Our technique begins by extracting 3D parallelepipeds from various objects in a given scene using convex decomposition, thus obtaining a primitive representation of the scene. These primitives are then utilized to generate paired data through simple ray-traced depth maps. The next stage involves training a conditioned model that learns to generate images from the 2D-rendered convex primitives. This step establishes a direct mapping between the 3D model and its 2D representation, effectively learning the transition from a 3D model to an image. Once the model is fully trained, it offers remarkable control over the synthesis of novel and edited scenes. This is achieved by manipulating the primitives at test time, including translating or adding them, thereby enabling a highly customizable scene rendering process. Our method provides a fresh perspective on 3D scene rendering and editing, offering control and flexibility. It opens up new avenues for research and applications in the field, including authoring and data augmentation.
89.5CVApr 14
SyncFix: Fixing 3D Reconstructions via Multi-View SynchronizationDeming Li, Abhay Yadav, Cheng Peng et al.
We present SyncFix, a framework that enforces cross-view consistency during the diffusion-based refinement of reconstructed scenes. SyncFix formulates refinement as a joint latent bridge matching problem, synchronizing distorted and clean representations across multiple views to fix the semantic and geometric inconsistencies. This means SyncFix learns a joint conditional over multiple views to enforce consistency throughout the denoising trajectory. Our training is done only on image pairs, but it generalizes naturally to an arbitrary number of views during inference. Moreover, reconstruction quality improves with additional views, with diminishing returns at higher view counts. Qualitative and quantitative results demonstrate that SyncFix consistently generates high-quality reconstructions and surpasses current state-of-the-art baselines, even in the absence of clean reference images. SyncFix achieves even higher fidelity when sparse references are available.
27.5CVMar 19
Improved Convex Decomposition with Ensembling and Negative PrimitivesVaibhav Vavilala, Florian Kluger, Seemandhar Jain et al.
Describing a scene in terms of primitives -- geometrically simple shapes that offer a parsimonious but accurate abstraction of structure -- is an established and difficult fitting problem. Different scenes require different numbers of primitives, and these primitives interact strongly. Existing methods are evaluated by comparing predicted depth, normals, and segmentation against ground truth. The state of the art method involves a learned regression procedure to predict a start point consisting of a fixed number of primitives, followed by a descent method to refine the geometry and remove redundant primitives. CSG (Constructive Solid Geometry) representations are significantly enhanced by a set-differencing operation. Our representation incorporates negative primitives, which are differenced from the positive primitives. These notably enrich the geometry that the model can encode, while complicating the fitting problem. This paper presents a method that can (a) incorporate these negative primitives and (b) choose the overall number of positive and negative primitives by ensembling. Extensive experiments on the standard NYUv2 dataset confirm that (a) this approach results in substantial improvements in depth representation and segmentation over SOTA and (b) negative primitives improve fitting accuracy. Our method is robustly applicable across datasets: in a first, we evaluate primitive prediction for LAION images.
CVDec 19, 2025
Name That Part: 3D Part Segmentation and NamingSoumava Paul, Prakhar Kaushik, Ankit Vaidya et al.
We address semantic 3D part segmentation: decomposing objects into parts with meaningful names. While datasets exist with part annotations, their definitions are inconsistent across datasets, limiting robust training. Previous methods produce unlabeled decompositions or retrieve single parts without complete shape annotations. We propose ALIGN-Parts, which formulates part naming as a direct set alignment task. Our method decomposes shapes into partlets - implicit 3D part representations - matched to part descriptions via bipartite assignment. We combine geometric cues from 3D part fields, appearance cues from multi-view vision features, and semantic knowledge from language-model-generated affordance descriptions. Text-alignment loss ensures partlets share embedding space with text, enabling a theoretically open-vocabulary matching setup, given sufficient data. Our efficient and novel, one-shot, 3D part segmentation and naming method finds applications in several downstream tasks, including serving as a scalable annotation engine. As our model supports zero-shot matching to arbitrary descriptions and confidence-calibrated predictions for known categories, with human verification, we create a unified ontology that aligns PartNet, 3DCoMPaT++, and Find3D, consisting of 1,794 unique 3D parts. We introduce two novel metrics appropriate for the named 3D part segmentation task. We also show examples from our newly created TexParts dataset.
CVDec 1, 2025
Objects in Generated Videos Are Slower Than They Appear: Models Suffer Sub-Earth Gravity and Don't Know Galileo's Principle...for nowVarun Varma Thozhiyoor, Shivam Tripathi, Venkatesh Babu Radhakrishnan et al.
Video generators are increasingly evaluated as potential world models, which requires them to encode and understand physical laws. We investigate their representation of a fundamental law: gravity. Out-of-the-box video generators consistently generate objects falling at an effectively slower acceleration. However, these physical tests are often confounded by ambiguous metric scale. We first investigate if observed physical errors are artifacts of these ambiguities (e.g., incorrect frame rate assumptions). We find that even temporal rescaling cannot correct the high-variance gravity artifacts. To rigorously isolate the underlying physical representation from these confounds, we introduce a unit-free, two-object protocol that tests the timing ratio $t_1^2/t_2^2 = h_1/h_2$, a relationship independent of $g$, focal length, and scale. This relative test reveals violations of Galileo's equivalence principle. We then demonstrate that this physical gap can be partially mitigated with targeted specialization. A lightweight low-rank adaptor fine-tuned on only 100 single-ball clips raises $g_{\mathrm{eff}}$ from $1.81\,\mathrm{m/s^2}$ to $6.43\,\mathrm{m/s^2}$ (reaching $65\%$ of terrestrial gravity). This specialist adaptor also generalizes zero-shot to two-ball drops and inclined planes, offering initial evidence that specific physical laws can be corrected with minimal data.
CVJan 23
SyncLight: Controllable and Consistent Multi-View RelightingDavid Serrano-Lozano, Anand Bhattad, Luis Herranz et al.
We present SyncLight, the first method to enable consistent, parametric relighting across multiple uncalibrated views of a static scene. While single-view relighting has advanced significantly, existing generative approaches struggle to maintain the rigorous lighting consistency essential for multi-camera broadcasts, stereoscopic cinema, and virtual production. SyncLight addresses this by enabling precise control over light intensity and color across a multi-view capture of a scene, conditioned on a single reference edit. Our method leverages a multi-view diffusion transformer trained using a latent bridge matching formulation, achieving high-fidelity relighting of the entire image set in a single inference step. To facilitate training, we introduce a large-scale hybrid dataset comprising diverse synthetic environments -- curated from existing sources and newly designed scenes -- alongside high-fidelity, real-world multi-view captures under calibrated illumination. Surprisingly, though trained only on image pairs, SyncLight generalizes zero-shot to an arbitrary number of viewpoints, effectively propagating lighting changes across all views, without requiring camera pose information. SyncLight enables practical relighting workflows for multi-view capture systems.
CVMar 21, 2024
Videoshop: Localized Semantic Video Editing with Noise-Extrapolated Diffusion InversionXiang Fan, Anand Bhattad, Ranjay Krishna · cmu, uw
We introduce Videoshop, a training-free video editing algorithm for localized semantic edits. Videoshop allows users to use any editing software, including Photoshop and generative inpainting, to modify the first frame; it automatically propagates those changes, with semantic, spatial, and temporally consistent motion, to the remaining frames. Unlike existing methods that enable edits only through imprecise textual instructions, Videoshop allows users to add or remove objects, semantically change objects, insert stock photos into videos, etc. with fine-grained control over locations and appearance. We achieve this through image-based video editing by inverting latents with noise extrapolation, from which we generate videos conditioned on the edited image. Videoshop produces higher quality edits against 6 baselines on 2 editing benchmarks using 10 evaluation metrics.
88.2CVApr 30
Generalizable Sparse-View 3D Reconstruction from Unconstrained ImagesVinayak Gupta, Chih-Hao Lin, Shenlong Wang et al.
Reconstructing 3D scenes from sparse, unposed images remains challenging under real-world conditions with varying illumination and transient occlusions. Existing methods rely on scene-specific optimization using appearance embeddings or dynamic masks, which requires extensive per-scene training and fails under sparse views. Moreover, evaluations on limited scenes raise questions about generalization. We present GenWildSplat, a feed-forward framework for sparse-view outdoor reconstruction that requires no per-scene optimization. Given unposed internet images, GenWildSplat predicts depth, camera parameters, and 3D Gaussians in a canonical space using learned geometric priors. An appearance adapter modulates appearance for target lighting conditions, while semantic segmentation handles transient objects. Through curriculum learning on synthetic and real data, GenWildSplat generalizes across diverse illumination and occlusion patterns. Evaluations on PhotoTourism and MegaScenes benchmark demonstrate state-of-the-art feed-forward rendering quality, achieving real-time inference without test-time optimization
CVNov 29, 2024
LumiNet: Latent Intrinsics Meets Diffusion Models for Indoor Scene RelightingXiaoyan Xing, Konrad Groh, Sezer Karaoglu et al.
We introduce LumiNet, a novel architecture that leverages generative models and latent intrinsic representations for effective lighting transfer. Given a source image and a target lighting image, LumiNet synthesizes a relit version of the source scene that captures the target's lighting. Our approach makes two key contributions: a data curation strategy from the StyleGAN-based relighting model for our training, and a modified diffusion-based ControlNet that processes both latent intrinsic properties from the source image and latent extrinsic properties from the target image. We further improve lighting transfer through a learned adaptor (MLP) that injects the target's latent extrinsic properties via cross-attention and fine-tuning. Unlike traditional ControlNet, which generates images with conditional maps from a single scene, LumiNet processes latent representations from two different images - preserving geometry and albedo from the source while transferring lighting characteristics from the target. Experiments demonstrate that our method successfully transfers complex lighting phenomena including specular highlights and indirect illumination across scenes with varying spatial layouts and materials, outperforming existing approaches on challenging indoor scenes using only images as input.
CVDec 10, 2024
From an Image to a Scene: Learning to Imagine the World from a Million 360 VideosMatthew Wallingford, Anand Bhattad, Aditya Kusupati et al.
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
CVNov 26, 2024
ScribbleLight: Single Image Indoor Relighting with ScribblesJun Myeong Choi, Annie Wang, Pieter Peers et al.
Image-based relighting of indoor rooms creates an immersive virtual understanding of the space, which is useful for interior design, virtual staging, and real estate. Relighting indoor rooms from a single image is especially challenging due to complex illumination interactions between multiple lights and cluttered objects featuring a large variety in geometrical and material complexity. Recently, generative models have been successfully applied to image-based relighting conditioned on a target image or a latent code, albeit without detailed local lighting control. In this paper, we introduce ScribbleLight, a generative model that supports local fine-grained control of lighting effects through scribbles that describe changes in lighting. Our key technical novelty is an Albedo-conditioned Stable Image Diffusion model that preserves the intrinsic color and texture of the original image after relighting and an encoder-decoder-based ControlNet architecture that enables geometry-preserving lighting effects with normal map and scribble annotations. We demonstrate ScribbleLight's ability to create different lighting effects (e.g., turning lights on/off, adding highlights, cast shadows, or indirect lighting from unseen lights) from sparse scribble annotations.
CVMar 27, 2025
Visual Jenga: Discovering Object Dependencies via Counterfactual InpaintingAnand Bhattad, Konpat Preechakul, Alexei A. Efros · berkeley
This paper proposes a novel scene understanding task called Visual Jenga. Drawing inspiration from the game Jenga, the proposed task involves progressively removing objects from a single image until only the background remains. Just as Jenga players must understand structural dependencies to maintain tower stability, our task reveals the intrinsic relationships between scene elements by systematically exploring which objects can be removed while preserving scene coherence in both physical and geometric sense. As a starting point for tackling the Visual Jenga task, we propose a simple, data-driven, training-free approach that is surprisingly effective on a range of real-world images. The principle behind our approach is to utilize the asymmetry in the pairwise relationships between objects within a scene and employ a large inpainting model to generate a set of counterfactuals to quantify the asymmetry.
CVFeb 1
Stronger Semantic Encoders Can Harm Relighting Performance: Probing Visual Priors via Augmented Latent IntrinsicsXiaoyan Xing, Xiao Zhang, Sezer Karaoglu et al.
Image-to-image relighting requires representations that disentangle scene properties from illumination. Recent methods rely on latent intrinsic representations but remain under-constrained and often fail on challenging materials such as metal and glass. A natural hypothesis is that stronger pretrained visual priors should resolve these failures. We find the opposite: features from top-performing semantic encoders often degrade relighting quality, revealing a fundamental trade-off between semantic abstraction and photometric fidelity. We study this trade-off and introduce Augmented Latent Intrinsics (ALI), which balances semantic context and dense photometric structure by fusing features from a pixel-aligned visual encoder into a latent-intrinsic framework, together with a self-supervised refinement strategy to mitigate the scarcity of paired real-world data. Trained only on unlabeled real-world image pairs and paired with a dense, pixel-aligned visual prior, ALI achieves strong improvements in relighting, with the largest gains on complex, specular materials. Project page: https:\\augmented-latent-intrinsics.github.io
ROOct 2, 2025
Do You Know Where Your Camera Is? View-Invariant Policy Learning with Camera ConditioningTianchong Jiang, Jingtian Ji, Xiangshan Tan et al.
We study view-invariant imitation learning by explicitly conditioning policies on camera extrinsics. Using Plucker embeddings of per-pixel rays, we show that conditioning on extrinsics significantly improves generalization across viewpoints for standard behavior cloning policies, including ACT, Diffusion Policy, and SmolVLA. To evaluate policy robustness under realistic viewpoint shifts, we introduce six manipulation tasks in RoboSuite and ManiSkill that pair "fixed" and "randomized" scene variants, decoupling background cues from camera pose. Our analysis reveals that policies without extrinsics often infer camera pose using visual cues from static backgrounds in fixed scenes; this shortcut collapses when workspace geometry or camera placement shifts. Conditioning on extrinsics restores performance and yields robust RGB-only control without depth. We release the tasks, demonstrations, and code at https://ripl.github.io/know_your_camera/ .
GRJun 25, 2025
Generative Blocks World: Moving Things Around in PicturesVaibhav Vavilala, Seemandhar Jain, Rahul Vasanth et al.
We describe Generative Blocks World to interact with the scene of a generated image by manipulating simple geometric abstractions. Our method represents scenes as assemblies of convex 3D primitives, and the same scene can be represented by different numbers of primitives, allowing an editor to move either whole structures or small details. Once the scene geometry has been edited, the image is generated by a flow-based method which is conditioned on depth and a texture hint. Our texture hint takes into account the modified 3D primitives, exceeding texture-consistency provided by existing key-value caching techniques. These texture hints (a) allow accurate object and camera moves and (b) largely preserve the identity of objects depicted. Quantitative and qualitative experiments demonstrate that our approach outperforms prior works in visual fidelity, editability, and compositional generalization.
CVNov 27, 2024
SpotLight: Shadow-Guided Object Relighting via DiffusionFrédéric Fortier-Chouinard, Zitian Zhang, Louis-Etienne Messier et al.
Recent work has shown that diffusion models can serve as powerful neural rendering engines that can be leveraged for inserting virtual objects into images. However, unlike typical physics-based renderers, these neural rendering engines are limited by the lack of manual control over the lighting, which is often essential for improving or personalizing the desired image outcome. In this paper, we show that precise lighting control can be achieved for object relighting simply by providing a coarse shadow of the object. Indeed, we show that injecting only the desired shadow of the object into a pre-trained diffusion-based neural renderer enables it to accurately shade the object according to the desired light position, while properly harmonizing the object (and its shadow) within the target background image. Our method, SpotLight, leverages existing neural rendering approaches and achieves controllable relighting results with no additional training. We show that SpotLight achieves superior object compositing results, both quantitatively and perceptually, as confirmed by a user study, outperforming existing diffusion-based models specifically designed for relighting. We also demonstrate other applications, such as hand-scribbling shadows and full-image relighting, demonstrating its versatility.
CVDec 8, 2021
SIRfyN: Single Image Relighting from your NeighborsD. A. Forsyth, Anand Bhattad, Pranav Asthana et al.
We show how to relight a scene, depicted in a single image, such that (a) the overall shading has changed and (b) the resulting image looks like a natural image of that scene. Applications for such a procedure include generating training data and building authoring environments. Naive methods for doing this fail. One reason is that shading and albedo are quite strongly related; for example, sharp boundaries in shading tend to appear at depth discontinuities, which usually apparent in albedo. The same scene can be lit in different ways, and established theory shows the different lightings form a cone (the illumination cone). Novel theory shows that one can use similar scenes to estimate the different lightings that apply to a given scene, with bounded expected error. Our method exploits this theory to estimate a representation of the available lighting fields in the form of imputed generators of the illumination cone. Our procedure does not require expensive "inverse graphics" datasets, and sees no ground truth data of any kind. Qualitative evaluation suggests the method can erase and restore soft indoor shadows, and can "steer" light around a scene. We offer a summary quantitative evaluation of the method with a novel application of the FID. An extension of the FID allows per-generated-image evaluation. Furthermore, we offer qualitative evaluation with a user study, and show that our method produces images that can successfully be used for data augmentation.
CVNov 19, 2021
DIVeR: Real-time and Accurate Neural Radiance Fields with Deterministic Integration for Volume RenderingLiwen Wu, Jae Yong Lee, Anand Bhattad et al.
DIVeR builds on the key ideas of NeRF and its variants -- density models and volume rendering -- to learn 3D object models that can be rendered realistically from small numbers of images. In contrast to all previous NeRF methods, DIVeR uses deterministic rather than stochastic estimates of the volume rendering integral. DIVeR's representation is a voxel based field of features. To compute the volume rendering integral, a ray is broken into intervals, one per voxel; components of the volume rendering integral are estimated from the features for each interval using an MLP, and the components are aggregated. As a result, DIVeR can render thin translucent structures that are missed by other integrators. Furthermore, DIVeR's representation has semantics that is relatively exposed compared to other such methods -- moving feature vectors around in the voxel space results in natural edits. Extensive qualitative and quantitative comparisons to current state-of-the-art methods show that DIVeR produces models that (1) render at or above state-of-the-art quality, (2) are very small without being baked, (3) render very fast without being baked, and (4) can be edited in natural ways.
CVJun 10, 2021
View Generalization for Single Image Textured 3D ModelsAnand Bhattad, Aysegul Dundar, Guilin Liu et al.
Humans can easily infer the underlying 3D geometry and texture of an object only from a single 2D image. Current computer vision methods can do this, too, but suffer from view generalization problems - the models inferred tend to make poor predictions of appearance in novel views. As for generalization problems in machine learning, the difficulty is balancing single-view accuracy (cf. training error; bias) with novel view accuracy (cf. test error; variance). We describe a class of models whose geometric rigidity is easily controlled to manage this tradeoff. We describe a cycle consistency loss that improves view generalization (roughly, a model from a generated view should predict the original view well). View generalization of textures requires that models share texture information, so a car seen from the back still has headlights because other cars have headlights. We describe a cycle consistency loss that encourages model textures to be aligned, so as to encourage sharing. We compare our method against the state-of-the-art method and show both qualitative and quantitative improvements.
CVOct 12, 2020
Cut-and-Paste Object Insertion by Enabling Deep Image Prior for ReshadingAnand Bhattad, David A. Forsyth
We show how to insert an object from one image to another and get realistic results in the hard case, where the shading of the inserted object clashes with the shading of the scene. Rendering objects using an illumination model of the scene doesn't work, because doing so requires a geometric and material model of the object, which is hard to recover from a single image. In this paper, we introduce a method that corrects shading inconsistencies of the inserted object without requiring a geometric and physical model or an environment map. Our method uses a deep image prior (DIP), trained to produce reshaded renderings of inserted objects via consistent image decomposition inferential losses. The resulting image from DIP aims to have (a) an albedo similar to the cut-and-paste albedo, (b) a similar shading field to that of the target scene, and (c) a shading that is consistent with the cut-and-paste surface normals. The result is a simple procedure that produces convincing shading of the inserted object. We show the efficacy of our method both qualitatively and quantitatively for several objects with complex surface properties and also on a dataset of spherical lampshades for quantitative evaluation. Our method significantly outperforms an Image Harmonization (IH) baseline for all these objects. They also outperform the cut-and-paste and IH baselines in a user study with over 100 users.
CVOct 21, 2019
Improving Style Transfer with Calibrated MetricsMao-Chuang Yeh, Shuai Tang, Anand Bhattad et al.
Style transfer methods produce a transferred image which is a rendering of a content image in the manner of a style image. We seek to understand how to improve style transfer. To do so requires quantitative evaluation procedures, but the current evaluation is qualitative, mostly involving user studies. We describe a novel quantitative evaluation procedure. Our procedure relies on two statistics: the Effectiveness (E) statistic measures the extent that a given style has been transferred to the target, and the Coherence (C) statistic measures the extent to which the original image's content is preserved. Our statistics are calibrated to human preference: targets with larger values of E (resp C) will reliably be preferred by human subjects in comparisons of style (resp. content). We use these statistics to investigate the relative performance of a number of Neural Style Transfer(NST) methods, revealing several intriguing properties. Admissible methods lie on a Pareto frontier (i.e. improving E reduces C or vice versa). Three methods are admissible: Universal style transfer produces very good C but weak E; modifying the optimization used for Gatys' loss produces a method with strong E and strong C; and a modified cross-layer method has slightly better E at strong cost in C. While the histogram loss improves the E statistics of Gatys' method, it does not make the method admissible. Surprisingly, style weights have relatively little effect in improving EC scores, and most variability in the transfer is explained by the style itself (meaning experimenters can be misguided by selecting styles).
CVApr 12, 2019
Unrestricted Adversarial Examples via Semantic ManipulationAnand Bhattad, Min Jin Chong, Kaizhao Liang et al.
Machine learning models, especially deep neural networks (DNNs), have been shown to be vulnerable against adversarial examples which are carefully crafted samples with a small magnitude of the perturbation. Such adversarial perturbations are usually restricted by bounding their $\mathcal{L}_p$ norm such that they are imperceptible, and thus many current defenses can exploit this property to reduce their adversarial impact. In this paper, we instead introduce "unrestricted" perturbations that manipulate semantically meaningful image-based visual descriptors - color and texture - in order to generate effective and photorealistic adversarial examples. We show that these semantically aware perturbations are effective against JPEG compression, feature squeezing and adversarially trained model. We also show that the proposed methods can effectively be applied to both image classification and image captioning tasks on complex datasets such as ImageNet and MSCOCO. In addition, we conduct comprehensive user studies to show that our generated semantic adversarial examples are photorealistic to humans despite large magnitude perturbations when compared to other attacks.
CVMar 31, 2018
Quantitative Evaluation of Style TransferMao-Chuang Yeh, Shuai Tang, Anand Bhattad et al.
Style transfer methods produce a transferred image which is a rendering of a content image in the manner of a style image. There is a rich literature of variant methods. However, evaluation procedures are qualitative, mostly involving user studies. We describe a novel quantitative evaluation procedure. One plots effectiveness (a measure of the extent to which the style was transferred) against coherence (a measure of the extent to which the transferred image decomposes into objects in the same way that the content image does) to obtain an EC plot. We construct EC plots comparing a number of recent style transfer methods. Most methods control within-layer gram matrices, but we also investigate a method that controls cross-layer gram matrices. These EC plots reveal a number of intriguing properties of recent style transfer methods. The style used has a strong effect on the outcome, for all methods. Using large style weights does not necessarily improve effectiveness, and can produce worse results. Cross-layer gram matrices easily beat all other methods, but some styles remain difficult for all methods. Ensemble methods show real promise. It is likely that, for current methods, each style requires a different choice of weights to obtain the best results, so that automated weight setting methods are desirable. Finally, we show evidence comparing our EC evaluations to human evaluations.
CVFeb 15, 2018
Detecting Anomalous Faces with 'No Peeking' AutoencodersAnand Bhattad, Jason Rock, David Forsyth
Detecting anomalous faces has important applications. For example, a system might tell when a train driver is incapacitated by a medical event, and assist in adopting a safe recovery strategy. These applications are demanding, because they require accurate detection of rare anomalies that may be seen only at runtime. Such a setting causes supervised methods to perform poorly. We describe a method for detecting an anomalous face image that meets these requirements. We construct a feature vector that reliably has large entries for anomalous images, then use various simple unsupervised methods to score the image based on the feature. Obvious constructions (autoencoder codes; autoencoder residuals) are defeated by a 'peeking' behavior in autoencoders. Our feature construction removes rectangular patches from the image, predicts the likely content of the patch conditioned on the rest of the image using a specially trained autoencoder, then compares the result to the image. High scores suggest that the patch was difficult for an autoencoder to predict, and so is likely anomalous. We demonstrate that our method can identify real anomalous face images in pools of typical images, taken from celeb-A, that is much larger than usual in state-of-the-art experiments. A control experiment based on our method with another set of normal celebrity images - a 'typical set', but nonceleb-A are not identified as anomalous; confirms this is not due to special properties of celeb-A.