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SubscribeID-Pose: Sparse-view Camera Pose Estimation by Inverting Diffusion Models
Given sparse views of an object, estimating their camera poses is a long-standing and intractable problem. We harness the pre-trained diffusion model of novel views conditioned on viewpoints (Zero-1-to-3). We present ID-Pose which inverses the denoising diffusion process to estimate the relative pose given two input images. ID-Pose adds a noise on one image, and predicts the noise conditioned on the other image and a decision variable for the pose. The prediction error is used as the objective to find the optimal pose with the gradient descent method. ID-Pose can handle more than two images and estimate each of the poses with multiple image pairs from triangular relationships. ID-Pose requires no training and generalizes to real-world images. We conduct experiments using high-quality real-scanned 3D objects, where ID-Pose significantly outperforms state-of-the-art methods.
CPA: Camera-pose-awareness Diffusion Transformer for Video Generation
Despite the significant advancements made by Diffusion Transformer (DiT)-based methods in video generation, there remains a notable gap with controllable camera pose perspectives. Existing works such as OpenSora do NOT adhere precisely to anticipated trajectories and physical interactions, thereby limiting the flexibility in downstream applications. To alleviate this issue, we introduce CPA, a unified camera-pose-awareness text-to-video generation approach that elaborates the camera movement and integrates the textual, visual, and spatial conditions. Specifically, we deploy the Sparse Motion Encoding (SME) module to transform camera pose information into a spatial-temporal embedding and activate the Temporal Attention Injection (TAI) module to inject motion patches into each ST-DiT block. Our plug-in architecture accommodates the original DiT parameters, facilitating diverse types of camera poses and flexible object movement. Extensive qualitative and quantitative experiments demonstrate that our method outperforms LDM-based methods for long video generation while achieving optimal performance in trajectory consistency and object consistency.
ADen: Adaptive Density Representations for Sparse-view Camera Pose Estimation
Recovering camera poses from a set of images is a foundational task in 3D computer vision, which powers key applications such as 3D scene/object reconstructions. Classic methods often depend on feature correspondence, such as keypoints, which require the input images to have large overlap and small viewpoint changes. Such requirements present considerable challenges in scenarios with sparse views. Recent data-driven approaches aim to directly output camera poses, either through regressing the 6DoF camera poses or formulating rotation as a probability distribution. However, each approach has its limitations. On one hand, directly regressing the camera poses can be ill-posed, since it assumes a single mode, which is not true under symmetry and leads to sub-optimal solutions. On the other hand, probabilistic approaches are capable of modeling the symmetry ambiguity, yet they sample the entire space of rotation uniformly by brute-force. This leads to an inevitable trade-off between high sample density, which improves model precision, and sample efficiency that determines the runtime. In this paper, we propose ADen to unify the two frameworks by employing a generator and a discriminator: the generator is trained to output multiple hypotheses of 6DoF camera pose to represent a distribution and handle multi-mode ambiguity, and the discriminator is trained to identify the hypothesis that best explains the data. This allows ADen to combine the best of both worlds, achieving substantially higher precision as well as lower runtime than previous methods in empirical evaluations.
Robust Camera Pose Refinement for Multi-Resolution Hash Encoding
Multi-resolution hash encoding has recently been proposed to reduce the computational cost of neural renderings, such as NeRF. This method requires accurate camera poses for the neural renderings of given scenes. However, contrary to previous methods jointly optimizing camera poses and 3D scenes, the naive gradient-based camera pose refinement method using multi-resolution hash encoding severely deteriorates performance. We propose a joint optimization algorithm to calibrate the camera pose and learn a geometric representation using efficient multi-resolution hash encoding. Showing that the oscillating gradient flows of hash encoding interfere with the registration of camera poses, our method addresses the issue by utilizing smooth interpolation weighting to stabilize the gradient oscillation for the ray samplings across hash grids. Moreover, the curriculum training procedure helps to learn the level-wise hash encoding, further increasing the pose refinement. Experiments on the novel-view synthesis datasets validate that our learning frameworks achieve state-of-the-art performance and rapid convergence of neural rendering, even when initial camera poses are unknown.
LEAP: Liberate Sparse-view 3D Modeling from Camera Poses
Are camera poses necessary for multi-view 3D modeling? Existing approaches predominantly assume access to accurate camera poses. While this assumption might hold for dense views, accurately estimating camera poses for sparse views is often elusive. Our analysis reveals that noisy estimated poses lead to degraded performance for existing sparse-view 3D modeling methods. To address this issue, we present LEAP, a novel pose-free approach, therefore challenging the prevailing notion that camera poses are indispensable. LEAP discards pose-based operations and learns geometric knowledge from data. LEAP is equipped with a neural volume, which is shared across scenes and is parameterized to encode geometry and texture priors. For each incoming scene, we update the neural volume by aggregating 2D image features in a feature-similarity-driven manner. The updated neural volume is decoded into the radiance field, enabling novel view synthesis from any viewpoint. On both object-centric and scene-level datasets, we show that LEAP significantly outperforms prior methods when they employ predicted poses from state-of-the-art pose estimators. Notably, LEAP performs on par with prior approaches that use ground-truth poses while running 400times faster than PixelNeRF. We show LEAP generalizes to novel object categories and scenes, and learns knowledge closely resembles epipolar geometry. Project page: https://hwjiang1510.github.io/LEAP/
iComMa: Inverting 3D Gaussian Splatting for Camera Pose Estimation via Comparing and Matching
We present a method named iComMa to address the 6D camera pose estimation problem in computer vision. Conventional pose estimation methods typically rely on the target's CAD model or necessitate specific network training tailored to particular object classes. Some existing methods have achieved promising results in mesh-free object and scene pose estimation by inverting the Neural Radiance Fields (NeRF). However, they still struggle with adverse initializations such as large rotations and translations. To address this issue, we propose an efficient method for accurate camera pose estimation by inverting 3D Gaussian Splatting (3DGS). Specifically, a gradient-based differentiable framework optimizes camera pose by minimizing the residual between the query image and the rendered image, requiring no training. An end-to-end matching module is designed to enhance the model's robustness against adverse initializations, while minimizing pixel-level comparing loss aids in precise pose estimation. Experimental results on synthetic and complex real-world data demonstrate the effectiveness of the proposed approach in challenging conditions and the accuracy of camera pose estimation.
IL-NeRF: Incremental Learning for Neural Radiance Fields with Camera Pose Alignment
Neural radiance fields (NeRF) is a promising approach for generating photorealistic images and representing complex scenes. However, when processing data sequentially, it can suffer from catastrophic forgetting, where previous data is easily forgotten after training with new data. Existing incremental learning methods using knowledge distillation assume that continuous data chunks contain both 2D images and corresponding camera pose parameters, pre-estimated from the complete dataset. This poses a paradox as the necessary camera pose must be estimated from the entire dataset, even though the data arrives sequentially and future chunks are inaccessible. In contrast, we focus on a practical scenario where camera poses are unknown. We propose IL-NeRF, a novel framework for incremental NeRF training, to address this challenge. IL-NeRF's key idea lies in selecting a set of past camera poses as references to initialize and align the camera poses of incoming image data. This is followed by a joint optimization of camera poses and replay-based NeRF distillation. Our experiments on real-world indoor and outdoor scenes show that IL-NeRF handles incremental NeRF training and outperforms the baselines by up to 54.04% in rendering quality.
Reloc3r: Large-Scale Training of Relative Camera Pose Regression for Generalizable, Fast, and Accurate Visual Localization
Visual localization aims to determine the camera pose of a query image relative to a database of posed images. In recent years, deep neural networks that directly regress camera poses have gained popularity due to their fast inference capabilities. However, existing methods struggle to either generalize well to new scenes or provide accurate camera pose estimates. To address these issues, we present Reloc3r, a simple yet effective visual localization framework. It consists of an elegantly designed relative pose regression network, and a minimalist motion averaging module for absolute pose estimation. Trained on approximately 8 million posed image pairs, Reloc3r achieves surprisingly good performance and generalization ability. We conduct extensive experiments on 6 public datasets, consistently demonstrating the effectiveness and efficiency of the proposed method. It provides high-quality camera pose estimates in real time and generalizes to novel scenes. Code, weights, and data at: https://github.com/ffrivera0/reloc3r.
FlowMap: High-Quality Camera Poses, Intrinsics, and Depth via Gradient Descent
This paper introduces FlowMap, an end-to-end differentiable method that solves for precise camera poses, camera intrinsics, and per-frame dense depth of a video sequence. Our method performs per-video gradient-descent minimization of a simple least-squares objective that compares the optical flow induced by depth, intrinsics, and poses against correspondences obtained via off-the-shelf optical flow and point tracking. Alongside the use of point tracks to encourage long-term geometric consistency, we introduce differentiable re-parameterizations of depth, intrinsics, and pose that are amenable to first-order optimization. We empirically show that camera parameters and dense depth recovered by our method enable photo-realistic novel view synthesis on 360-degree trajectories using Gaussian Splatting. Our method not only far outperforms prior gradient-descent based bundle adjustment methods, but surprisingly performs on par with COLMAP, the state-of-the-art SfM method, on the downstream task of 360-degree novel view synthesis (even though our method is purely gradient-descent based, fully differentiable, and presents a complete departure from conventional SfM).
FAR: Flexible, Accurate and Robust 6DoF Relative Camera Pose Estimation
Estimating relative camera poses between images has been a central problem in computer vision. Methods that find correspondences and solve for the fundamental matrix offer high precision in most cases. Conversely, methods predicting pose directly using neural networks are more robust to limited overlap and can infer absolute translation scale, but at the expense of reduced precision. We show how to combine the best of both methods; our approach yields results that are both precise and robust, while also accurately inferring translation scales. At the heart of our model lies a Transformer that (1) learns to balance between solved and learned pose estimations, and (2) provides a prior to guide a solver. A comprehensive analysis supports our design choices and demonstrates that our method adapts flexibly to various feature extractors and correspondence estimators, showing state-of-the-art performance in 6DoF pose estimation on Matterport3D, InteriorNet, StreetLearn, and Map-free Relocalization.
GSLoc: Efficient Camera Pose Refinement via 3D Gaussian Splatting
We leverage 3D Gaussian Splatting (3DGS) as a scene representation and propose a novel test-time camera pose refinement framework, GSLoc. This framework enhances the localization accuracy of state-of-the-art absolute pose regression and scene coordinate regression methods. The 3DGS model renders high-quality synthetic images and depth maps to facilitate the establishment of 2D-3D correspondences. GSLoc obviates the need for training feature extractors or descriptors by operating directly on RGB images, utilizing the 3D vision foundation model, MASt3R, for precise 2D matching. To improve the robustness of our model in challenging outdoor environments, we incorporate an exposure-adaptive module within the 3DGS framework. Consequently, GSLoc enables efficient pose refinement given a single RGB query and a coarse initial pose estimation. Our proposed approach surpasses leading NeRF-based optimization methods in both accuracy and runtime across indoor and outdoor visual localization benchmarks, achieving state-of-the-art accuracy on two indoor datasets.
NoPose-NeuS: Jointly Optimizing Camera Poses with Neural Implicit Surfaces for Multi-view Reconstruction
Learning neural implicit surfaces from volume rendering has become popular for multi-view reconstruction. Neural surface reconstruction approaches can recover complex 3D geometry that are difficult for classical Multi-view Stereo (MVS) approaches, such as non-Lambertian surfaces and thin structures. However, one key assumption for these methods is knowing accurate camera parameters for the input multi-view images, which are not always available. In this paper, we present NoPose-NeuS, a neural implicit surface reconstruction method that extends NeuS to jointly optimize camera poses with the geometry and color networks. We encode the camera poses as a multi-layer perceptron (MLP) and introduce two additional losses, which are multi-view feature consistency and rendered depth losses, to constrain the learned geometry for better estimated camera poses and scene surfaces. Extensive experiments on the DTU dataset show that the proposed method can estimate relatively accurate camera poses, while maintaining a high surface reconstruction quality with 0.89 mean Chamfer distance.
Learning Neural Volumetric Pose Features for Camera Localization
We introduce a novel neural volumetric pose feature, termed PoseMap, designed to enhance camera localization by encapsulating the information between images and the associated camera poses. Our framework leverages an Absolute Pose Regression (APR) architecture, together with an augmented NeRF module. This integration not only facilitates the generation of novel views to enrich the training dataset but also enables the learning of effective pose features. Additionally, we extend our architecture for self-supervised online alignment, allowing our method to be used and fine-tuned for unlabelled images within a unified framework. Experiments demonstrate that our method achieves 14.28% and 20.51% performance gain on average in indoor and outdoor benchmark scenes, outperforming existing APR methods with state-of-the-art accuracy.
PoseNet: A Convolutional Network for Real-Time 6-DOF Camera Relocalization
We present a robust and real-time monocular six degree of freedom relocalization system. Our system trains a convolutional neural network to regress the 6-DOF camera pose from a single RGB image in an end-to-end manner with no need of additional engineering or graph optimisation. The algorithm can operate indoors and outdoors in real time, taking 5ms per frame to compute. It obtains approximately 2m and 6 degree accuracy for large scale outdoor scenes and 0.5m and 10 degree accuracy indoors. This is achieved using an efficient 23 layer deep convnet, demonstrating that convnets can be used to solve complicated out of image plane regression problems. This was made possible by leveraging transfer learning from large scale classification data. We show the convnet localizes from high level features and is robust to difficult lighting, motion blur and different camera intrinsics where point based SIFT registration fails. Furthermore we show how the pose feature that is produced generalizes to other scenes allowing us to regress pose with only a few dozen training examples. PoseNet code, dataset and an online demonstration is available on our project webpage, at http://mi.eng.cam.ac.uk/projects/relocalisation/
Improving Robustness for Joint Optimization of Camera Poses and Decomposed Low-Rank Tensorial Radiance Fields
In this paper, we propose an algorithm that allows joint refinement of camera pose and scene geometry represented by decomposed low-rank tensor, using only 2D images as supervision. First, we conduct a pilot study based on a 1D signal and relate our findings to 3D scenarios, where the naive joint pose optimization on voxel-based NeRFs can easily lead to sub-optimal solutions. Moreover, based on the analysis of the frequency spectrum, we propose to apply convolutional Gaussian filters on 2D and 3D radiance fields for a coarse-to-fine training schedule that enables joint camera pose optimization. Leveraging the decomposition property in decomposed low-rank tensor, our method achieves an equivalent effect to brute-force 3D convolution with only incurring little computational overhead. To further improve the robustness and stability of joint optimization, we also propose techniques of smoothed 2D supervision, randomly scaled kernel parameters, and edge-guided loss mask. Extensive quantitative and qualitative evaluations demonstrate that our proposed framework achieves superior performance in novel view synthesis as well as rapid convergence for optimization.
3R-GS: Best Practice in Optimizing Camera Poses Along with 3DGS
3D Gaussian Splatting (3DGS) has revolutionized neural rendering with its efficiency and quality, but like many novel view synthesis methods, it heavily depends on accurate camera poses from Structure-from-Motion (SfM) systems. Although recent SfM pipelines have made impressive progress, questions remain about how to further improve both their robust performance in challenging conditions (e.g., textureless scenes) and the precision of camera parameter estimation simultaneously. We present 3R-GS, a 3D Gaussian Splatting framework that bridges this gap by jointly optimizing 3D Gaussians and camera parameters from large reconstruction priors MASt3R-SfM. We note that naively performing joint 3D Gaussian and camera optimization faces two challenges: the sensitivity to the quality of SfM initialization, and its limited capacity for global optimization, leading to suboptimal reconstruction results. Our 3R-GS, overcomes these issues by incorporating optimized practices, enabling robust scene reconstruction even with imperfect camera registration. Extensive experiments demonstrate that 3R-GS delivers high-quality novel view synthesis and precise camera pose estimation while remaining computationally efficient. Project page: https://zsh523.github.io/3R-GS/
Correspondences of the Third Kind: Camera Pose Estimation from Object Reflection
Computer vision has long relied on two kinds of correspondences: pixel correspondences in images and 3D correspondences on object surfaces. Is there another kind, and if there is, what can they do for us? In this paper, we introduce correspondences of the third kind we call reflection correspondences and show that they can help estimate camera pose by just looking at objects without relying on the background. Reflection correspondences are point correspondences in the reflected world, i.e., the scene reflected by the object surface. The object geometry and reflectance alters the scene geometrically and radiometrically, respectively, causing incorrect pixel correspondences. Geometry recovered from each image is also hampered by distortions, namely generalized bas-relief ambiguity, leading to erroneous 3D correspondences. We show that reflection correspondences can resolve the ambiguities arising from these distortions. We introduce a neural correspondence estimator and a RANSAC algorithm that fully leverages all three kinds of correspondences for robust and accurate joint camera pose and object shape estimation just from the object appearance. The method expands the horizon of numerous downstream tasks, including camera pose estimation for appearance modeling (e.g., NeRF) and motion estimation of reflective objects (e.g., cars on the road), to name a few, as it relieves the requirement of overlapping background.
LivePose: Online 3D Reconstruction from Monocular Video with Dynamic Camera Poses
Dense 3D reconstruction from RGB images traditionally assumes static camera pose estimates. This assumption has endured, even as recent works have increasingly focused on real-time methods for mobile devices. However, the assumption of a fixed pose for each image does not hold for online execution: poses from real-time SLAM are dynamic and may be updated following events such as bundle adjustment and loop closure. This has been addressed in the RGB-D setting, by de-integrating past views and re-integrating them with updated poses, but it remains largely untreated in the RGB-only setting. We formalize this problem to define the new task of dense online reconstruction from dynamically-posed images. To support further research, we introduce a dataset called LivePose containing the dynamic poses from a SLAM system running on ScanNet. We select three recent reconstruction systems and apply a framework based on de-integration to adapt each one to the dynamic-pose setting. In addition, we propose a novel, non-linear de-integration module that learns to remove stale scene content. We show that responding to pose updates is critical for high-quality reconstruction, and that our de-integration framework is an effective solution.
ObjCtrl-2.5D: Training-free Object Control with Camera Poses
This study aims to achieve more precise and versatile object control in image-to-video (I2V) generation. Current methods typically represent the spatial movement of target objects with 2D trajectories, which often fail to capture user intention and frequently produce unnatural results. To enhance control, we present ObjCtrl-2.5D, a training-free object control approach that uses a 3D trajectory, extended from a 2D trajectory with depth information, as a control signal. By modeling object movement as camera movement, ObjCtrl-2.5D represents the 3D trajectory as a sequence of camera poses, enabling object motion control using an existing camera motion control I2V generation model (CMC-I2V) without training. To adapt the CMC-I2V model originally designed for global motion control to handle local object motion, we introduce a module to isolate the target object from the background, enabling independent local control. In addition, we devise an effective way to achieve more accurate object control by sharing low-frequency warped latent within the object's region across frames. Extensive experiments demonstrate that ObjCtrl-2.5D significantly improves object control accuracy compared to training-free methods and offers more diverse control capabilities than training-based approaches using 2D trajectories, enabling complex effects like object rotation. Code and results are available at https://wzhouxiff.github.io/projects/ObjCtrl-2.5D/.
GNeRF: GAN-based Neural Radiance Field without Posed Camera
We introduce GNeRF, a framework to marry Generative Adversarial Networks (GAN) with Neural Radiance Field (NeRF) reconstruction for the complex scenarios with unknown and even randomly initialized camera poses. Recent NeRF-based advances have gained popularity for remarkable realistic novel view synthesis. However, most of them heavily rely on accurate camera poses estimation, while few recent methods can only optimize the unknown camera poses in roughly forward-facing scenes with relatively short camera trajectories and require rough camera poses initialization. Differently, our GNeRF only utilizes randomly initialized poses for complex outside-in scenarios. We propose a novel two-phases end-to-end framework. The first phase takes the use of GANs into the new realm for optimizing coarse camera poses and radiance fields jointly, while the second phase refines them with additional photometric loss. We overcome local minima using a hybrid and iterative optimization scheme. Extensive experiments on a variety of synthetic and natural scenes demonstrate the effectiveness of GNeRF. More impressively, our approach outperforms the baselines favorably in those scenes with repeated patterns or even low textures that are regarded as extremely challenging before.
Alligat0R: Pre-Training Through Co-Visibility Segmentation for Relative Camera Pose Regression
Pre-training techniques have greatly advanced computer vision, with CroCo's cross-view completion approach yielding impressive results in tasks like 3D reconstruction and pose regression. However, this method requires substantial overlap between training pairs, limiting its effectiveness. We introduce Alligat0R, a novel pre-training approach that reformulates cross-view learning as a co-visibility segmentation task. Our method predicts whether each pixel in one image is co-visible in the second image, occluded, or outside the field of view (FOV), enabling the use of image pairs with any degree of overlap and providing interpretable predictions. To support this, we present Cub3, a large-scale dataset with 2.5 million image pairs and dense co-visibility annotations derived from the nuScenes dataset. This dataset includes diverse scenarios with varying degrees of overlap. The experiments show that Alligat0R significantly outperforms CroCo in relative pose regression, especially in scenarios with limited overlap. Alligat0R and Cub3 will be made publicly available.
MonoNeRF: Learning Generalizable NeRFs from Monocular Videos without Camera Pose
We propose a generalizable neural radiance fields - MonoNeRF, that can be trained on large-scale monocular videos of moving in static scenes without any ground-truth annotations of depth and camera poses. MonoNeRF follows an Autoencoder-based architecture, where the encoder estimates the monocular depth and the camera pose, and the decoder constructs a Multiplane NeRF representation based on the depth encoder feature, and renders the input frames with the estimated camera. The learning is supervised by the reconstruction error. Once the model is learned, it can be applied to multiple applications including depth estimation, camera pose estimation, and single-image novel view synthesis. More qualitative results are available at: https://oasisyang.github.io/mononerf .
PoseDiffusion: Solving Pose Estimation via Diffusion-aided Bundle Adjustment
Camera pose estimation is a long-standing computer vision problem that to date often relies on classical methods, such as handcrafted keypoint matching, RANSAC and bundle adjustment. In this paper, we propose to formulate the Structure from Motion (SfM) problem inside a probabilistic diffusion framework, modelling the conditional distribution of camera poses given input images. This novel view of an old problem has several advantages. (i) The nature of the diffusion framework mirrors the iterative procedure of bundle adjustment. (ii) The formulation allows a seamless integration of geometric constraints from epipolar geometry. (iii) It excels in typically difficult scenarios such as sparse views with wide baselines. (iv) The method can predict intrinsics and extrinsics for an arbitrary amount of images. We demonstrate that our method PoseDiffusion significantly improves over the classic SfM pipelines and the learned approaches on two real-world datasets. Finally, it is observed that our method can generalize across datasets without further training. Project page: https://posediffusion.github.io/
Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motion
High-quality scene reconstruction and novel view synthesis based on Gaussian Splatting (3DGS) typically require steady, high-quality photographs, often impractical to capture with handheld cameras. We present a method that adapts to camera motion and allows high-quality scene reconstruction with handheld video data suffering from motion blur and rolling shutter distortion. Our approach is based on detailed modelling of the physical image formation process and utilizes velocities estimated using visual-inertial odometry (VIO). Camera poses are considered non-static during the exposure time of a single image frame and camera poses are further optimized in the reconstruction process. We formulate a differentiable rendering pipeline that leverages screen space approximation to efficiently incorporate rolling-shutter and motion blur effects into the 3DGS framework. Our results with both synthetic and real data demonstrate superior performance in mitigating camera motion over existing methods, thereby advancing 3DGS in naturalistic settings.
Cameras as Rays: Pose Estimation via Ray Diffusion
Estimating camera poses is a fundamental task for 3D reconstruction and remains challenging given sparsely sampled views (<10). In contrast to existing approaches that pursue top-down prediction of global parametrizations of camera extrinsics, we propose a distributed representation of camera pose that treats a camera as a bundle of rays. This representation allows for a tight coupling with spatial image features improving pose precision. We observe that this representation is naturally suited for set-level transformers and develop a regression-based approach that maps image patches to corresponding rays. To capture the inherent uncertainties in sparse-view pose inference, we adapt this approach to learn a denoising diffusion model which allows us to sample plausible modes while improving performance. Our proposed methods, both regression- and diffusion-based, demonstrate state-of-the-art performance on camera pose estimation on CO3D while generalizing to unseen object categories and in-the-wild captures.
CamI2V: Camera-Controlled Image-to-Video Diffusion Model
Recent advancements have integrated camera pose as a user-friendly and physics-informed condition in video diffusion models, enabling precise camera control. In this paper, we identify one of the key challenges as effectively modeling noisy cross-frame interactions to enhance geometry consistency and camera controllability. We innovatively associate the quality of a condition with its ability to reduce uncertainty and interpret noisy cross-frame features as a form of noisy condition. Recognizing that noisy conditions provide deterministic information while also introducing randomness and potential misguidance due to added noise, we propose applying epipolar attention to only aggregate features along corresponding epipolar lines, thereby accessing an optimal amount of noisy conditions. Additionally, we address scenarios where epipolar lines disappear, commonly caused by rapid camera movements, dynamic objects, or occlusions, ensuring robust performance in diverse environments. Furthermore, we develop a more robust and reproducible evaluation pipeline to address the inaccuracies and instabilities of existing camera control metrics. Our method achieves a 25.64% improvement in camera controllability on the RealEstate10K dataset without compromising dynamics or generation quality and demonstrates strong generalization to out-of-domain images. Training and inference require only 24GB and 12GB of memory, respectively, for 16-frame sequences at 256x256 resolution. We will release all checkpoints, along with training and evaluation code. Dynamic videos are best viewed at https://zgctroy.github.io/CamI2V.
PoRF: Pose Residual Field for Accurate Neural Surface Reconstruction
Neural surface reconstruction is sensitive to the camera pose noise, even if state-of-the-art pose estimators like COLMAP or ARKit are used. More importantly, existing Pose-NeRF joint optimisation methods have struggled to improve pose accuracy in challenging real-world scenarios. To overcome the challenges, we introduce the pose residual field (PoRF), a novel implicit representation that uses an MLP for regressing pose updates. This is more robust than the conventional pose parameter optimisation due to parameter sharing that leverages global information over the entire sequence. Furthermore, we propose an epipolar geometry loss to enhance the supervision that leverages the correspondences exported from COLMAP results without the extra computational overhead. Our method yields promising results. On the DTU dataset, we reduce the rotation error by 78\% for COLMAP poses, leading to the decreased reconstruction Chamfer distance from 3.48mm to 0.85mm. On the MobileBrick dataset that contains casually captured unbounded 360-degree videos, our method refines ARKit poses and improves the reconstruction F1 score from 69.18 to 75.67, outperforming that with the dataset provided ground-truth pose (75.14). These achievements demonstrate the efficacy of our approach in refining camera poses and improving the accuracy of neural surface reconstruction in real-world scenarios.
RePAST: Relative Pose Attention Scene Representation Transformer
The Scene Representation Transformer (SRT) is a recent method to render novel views at interactive rates. Since SRT uses camera poses with respect to an arbitrarily chosen reference camera, it is not invariant to the order of the input views. As a result, SRT is not directly applicable to large-scale scenes where the reference frame would need to be changed regularly. In this work, we propose Relative Pose Attention SRT (RePAST): Instead of fixing a reference frame at the input, we inject pairwise relative camera pose information directly into the attention mechanism of the Transformers. This leads to a model that is by definition invariant to the choice of any global reference frame, while still retaining the full capabilities of the original method. Empirical results show that adding this invariance to the model does not lead to a loss in quality. We believe that this is a step towards applying fully latent transformer-based rendering methods to large-scale scenes.
FreeSplatter: Pose-free Gaussian Splatting for Sparse-view 3D Reconstruction
Existing sparse-view reconstruction models heavily rely on accurate known camera poses. However, deriving camera extrinsics and intrinsics from sparse-view images presents significant challenges. In this work, we present FreeSplatter, a highly scalable, feed-forward reconstruction framework capable of generating high-quality 3D Gaussians from uncalibrated sparse-view images and recovering their camera parameters in mere seconds. FreeSplatter is built upon a streamlined transformer architecture, comprising sequential self-attention blocks that facilitate information exchange among multi-view image tokens and decode them into pixel-wise 3D Gaussian primitives. The predicted Gaussian primitives are situated in a unified reference frame, allowing for high-fidelity 3D modeling and instant camera parameter estimation using off-the-shelf solvers. To cater to both object-centric and scene-level reconstruction, we train two model variants of FreeSplatter on extensive datasets. In both scenarios, FreeSplatter outperforms state-of-the-art baselines in terms of reconstruction quality and pose estimation accuracy. Furthermore, we showcase FreeSplatter's potential in enhancing the productivity of downstream applications, such as text/image-to-3D content creation.
VideoRFSplat: Direct Scene-Level Text-to-3D Gaussian Splatting Generation with Flexible Pose and Multi-View Joint Modeling
We propose VideoRFSplat, a direct text-to-3D model leveraging a video generation model to generate realistic 3D Gaussian Splatting (3DGS) for unbounded real-world scenes. To generate diverse camera poses and unbounded spatial extent of real-world scenes, while ensuring generalization to arbitrary text prompts, previous methods fine-tune 2D generative models to jointly model camera poses and multi-view images. However, these methods suffer from instability when extending 2D generative models to joint modeling due to the modality gap, which necessitates additional models to stabilize training and inference. In this work, we propose an architecture and a sampling strategy to jointly model multi-view images and camera poses when fine-tuning a video generation model. Our core idea is a dual-stream architecture that attaches a dedicated pose generation model alongside a pre-trained video generation model via communication blocks, generating multi-view images and camera poses through separate streams. This design reduces interference between the pose and image modalities. Additionally, we propose an asynchronous sampling strategy that denoises camera poses faster than multi-view images, allowing rapidly denoised poses to condition multi-view generation, reducing mutual ambiguity and enhancing cross-modal consistency. Trained on multiple large-scale real-world datasets (RealEstate10K, MVImgNet, DL3DV-10K, ACID), VideoRFSplat outperforms existing text-to-3D direct generation methods that heavily depend on post-hoc refinement via score distillation sampling, achieving superior results without such refinement.
VicaSplat: A Single Run is All You Need for 3D Gaussian Splatting and Camera Estimation from Unposed Video Frames
We present VicaSplat, a novel framework for joint 3D Gaussians reconstruction and camera pose estimation from a sequence of unposed video frames, which is a critical yet underexplored task in real-world 3D applications. The core of our method lies in a novel transformer-based network architecture. In particular, our model starts with an image encoder that maps each image to a list of visual tokens. All visual tokens are concatenated with additional inserted learnable camera tokens. The obtained tokens then fully communicate with each other within a tailored transformer decoder. The camera tokens causally aggregate features from visual tokens of different views, and further modulate them frame-wisely to inject view-dependent features. 3D Gaussian splats and camera pose parameters can then be estimated via different prediction heads. Experiments show that VicaSplat surpasses baseline methods for multi-view inputs, and achieves comparable performance to prior two-view approaches. Remarkably, VicaSplat also demonstrates exceptional cross-dataset generalization capability on the ScanNet benchmark, achieving superior performance without any fine-tuning. Project page: https://lizhiqi49.github.io/VicaSplat.
FaVoR: Features via Voxel Rendering for Camera Relocalization
Camera relocalization methods range from dense image alignment to direct camera pose regression from a query image. Among these, sparse feature matching stands out as an efficient, versatile, and generally lightweight approach with numerous applications. However, feature-based methods often struggle with significant viewpoint and appearance changes, leading to matching failures and inaccurate pose estimates. To overcome this limitation, we propose a novel approach that leverages a globally sparse yet locally dense 3D representation of 2D features. By tracking and triangulating landmarks over a sequence of frames, we construct a sparse voxel map optimized to render image patch descriptors observed during tracking. Given an initial pose estimate, we first synthesize descriptors from the voxels using volumetric rendering and then perform feature matching to estimate the camera pose. This methodology enables the generation of descriptors for unseen views, enhancing robustness to view changes. We extensively evaluate our method on the 7-Scenes and Cambridge Landmarks datasets. Our results show that our method significantly outperforms existing state-of-the-art feature representation techniques in indoor environments, achieving up to a 39% improvement in median translation error. Additionally, our approach yields comparable results to other methods for outdoor scenarios while maintaining lower memory and computational costs.
Self-supervised learning of object pose estimation using keypoint prediction
This paper describes recent developments in object specific pose and shape prediction from single images. The main contribution is a new approach to camera pose prediction by self-supervised learning of keypoints corresponding to locations on a category specific deformable shape. We designed a network to generate a proxy ground-truth heatmap from a set of keypoints distributed all over the category-specific mean shape, where each is represented by a unique color on a labeled texture. The proxy ground-truth heatmap is used to train a deep keypoint prediction network, which can be used in online inference. The proposed approach to camera pose prediction show significant improvements when compared with state-of-the-art methods. Our approach to camera pose prediction is used to infer 3D objects from 2D image frames of video sequences online. To train the reconstruction model, it receives only a silhouette mask from a single frame of a video sequence in every training step and a category-specific mean object shape. We conducted experiments using three different datasets representing the bird category: the CUB [51] image dataset, YouTubeVos and the Davis video datasets. The network is trained on the CUB dataset and tested on all three datasets. The online experiments are demonstrated on YouTubeVos and Davis [56] video sequences using a network trained on the CUB training set.
Camera calibration for the surround-view system: a benchmark and dataset
Surround-view system (SVS) is widely used in the Advanced Driver Assistance System (ADAS). SVS uses four fisheye lenses to monitor real-time scenes around the vehicle. However, accurate intrinsic and extrinsic parameter estimation is required for the proper functioning of the system. At present, the intrinsic calibration can be pipeline by utilizing checkerboard algorithm, while extrinsic calibration is still immature. Therefore, we proposed a specific calibration pipeline to estimate extrinsic parameters robustly. This scheme takes a driving sequence of four cameras as input. It firstly utilizes lane line to roughly estimate each camera pose. Considering the environmental condition differences in each camera, we separately select strategies from two methods to accurately estimate the extrinsic parameters. To achieve accurate estimates for both front and rear camera, we proposed a method that mutually iterating line detection and pose estimation. As for bilateral camera, we iteratively adjust the camera pose and position by minimizing texture and edge error between ground projections of adjacent cameras. After estimating the extrinsic parameters, the surround-view image can be synthesized by homography-based transformation. The proposed pipeline can robustly estimate the four SVS camera extrinsic parameters in real driving environments. In addition, to evaluate the proposed scheme, we build a surround-view fisheye dataset, which contains 40 videos with 32,000 frames, acquired from different real traffic scenarios. All the frames in each video are manually labeled with lane annotation, with its GT extrinsic parameters. Moreover, this surround-view dataset could be used by other researchers to evaluate their performance. The dataset will be available soon.
POPE: 6-DoF Promptable Pose Estimation of Any Object, in Any Scene, with One Reference
Despite the significant progress in six degrees-of-freedom (6DoF) object pose estimation, existing methods have limited applicability in real-world scenarios involving embodied agents and downstream 3D vision tasks. These limitations mainly come from the necessity of 3D models, closed-category detection, and a large number of densely annotated support views. To mitigate this issue, we propose a general paradigm for object pose estimation, called Promptable Object Pose Estimation (POPE). The proposed approach POPE enables zero-shot 6DoF object pose estimation for any target object in any scene, while only a single reference is adopted as the support view. To achieve this, POPE leverages the power of the pre-trained large-scale 2D foundation model, employs a framework with hierarchical feature representation and 3D geometry principles. Moreover, it estimates the relative camera pose between object prompts and the target object in new views, enabling both two-view and multi-view 6DoF pose estimation tasks. Comprehensive experimental results demonstrate that POPE exhibits unrivaled robust performance in zero-shot settings, by achieving a significant reduction in the averaged Median Pose Error by 52.38% and 50.47% on the LINEMOD and OnePose datasets, respectively. We also conduct more challenging testings in causally captured images (see Figure 1), which further demonstrates the robustness of POPE. Project page can be found with https://paulpanwang.github.io/POPE/.
Neural Refinement for Absolute Pose Regression with Feature Synthesis
Absolute Pose Regression (APR) methods use deep neural networks to directly regress camera poses from RGB images. However, the predominant APR architectures only rely on 2D operations during inference, resulting in limited accuracy of pose estimation due to the lack of 3D geometry constraints or priors. In this work, we propose a test-time refinement pipeline that leverages implicit geometric constraints using a robust feature field to enhance the ability of APR methods to use 3D information during inference. We also introduce a novel Neural Feature Synthesizer (NeFeS) model, which encodes 3D geometric features during training and directly renders dense novel view features at test time to refine APR methods. To enhance the robustness of our model, we introduce a feature fusion module and a progressive training strategy. Our proposed method achieves state-of-the-art single-image APR accuracy on indoor and outdoor datasets.
CAMPARI: Camera-Aware Decomposed Generative Neural Radiance Fields
Tremendous progress in deep generative models has led to photorealistic image synthesis. While achieving compelling results, most approaches operate in the two-dimensional image domain, ignoring the three-dimensional nature of our world. Several recent works therefore propose generative models which are 3D-aware, i.e., scenes are modeled in 3D and then rendered differentiably to the image plane. This leads to impressive 3D consistency, but incorporating such a bias comes at a price: the camera needs to be modeled as well. Current approaches assume fixed intrinsics and a predefined prior over camera pose ranges. As a result, parameter tuning is typically required for real-world data, and results degrade if the data distribution is not matched. Our key hypothesis is that learning a camera generator jointly with the image generator leads to a more principled approach to 3D-aware image synthesis. Further, we propose to decompose the scene into a background and foreground model, leading to more efficient and disentangled scene representations. While training from raw, unposed image collections, we learn a 3D- and camera-aware generative model which faithfully recovers not only the image but also the camera data distribution. At test time, our model generates images with explicit control over the camera as well as the shape and appearance of the scene.
CamCo: Camera-Controllable 3D-Consistent Image-to-Video Generation
Recently video diffusion models have emerged as expressive generative tools for high-quality video content creation readily available to general users. However, these models often do not offer precise control over camera poses for video generation, limiting the expression of cinematic language and user control. To address this issue, we introduce CamCo, which allows fine-grained Camera pose Control for image-to-video generation. We equip a pre-trained image-to-video generator with accurately parameterized camera pose input using Pl\"ucker coordinates. To enhance 3D consistency in the videos produced, we integrate an epipolar attention module in each attention block that enforces epipolar constraints to the feature maps. Additionally, we fine-tune CamCo on real-world videos with camera poses estimated through structure-from-motion algorithms to better synthesize object motion. Our experiments show that CamCo significantly improves 3D consistency and camera control capabilities compared to previous models while effectively generating plausible object motion. Project page: https://ir1d.github.io/CamCo/
Erasing the Ephemeral: Joint Camera Refinement and Transient Object Removal for Street View Synthesis
Synthesizing novel views for urban environments is crucial for tasks like autonomous driving and virtual tours. Compared to object-level or indoor situations, outdoor settings present unique challenges, such as inconsistency across frames due to moving vehicles and camera pose drift over lengthy sequences. In this paper, we introduce a method that tackles these challenges on view synthesis for outdoor scenarios. We employ a neural point light field scene representation and strategically detect and mask out dynamic objects to reconstruct novel scenes without artifacts. Moreover, we simultaneously optimize camera pose along with the view synthesis process, and thus, we simultaneously refine both elements. Through validation on real-world urban datasets, we demonstrate state-of-the-art results in synthesizing novel views of urban scenes.
Gaussian Scenes: Pose-Free Sparse-View Scene Reconstruction using Depth-Enhanced Diffusion Priors
In this work, we introduce a generative approach for pose-free reconstruction of 360^{circ} scenes from a limited number of uncalibrated 2D images. Pose-free scene reconstruction from incomplete, unposed observations is usually regularized with depth estimation or 3D foundational priors. While recent advances have enabled sparse-view reconstruction of unbounded scenes with known camera poses using diffusion priors, these methods rely on explicit camera embeddings for extrapolating unobserved regions. This reliance limits their application in pose-free settings, where view-specific data is only implicitly available. To address this, we propose an instruction-following RGBD diffusion model designed to inpaint missing details and remove artifacts in novel view renders and depth maps of a 3D scene. We also propose a novel confidence measure for Gaussian representations to allow for better detection of these artifacts. By progressively integrating these novel views in a Gaussian-SLAM-inspired process, we achieve a multi-view-consistent Gaussian representation. Evaluations on the MipNeRF360 dataset demonstrate that our method surpasses existing pose-free techniques and performs competitively with state-of-the-art posed reconstruction methods in complex 360^{circ} scenes.
Boosting Camera Motion Control for Video Diffusion Transformers
Recent advancements in diffusion models have significantly enhanced the quality of video generation. However, fine-grained control over camera pose remains a challenge. While U-Net-based models have shown promising results for camera control, transformer-based diffusion models (DiT)-the preferred architecture for large-scale video generation - suffer from severe degradation in camera motion accuracy. In this paper, we investigate the underlying causes of this issue and propose solutions tailored to DiT architectures. Our study reveals that camera control performance depends heavily on the choice of conditioning methods rather than camera pose representations that is commonly believed. To address the persistent motion degradation in DiT, we introduce Camera Motion Guidance (CMG), based on classifier-free guidance, which boosts camera control by over 400%. Additionally, we present a sparse camera control pipeline, significantly simplifying the process of specifying camera poses for long videos. Our method universally applies to both U-Net and DiT models, offering improved camera control for video generation tasks.
iFusion: Inverting Diffusion for Pose-Free Reconstruction from Sparse Views
We present iFusion, a novel 3D object reconstruction framework that requires only two views with unknown camera poses. While single-view reconstruction yields visually appealing results, it can deviate significantly from the actual object, especially on unseen sides. Additional views improve reconstruction fidelity but necessitate known camera poses. However, assuming the availability of pose may be unrealistic, and existing pose estimators fail in sparse view scenarios. To address this, we harness a pre-trained novel view synthesis diffusion model, which embeds implicit knowledge about the geometry and appearance of diverse objects. Our strategy unfolds in three steps: (1) We invert the diffusion model for camera pose estimation instead of synthesizing novel views. (2) The diffusion model is fine-tuned using provided views and estimated poses, turned into a novel view synthesizer tailored for the target object. (3) Leveraging registered views and the fine-tuned diffusion model, we reconstruct the 3D object. Experiments demonstrate strong performance in both pose estimation and novel view synthesis. Moreover, iFusion seamlessly integrates with various reconstruction methods and enhances them.
Uncertainty-Aware DNN for Multi-Modal Camera Localization
Camera localization, i.e., camera pose regression, represents an important task in computer vision since it has many practical applications such as in the context of intelligent vehicles and their localization. Having reliable estimates of the regression uncertainties is also important, as it would allow us to catch dangerous localization failures. In the literature, uncertainty estimation in Deep Neural Networks (DNNs) is often performed through sampling methods, such as Monte Carlo Dropout (MCD) and Deep Ensemble (DE), at the expense of undesirable execution time or an increase in hardware resources. In this work, we considered an uncertainty estimation approach named Deep Evidential Regression (DER) that avoids any sampling technique, providing direct uncertainty estimates. Our goal is to provide a systematic approach to intercept localization failures of camera localization systems based on DNNs architectures, by analyzing the generated uncertainties. We propose to exploit CMRNet, a DNN approach for multi-modal image to LiDAR map registration, by modifying its internal configuration to allow for extensive experimental activity on the KITTI dataset. The experimental section highlights CMRNet's major flaws and proves that our proposal does not compromise the original localization performances but also provides, at the same time, the necessary introspection measures that would allow end-users to act accordingly.
SpaRP: Fast 3D Object Reconstruction and Pose Estimation from Sparse Views
Open-world 3D generation has recently attracted considerable attention. While many single-image-to-3D methods have yielded visually appealing outcomes, they often lack sufficient controllability and tend to produce hallucinated regions that may not align with users' expectations. In this paper, we explore an important scenario in which the input consists of one or a few unposed 2D images of a single object, with little or no overlap. We propose a novel method, SpaRP, to reconstruct a 3D textured mesh and estimate the relative camera poses for these sparse-view images. SpaRP distills knowledge from 2D diffusion models and finetunes them to implicitly deduce the 3D spatial relationships between the sparse views. The diffusion model is trained to jointly predict surrogate representations for camera poses and multi-view images of the object under known poses, integrating all information from the input sparse views. These predictions are then leveraged to accomplish 3D reconstruction and pose estimation, and the reconstructed 3D model can be used to further refine the camera poses of input views. Through extensive experiments on three datasets, we demonstrate that our method not only significantly outperforms baseline methods in terms of 3D reconstruction quality and pose prediction accuracy but also exhibits strong efficiency. It requires only about 20 seconds to produce a textured mesh and camera poses for the input views. Project page: https://chaoxu.xyz/sparp.
ICON: Incremental CONfidence for Joint Pose and Radiance Field Optimization
Neural Radiance Fields (NeRF) exhibit remarkable performance for Novel View Synthesis (NVS) given a set of 2D images. However, NeRF training requires accurate camera pose for each input view, typically obtained by Structure-from-Motion (SfM) pipelines. Recent works have attempted to relax this constraint, but they still often rely on decent initial poses which they can refine. Here we aim at removing the requirement for pose initialization. We present Incremental CONfidence (ICON), an optimization procedure for training NeRFs from 2D video frames. ICON only assumes smooth camera motion to estimate initial guess for poses. Further, ICON introduces ``confidence": an adaptive measure of model quality used to dynamically reweight gradients. ICON relies on high-confidence poses to learn NeRF, and high-confidence 3D structure (as encoded by NeRF) to learn poses. We show that ICON, without prior pose initialization, achieves superior performance in both CO3D and HO3D versus methods which use SfM pose.
Sparse-view Pose Estimation and Reconstruction via Analysis by Generative Synthesis
Inferring the 3D structure underlying a set of multi-view images typically requires solving two co-dependent tasks -- accurate 3D reconstruction requires precise camera poses, and predicting camera poses relies on (implicitly or explicitly) modeling the underlying 3D. The classical framework of analysis by synthesis casts this inference as a joint optimization seeking to explain the observed pixels, and recent instantiations learn expressive 3D representations (e.g., Neural Fields) with gradient-descent-based pose refinement of initial pose estimates. However, given a sparse set of observed views, the observations may not provide sufficient direct evidence to obtain complete and accurate 3D. Moreover, large errors in pose estimation may not be easily corrected and can further degrade the inferred 3D. To allow robust 3D reconstruction and pose estimation in this challenging setup, we propose SparseAGS, a method that adapts this analysis-by-synthesis approach by: a) including novel-view-synthesis-based generative priors in conjunction with photometric objectives to improve the quality of the inferred 3D, and b) explicitly reasoning about outliers and using a discrete search with a continuous optimization-based strategy to correct them. We validate our framework across real-world and synthetic datasets in combination with several off-the-shelf pose estimation systems as initialization. We find that it significantly improves the base systems' pose accuracy while yielding high-quality 3D reconstructions that outperform the results from current multi-view reconstruction baselines.
Probabilistic Triangulation for Uncalibrated Multi-View 3D Human Pose Estimation
3D human pose estimation has been a long-standing challenge in computer vision and graphics, where multi-view methods have significantly progressed but are limited by the tedious calibration processes. Existing multi-view methods are restricted to fixed camera pose and therefore lack generalization ability. This paper presents a novel Probabilistic Triangulation module that can be embedded in a calibrated 3D human pose estimation method, generalizing it to uncalibration scenes. The key idea is to use a probability distribution to model the camera pose and iteratively update the distribution from 2D features instead of using camera pose. Specifically, We maintain a camera pose distribution and then iteratively update this distribution by computing the posterior probability of the camera pose through Monte Carlo sampling. This way, the gradients can be directly back-propagated from the 3D pose estimation to the 2D heatmap, enabling end-to-end training. Extensive experiments on Human3.6M and CMU Panoptic demonstrate that our method outperforms other uncalibration methods and achieves comparable results with state-of-the-art calibration methods. Thus, our method achieves a trade-off between estimation accuracy and generalizability. Our code is in https://github.com/bymaths/probabilistic_triangulation
FrozenRecon: Pose-free 3D Scene Reconstruction with Frozen Depth Models
3D scene reconstruction is a long-standing vision task. Existing approaches can be categorized into geometry-based and learning-based methods. The former leverages multi-view geometry but can face catastrophic failures due to the reliance on accurate pixel correspondence across views. The latter was proffered to mitigate these issues by learning 2D or 3D representation directly. However, without a large-scale video or 3D training data, it can hardly generalize to diverse real-world scenarios due to the presence of tens of millions or even billions of optimization parameters in the deep network. Recently, robust monocular depth estimation models trained with large-scale datasets have been proven to possess weak 3D geometry prior, but they are insufficient for reconstruction due to the unknown camera parameters, the affine-invariant property, and inter-frame inconsistency. Here, we propose a novel test-time optimization approach that can transfer the robustness of affine-invariant depth models such as LeReS to challenging diverse scenes while ensuring inter-frame consistency, with only dozens of parameters to optimize per video frame. Specifically, our approach involves freezing the pre-trained affine-invariant depth model's depth predictions, rectifying them by optimizing the unknown scale-shift values with a geometric consistency alignment module, and employing the resulting scale-consistent depth maps to robustly obtain camera poses and achieve dense scene reconstruction, even in low-texture regions. Experiments show that our method achieves state-of-the-art cross-dataset reconstruction on five zero-shot testing datasets.
NoPe-NeRF: Optimising Neural Radiance Field with No Pose Prior
Training a Neural Radiance Field (NeRF) without pre-computed camera poses is challenging. Recent advances in this direction demonstrate the possibility of jointly optimising a NeRF and camera poses in forward-facing scenes. However, these methods still face difficulties during dramatic camera movement. We tackle this challenging problem by incorporating undistorted monocular depth priors. These priors are generated by correcting scale and shift parameters during training, with which we are then able to constrain the relative poses between consecutive frames. This constraint is achieved using our proposed novel loss functions. Experiments on real-world indoor and outdoor scenes show that our method can handle challenging camera trajectories and outperforms existing methods in terms of novel view rendering quality and pose estimation accuracy. Our project page is https://nope-nerf.active.vision.
End2End Multi-View Feature Matching with Differentiable Pose Optimization
Erroneous feature matches have severe impact on subsequent camera pose estimation and often require additional, time-costly measures, like RANSAC, for outlier rejection. Our method tackles this challenge by addressing feature matching and pose optimization jointly. To this end, we propose a graph attention network to predict image correspondences along with confidence weights. The resulting matches serve as weighted constraints in a differentiable pose estimation. Training feature matching with gradients from pose optimization naturally learns to down-weight outliers and boosts pose estimation on image pairs compared to SuperGlue by 6.7% on ScanNet. At the same time, it reduces the pose estimation time by over 50% and renders RANSAC iterations unnecessary. Moreover, we integrate information from multiple views by spanning the graph across multiple frames to predict the matches all at once. Multi-view matching combined with end-to-end training improves the pose estimation metrics on Matterport3D by 18.5% compared to SuperGlue.
P1AC: Revisiting Absolute Pose From a Single Affine Correspondence
Affine correspondences have traditionally been used to improve feature matching over wide baselines. While recent work has successfully used affine correspondences to solve various relative camera pose estimation problems, less attention has been given to their use in absolute pose estimation. We introduce the first general solution to the problem of estimating the pose of a calibrated camera given a single observation of an oriented point and an affine correspondence. The advantage of our approach (P1AC) is that it requires only a single correspondence, in comparison to the traditional point-based approach (P3P), significantly reducing the combinatorics in robust estimation. P1AC provides a general solution that removes restrictive assumptions made in prior work and is applicable to large-scale image-based localization. We propose a minimal solution to the P1AC problem and evaluate our novel solver on synthetic data, showing its numerical stability and performance under various types of noise. On standard image-based localization benchmarks we show that P1AC achieves more accurate results than the widely used P3P algorithm. Code for our method is available at https://github.com/jonathanventura/P1AC/ .
CameraCtrl: Enabling Camera Control for Text-to-Video Generation
Controllability plays a crucial role in video generation since it allows users to create desired content. However, existing models largely overlooked the precise control of camera pose that serves as a cinematic language to express deeper narrative nuances. To alleviate this issue, we introduce CameraCtrl, enabling accurate camera pose control for text-to-video(T2V) models. After precisely parameterizing the camera trajectory, a plug-and-play camera module is then trained on a T2V model, leaving others untouched. Additionally, a comprehensive study on the effect of various datasets is also conducted, suggesting that videos with diverse camera distribution and similar appearances indeed enhance controllability and generalization. Experimental results demonstrate the effectiveness of CameraCtrl in achieving precise and domain-adaptive camera control, marking a step forward in the pursuit of dynamic and customized video storytelling from textual and camera pose inputs. Our project website is at: https://hehao13.github.io/projects-CameraCtrl/.
PF-LRM: Pose-Free Large Reconstruction Model for Joint Pose and Shape Prediction
We propose a Pose-Free Large Reconstruction Model (PF-LRM) for reconstructing a 3D object from a few unposed images even with little visual overlap, while simultaneously estimating the relative camera poses in ~1.3 seconds on a single A100 GPU. PF-LRM is a highly scalable method utilizing the self-attention blocks to exchange information between 3D object tokens and 2D image tokens; we predict a coarse point cloud for each view, and then use a differentiable Perspective-n-Point (PnP) solver to obtain camera poses. When trained on a huge amount of multi-view posed data of ~1M objects, PF-LRM shows strong cross-dataset generalization ability, and outperforms baseline methods by a large margin in terms of pose prediction accuracy and 3D reconstruction quality on various unseen evaluation datasets. We also demonstrate our model's applicability in downstream text/image-to-3D task with fast feed-forward inference. Our project website is at: https://totoro97.github.io/pf-lrm .
LU-NeRF: Scene and Pose Estimation by Synchronizing Local Unposed NeRFs
A critical obstacle preventing NeRF models from being deployed broadly in the wild is their reliance on accurate camera poses. Consequently, there is growing interest in extending NeRF models to jointly optimize camera poses and scene representation, which offers an alternative to off-the-shelf SfM pipelines which have well-understood failure modes. Existing approaches for unposed NeRF operate under limited assumptions, such as a prior pose distribution or coarse pose initialization, making them less effective in a general setting. In this work, we propose a novel approach, LU-NeRF, that jointly estimates camera poses and neural radiance fields with relaxed assumptions on pose configuration. Our approach operates in a local-to-global manner, where we first optimize over local subsets of the data, dubbed mini-scenes. LU-NeRF estimates local pose and geometry for this challenging few-shot task. The mini-scene poses are brought into a global reference frame through a robust pose synchronization step, where a final global optimization of pose and scene can be performed. We show our LU-NeRF pipeline outperforms prior attempts at unposed NeRF without making restrictive assumptions on the pose prior. This allows us to operate in the general SE(3) pose setting, unlike the baselines. Our results also indicate our model can be complementary to feature-based SfM pipelines as it compares favorably to COLMAP on low-texture and low-resolution images.
GARF: Gaussian Activated Radiance Fields for High Fidelity Reconstruction and Pose Estimation
Despite Neural Radiance Fields (NeRF) showing compelling results in photorealistic novel views synthesis of real-world scenes, most existing approaches require accurate prior camera poses. Although approaches for jointly recovering the radiance field and camera pose exist (BARF), they rely on a cumbersome coarse-to-fine auxiliary positional embedding to ensure good performance. We present Gaussian Activated neural Radiance Fields (GARF), a new positional embedding-free neural radiance field architecture - employing Gaussian activations - that outperforms the current state-of-the-art in terms of high fidelity reconstruction and pose estimation.
FLARE: Feed-forward Geometry, Appearance and Camera Estimation from Uncalibrated Sparse Views
We present FLARE, a feed-forward model designed to infer high-quality camera poses and 3D geometry from uncalibrated sparse-view images (i.e., as few as 2-8 inputs), which is a challenging yet practical setting in real-world applications. Our solution features a cascaded learning paradigm with camera pose serving as the critical bridge, recognizing its essential role in mapping 3D structures onto 2D image planes. Concretely, FLARE starts with camera pose estimation, whose results condition the subsequent learning of geometric structure and appearance, optimized through the objectives of geometry reconstruction and novel-view synthesis. Utilizing large-scale public datasets for training, our method delivers state-of-the-art performance in the tasks of pose estimation, geometry reconstruction, and novel view synthesis, while maintaining the inference efficiency (i.e., less than 0.5 seconds). The project page and code can be found at: https://zhanghe3z.github.io/FLARE/
EMDB: The Electromagnetic Database of Global 3D Human Pose and Shape in the Wild
We present EMDB, the Electromagnetic Database of Global 3D Human Pose and Shape in the Wild. EMDB is a novel dataset that contains high-quality 3D SMPL pose and shape parameters with global body and camera trajectories for in-the-wild videos. We use body-worn, wireless electromagnetic (EM) sensors and a hand-held iPhone to record a total of 58 minutes of motion data, distributed over 81 indoor and outdoor sequences and 10 participants. Together with accurate body poses and shapes, we also provide global camera poses and body root trajectories. To construct EMDB, we propose a multi-stage optimization procedure, which first fits SMPL to the 6-DoF EM measurements and then refines the poses via image observations. To achieve high-quality results, we leverage a neural implicit avatar model to reconstruct detailed human surface geometry and appearance, which allows for improved alignment and smoothness via a dense pixel-level objective. Our evaluations, conducted with a multi-view volumetric capture system, indicate that EMDB has an expected accuracy of 2.3 cm positional and 10.6 degrees angular error, surpassing the accuracy of previous in-the-wild datasets. We evaluate existing state-of-the-art monocular RGB methods for camera-relative and global pose estimation on EMDB. EMDB is publicly available under https://ait.ethz.ch/emdb
Learning Camera Movement Control from Real-World Drone Videos
This study seeks to automate camera movement control for filming existing subjects into attractive videos, contrasting with the creation of non-existent content by directly generating the pixels. We select drone videos as our test case due to their rich and challenging motion patterns, distinctive viewing angles, and precise controls. Existing AI videography methods struggle with limited appearance diversity in simulation training, high costs of recording expert operations, and difficulties in designing heuristic-based goals to cover all scenarios. To avoid these issues, we propose a scalable method that involves collecting real-world training data to improve diversity, extracting camera trajectories automatically to minimize annotation costs, and training an effective architecture that does not rely on heuristics. Specifically, we collect 99k high-quality trajectories by running 3D reconstruction on online videos, connecting camera poses from consecutive frames to formulate 3D camera paths, and using Kalman filter to identify and remove low-quality data. Moreover, we introduce DVGFormer, an auto-regressive transformer that leverages the camera path and images from all past frames to predict camera movement in the next frame. We evaluate our system across 38 synthetic natural scenes and 7 real city 3D scans. We show that our system effectively learns to perform challenging camera movements such as navigating through obstacles, maintaining low altitude to increase perceived speed, and orbiting towers and buildings, which are very useful for recording high-quality videos. Data and code are available at dvgformer.github.io.
Generative Camera Dolly: Extreme Monocular Dynamic Novel View Synthesis
Accurate reconstruction of complex dynamic scenes from just a single viewpoint continues to be a challenging task in computer vision. Current dynamic novel view synthesis methods typically require videos from many different camera viewpoints, necessitating careful recording setups, and significantly restricting their utility in the wild as well as in terms of embodied AI applications. In this paper, we propose GCD, a controllable monocular dynamic view synthesis pipeline that leverages large-scale diffusion priors to, given a video of any scene, generate a synchronous video from any other chosen perspective, conditioned on a set of relative camera pose parameters. Our model does not require depth as input, and does not explicitly model 3D scene geometry, instead performing end-to-end video-to-video translation in order to achieve its goal efficiently. Despite being trained on synthetic multi-view video data only, zero-shot real-world generalization experiments show promising results in multiple domains, including robotics, object permanence, and driving environments. We believe our framework can potentially unlock powerful applications in rich dynamic scene understanding, perception for robotics, and interactive 3D video viewing experiences for virtual reality.
IMP: Iterative Matching and Pose Estimation with Adaptive Pooling
Previous methods solve feature matching and pose estimation using a two-stage process by first finding matches and then estimating the pose. As they ignore the geometric relationships between the two tasks, they focus on either improving the quality of matches or filtering potential outliers, leading to limited efficiency or accuracy. In contrast, we propose an iterative matching and pose estimation framework (IMP) leveraging the geometric connections between the two tasks: a few good matches are enough for a roughly accurate pose estimation; a roughly accurate pose can be used to guide the matching by providing geometric constraints. To this end, we implement a geometry-aware recurrent attention-based module which jointly outputs sparse matches and camera poses. Specifically, for each iteration, we first implicitly embed geometric information into the module via a pose-consistency loss, allowing it to predict geometry-aware matches progressively. Second, we introduce an efficient IMP, called EIMP, to dynamically discard keypoints without potential matches, avoiding redundant updating and significantly reducing the quadratic time complexity of attention computation in transformers. Experiments on YFCC100m, Scannet, and Aachen Day-Night datasets demonstrate that the proposed method outperforms previous approaches in terms of accuracy and efficiency.
Map-free Visual Relocalization: Metric Pose Relative to a Single Image
Can we relocalize in a scene represented by a single reference image? Standard visual relocalization requires hundreds of images and scale calibration to build a scene-specific 3D map. In contrast, we propose Map-free Relocalization, i.e., using only one photo of a scene to enable instant, metric scaled relocalization. Existing datasets are not suitable to benchmark map-free relocalization, due to their focus on large scenes or their limited variability. Thus, we have constructed a new dataset of 655 small places of interest, such as sculptures, murals and fountains, collected worldwide. Each place comes with a reference image to serve as a relocalization anchor, and dozens of query images with known, metric camera poses. The dataset features changing conditions, stark viewpoint changes, high variability across places, and queries with low to no visual overlap with the reference image. We identify two viable families of existing methods to provide baseline results: relative pose regression, and feature matching combined with single-image depth prediction. While these methods show reasonable performance on some favorable scenes in our dataset, map-free relocalization proves to be a challenge that requires new, innovative solutions.
Geometry-Aware Learning of Maps for Camera Localization
Maps are a key component in image-based camera localization and visual SLAM systems: they are used to establish geometric constraints between images, correct drift in relative pose estimation, and relocalize cameras after lost tracking. The exact definitions of maps, however, are often application-specific and hand-crafted for different scenarios (e.g. 3D landmarks, lines, planes, bags of visual words). We propose to represent maps as a deep neural net called MapNet, which enables learning a data-driven map representation. Unlike prior work on learning maps, MapNet exploits cheap and ubiquitous sensory inputs like visual odometry and GPS in addition to images and fuses them together for camera localization. Geometric constraints expressed by these inputs, which have traditionally been used in bundle adjustment or pose-graph optimization, are formulated as loss terms in MapNet training and also used during inference. In addition to directly improving localization accuracy, this allows us to update the MapNet (i.e., maps) in a self-supervised manner using additional unlabeled video sequences from the scene. We also propose a novel parameterization for camera rotation which is better suited for deep-learning based camera pose regression. Experimental results on both the indoor 7-Scenes dataset and the outdoor Oxford RobotCar dataset show significant performance improvement over prior work. The MapNet project webpage is https://goo.gl/mRB3Au.
SynCamMaster: Synchronizing Multi-Camera Video Generation from Diverse Viewpoints
Recent advancements in video diffusion models have shown exceptional abilities in simulating real-world dynamics and maintaining 3D consistency. This progress inspires us to investigate the potential of these models to ensure dynamic consistency across various viewpoints, a highly desirable feature for applications such as virtual filming. Unlike existing methods focused on multi-view generation of single objects for 4D reconstruction, our interest lies in generating open-world videos from arbitrary viewpoints, incorporating 6 DoF camera poses. To achieve this, we propose a plug-and-play module that enhances a pre-trained text-to-video model for multi-camera video generation, ensuring consistent content across different viewpoints. Specifically, we introduce a multi-view synchronization module to maintain appearance and geometry consistency across these viewpoints. Given the scarcity of high-quality training data, we design a hybrid training scheme that leverages multi-camera images and monocular videos to supplement Unreal Engine-rendered multi-camera videos. Furthermore, our method enables intriguing extensions, such as re-rendering a video from novel viewpoints. We also release a multi-view synchronized video dataset, named SynCamVideo-Dataset. Project page: https://jianhongbai.github.io/SynCamMaster/.
DreamCinema: Cinematic Transfer with Free Camera and 3D Character
We are living in a flourishing era of digital media, where everyone has the potential to become a personal filmmaker. Current research on cinematic transfer empowers filmmakers to reproduce and manipulate the visual elements (e.g., cinematography and character behaviors) from classic shots. However, characters in the reimagined films still rely on manual crafting, which involves significant technical complexity and high costs, making it unattainable for ordinary users. Furthermore, their estimated cinematography lacks smoothness due to inadequate capturing of inter-frame motion and modeling of physical trajectories. Fortunately, the remarkable success of 2D and 3D AIGC has opened up the possibility of efficiently generating characters tailored to users' needs, diversifying cinematography. In this paper, we propose DreamCinema, a novel cinematic transfer framework that pioneers generative AI into the film production paradigm, aiming at facilitating user-friendly film creation. Specifically, we first extract cinematic elements (i.e., human and camera pose) and optimize the camera trajectory. Then, we apply a character generator to efficiently create 3D high-quality characters with a human structure prior. Finally, we develop a structure-guided motion transfer strategy to incorporate generated characters into film creation and transfer it via 3D graphics engines smoothly. Extensive experiments demonstrate the effectiveness of our method for creating high-quality films with free camera and 3D characters.
AC3D: Analyzing and Improving 3D Camera Control in Video Diffusion Transformers
Numerous works have recently integrated 3D camera control into foundational text-to-video models, but the resulting camera control is often imprecise, and video generation quality suffers. In this work, we analyze camera motion from a first principles perspective, uncovering insights that enable precise 3D camera manipulation without compromising synthesis quality. First, we determine that motion induced by camera movements in videos is low-frequency in nature. This motivates us to adjust train and test pose conditioning schedules, accelerating training convergence while improving visual and motion quality. Then, by probing the representations of an unconditional video diffusion transformer, we observe that they implicitly perform camera pose estimation under the hood, and only a sub-portion of their layers contain the camera information. This suggested us to limit the injection of camera conditioning to a subset of the architecture to prevent interference with other video features, leading to 4x reduction of training parameters, improved training speed and 10% higher visual quality. Finally, we complement the typical dataset for camera control learning with a curated dataset of 20K diverse dynamic videos with stationary cameras. This helps the model disambiguate the difference between camera and scene motion, and improves the dynamics of generated pose-conditioned videos. We compound these findings to design the Advanced 3D Camera Control (AC3D) architecture, the new state-of-the-art model for generative video modeling with camera control.
Image as an IMU: Estimating Camera Motion from a Single Motion-Blurred Image
In many robotics and VR/AR applications, fast camera motions cause a high level of motion blur, causing existing camera pose estimation methods to fail. In this work, we propose a novel framework that leverages motion blur as a rich cue for motion estimation rather than treating it as an unwanted artifact. Our approach works by predicting a dense motion flow field and a monocular depth map directly from a single motion-blurred image. We then recover the instantaneous camera velocity by solving a linear least squares problem under the small motion assumption. In essence, our method produces an IMU-like measurement that robustly captures fast and aggressive camera movements. To train our model, we construct a large-scale dataset with realistic synthetic motion blur derived from ScanNet++v2 and further refine our model by training end-to-end on real data using our fully differentiable pipeline. Extensive evaluations on real-world benchmarks demonstrate that our method achieves state-of-the-art angular and translational velocity estimates, outperforming current methods like MASt3R and COLMAP.
NAVI: Category-Agnostic Image Collections with High-Quality 3D Shape and Pose Annotations
Recent advances in neural reconstruction enable high-quality 3D object reconstruction from casually captured image collections. Current techniques mostly analyze their progress on relatively simple image collections where Structure-from-Motion (SfM) techniques can provide ground-truth (GT) camera poses. We note that SfM techniques tend to fail on in-the-wild image collections such as image search results with varying backgrounds and illuminations. To enable systematic research progress on 3D reconstruction from casual image captures, we propose NAVI: a new dataset of category-agnostic image collections of objects with high-quality 3D scans along with per-image 2D-3D alignments providing near-perfect GT camera parameters. These 2D-3D alignments allow us to extract accurate derivative annotations such as dense pixel correspondences, depth and segmentation maps. We demonstrate the use of NAVI image collections on different problem settings and show that NAVI enables more thorough evaluations that were not possible with existing datasets. We believe NAVI is beneficial for systematic research progress on 3D reconstruction and correspondence estimation. Project page: https://navidataset.github.io
Customizing Text-to-Image Diffusion with Camera Viewpoint Control
Model customization introduces new concepts to existing text-to-image models, enabling the generation of the new concept in novel contexts. However, such methods lack accurate camera view control w.r.t the object, and users must resort to prompt engineering (e.g., adding "top-view") to achieve coarse view control. In this work, we introduce a new task -- enabling explicit control of camera viewpoint for model customization. This allows us to modify object properties amongst various background scenes via text prompts, all while incorporating the target camera pose as additional control. This new task presents significant challenges in merging a 3D representation from the multi-view images of the new concept with a general, 2D text-to-image model. To bridge this gap, we propose to condition the 2D diffusion process on rendered, view-dependent features of the new object. During training, we jointly adapt the 2D diffusion modules and 3D feature predictions to reconstruct the object's appearance and geometry while reducing overfitting to the input multi-view images. Our method outperforms existing image editing and model personalization baselines in preserving the custom object's identity while following the input text prompt and the object's camera pose.
SPVLoc: Semantic Panoramic Viewport Matching for 6D Camera Localization in Unseen Environments
In this paper, we present SPVLoc, a global indoor localization method that accurately determines the six-dimensional (6D) camera pose of a query image and requires minimal scene-specific prior knowledge and no scene-specific training. Our approach employs a novel matching procedure to localize the perspective camera's viewport, given as an RGB image, within a set of panoramic semantic layout representations of the indoor environment. The panoramas are rendered from an untextured 3D reference model, which only comprises approximate structural information about room shapes, along with door and window annotations. We demonstrate that a straightforward convolutional network structure can successfully achieve image-to-panorama and ultimately image-to-model matching. Through a viewport classification score, we rank reference panoramas and select the best match for the query image. Then, a 6D relative pose is estimated between the chosen panorama and query image. Our experiments demonstrate that this approach not only efficiently bridges the domain gap but also generalizes well to previously unseen scenes that are not part of the training data. Moreover, it achieves superior localization accuracy compared to the state of the art methods and also estimates more degrees of freedom of the camera pose. Our source code is publicly available at https://fraunhoferhhi.github.io/spvloc .
Unsupervised Learning of Category-Level 3D Pose from Object-Centric Videos
Category-level 3D pose estimation is a fundamentally important problem in computer vision and robotics, e.g. for embodied agents or to train 3D generative models. However, so far methods that estimate the category-level object pose require either large amounts of human annotations, CAD models or input from RGB-D sensors. In contrast, we tackle the problem of learning to estimate the category-level 3D pose only from casually taken object-centric videos without human supervision. We propose a two-step pipeline: First, we introduce a multi-view alignment procedure that determines canonical camera poses across videos with a novel and robust cyclic distance formulation for geometric and appearance matching using reconstructed coarse meshes and DINOv2 features. In a second step, the canonical poses and reconstructed meshes enable us to train a model for 3D pose estimation from a single image. In particular, our model learns to estimate dense correspondences between images and a prototypical 3D template by predicting, for each pixel in a 2D image, a feature vector of the corresponding vertex in the template mesh. We demonstrate that our method outperforms all baselines at the unsupervised alignment of object-centric videos by a large margin and provides faithful and robust predictions in-the-wild. Our code and data is available at https://github.com/GenIntel/uns-obj-pose3d.
Symmetry and Uncertainty-Aware Object SLAM for 6DoF Object Pose Estimation
We propose a keypoint-based object-level SLAM framework that can provide globally consistent 6DoF pose estimates for symmetric and asymmetric objects alike. To the best of our knowledge, our system is among the first to utilize the camera pose information from SLAM to provide prior knowledge for tracking keypoints on symmetric objects -- ensuring that new measurements are consistent with the current 3D scene. Moreover, our semantic keypoint network is trained to predict the Gaussian covariance for the keypoints that captures the true error of the prediction, and thus is not only useful as a weight for the residuals in the system's optimization problems, but also as a means to detect harmful statistical outliers without choosing a manual threshold. Experiments show that our method provides competitive performance to the state of the art in 6DoF object pose estimation, and at a real-time speed. Our code, pre-trained models, and keypoint labels are available https://github.com/rpng/suo_slam.
VD3D: Taming Large Video Diffusion Transformers for 3D Camera Control
Modern text-to-video synthesis models demonstrate coherent, photorealistic generation of complex videos from a text description. However, most existing models lack fine-grained control over camera movement, which is critical for downstream applications related to content creation, visual effects, and 3D vision. Recently, new methods demonstrate the ability to generate videos with controllable camera poses these techniques leverage pre-trained U-Net-based diffusion models that explicitly disentangle spatial and temporal generation. Still, no existing approach enables camera control for new, transformer-based video diffusion models that process spatial and temporal information jointly. Here, we propose to tame video transformers for 3D camera control using a ControlNet-like conditioning mechanism that incorporates spatiotemporal camera embeddings based on Plucker coordinates. The approach demonstrates state-of-the-art performance for controllable video generation after fine-tuning on the RealEstate10K dataset. To the best of our knowledge, our work is the first to enable camera control for transformer-based video diffusion models.
GEN3C: 3D-Informed World-Consistent Video Generation with Precise Camera Control
We present GEN3C, a generative video model with precise Camera Control and temporal 3D Consistency. Prior video models already generate realistic videos, but they tend to leverage little 3D information, leading to inconsistencies, such as objects popping in and out of existence. Camera control, if implemented at all, is imprecise, because camera parameters are mere inputs to the neural network which must then infer how the video depends on the camera. In contrast, GEN3C is guided by a 3D cache: point clouds obtained by predicting the pixel-wise depth of seed images or previously generated frames. When generating the next frames, GEN3C is conditioned on the 2D renderings of the 3D cache with the new camera trajectory provided by the user. Crucially, this means that GEN3C neither has to remember what it previously generated nor does it have to infer the image structure from the camera pose. The model, instead, can focus all its generative power on previously unobserved regions, as well as advancing the scene state to the next frame. Our results demonstrate more precise camera control than prior work, as well as state-of-the-art results in sparse-view novel view synthesis, even in challenging settings such as driving scenes and monocular dynamic video. Results are best viewed in videos. Check out our webpage! https://research.nvidia.com/labs/toronto-ai/GEN3C/
Collaborative Video Diffusion: Consistent Multi-video Generation with Camera Control
Research on video generation has recently made tremendous progress, enabling high-quality videos to be generated from text prompts or images. Adding control to the video generation process is an important goal moving forward and recent approaches that condition video generation models on camera trajectories make strides towards it. Yet, it remains challenging to generate a video of the same scene from multiple different camera trajectories. Solutions to this multi-video generation problem could enable large-scale 3D scene generation with editable camera trajectories, among other applications. We introduce collaborative video diffusion (CVD) as an important step towards this vision. The CVD framework includes a novel cross-video synchronization module that promotes consistency between corresponding frames of the same video rendered from different camera poses using an epipolar attention mechanism. Trained on top of a state-of-the-art camera-control module for video generation, CVD generates multiple videos rendered from different camera trajectories with significantly better consistency than baselines, as shown in extensive experiments. Project page: https://collaborativevideodiffusion.github.io/.
CamCtrl3D: Single-Image Scene Exploration with Precise 3D Camera Control
We propose a method for generating fly-through videos of a scene, from a single image and a given camera trajectory. We build upon an image-to-video latent diffusion model. We condition its UNet denoiser on the camera trajectory, using four techniques. (1) We condition the UNet's temporal blocks on raw camera extrinsics, similar to MotionCtrl. (2) We use images containing camera rays and directions, similar to CameraCtrl. (3) We reproject the initial image to subsequent frames and use the resulting video as a condition. (4) We use 2D<=>3D transformers to introduce a global 3D representation, which implicitly conditions on the camera poses. We combine all conditions in a ContolNet-style architecture. We then propose a metric that evaluates overall video quality and the ability to preserve details with view changes, which we use to analyze the trade-offs of individual and combined conditions. Finally, we identify an optimal combination of conditions. We calibrate camera positions in our datasets for scale consistency across scenes, and we train our scene exploration model, CamCtrl3D, demonstrating state-of-theart results.
You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale
Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d
RUBIK: A Structured Benchmark for Image Matching across Geometric Challenges
Camera pose estimation is crucial for many computer vision applications, yet existing benchmarks offer limited insight into method limitations across different geometric challenges. We introduce RUBIK, a novel benchmark that systematically evaluates image matching methods across well-defined geometric difficulty levels. Using three complementary criteria - overlap, scale ratio, and viewpoint angle - we organize 16.5K image pairs from nuScenes into 33 difficulty levels. Our comprehensive evaluation of 14 methods reveals that while recent detector-free approaches achieve the best performance (>47% success rate), they come with significant computational overhead compared to detector-based methods (150-600ms vs. 40-70ms). Even the best performing method succeeds on only 54.8% of the pairs, highlighting substantial room for improvement, particularly in challenging scenarios combining low overlap, large scale differences, and extreme viewpoint changes. Benchmark will be made publicly available.
DVGaze: Dual-View Gaze Estimation
Gaze estimation methods estimate gaze from facial appearance with a single camera. However, due to the limited view of a single camera, the captured facial appearance cannot provide complete facial information and thus complicate the gaze estimation problem. Recently, camera devices are rapidly updated. Dual cameras are affordable for users and have been integrated in many devices. This development suggests that we can further improve gaze estimation performance with dual-view gaze estimation. In this paper, we propose a dual-view gaze estimation network (DV-Gaze). DV-Gaze estimates dual-view gaze directions from a pair of images. We first propose a dual-view interactive convolution (DIC) block in DV-Gaze. DIC blocks exchange dual-view information during convolution in multiple feature scales. It fuses dual-view features along epipolar lines and compensates for the original feature with the fused feature. We further propose a dual-view transformer to estimate gaze from dual-view features. Camera poses are encoded to indicate the position information in the transformer. We also consider the geometric relation between dual-view gaze directions and propose a dual-view gaze consistency loss for DV-Gaze. DV-Gaze achieves state-of-the-art performance on ETH-XGaze and EVE datasets. Our experiments also prove the potential of dual-view gaze estimation. We release codes in https://github.com/yihuacheng/DVGaze.
MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds
We introduce 4D Motion Scaffolds (MoSca), a neural information processing system designed to reconstruct and synthesize novel views of dynamic scenes from monocular videos captured casually in the wild. To address such a challenging and ill-posed inverse problem, we leverage prior knowledge from foundational vision models, lift the video data to a novel Motion Scaffold (MoSca) representation, which compactly and smoothly encodes the underlying motions / deformations. The scene geometry and appearance are then disentangled from the deformation field, and are encoded by globally fusing the Gaussians anchored onto the MoSca and optimized via Gaussian Splatting. Additionally, camera poses can be seamlessly initialized and refined during the dynamic rendering process, without the need for other pose estimation tools. Experiments demonstrate state-of-the-art performance on dynamic rendering benchmarks.
Fast3R: Towards 3D Reconstruction of 1000+ Images in One Forward Pass
Multi-view 3D reconstruction remains a core challenge in computer vision, particularly in applications requiring accurate and scalable representations across diverse perspectives. Current leading methods such as DUSt3R employ a fundamentally pairwise approach, processing images in pairs and necessitating costly global alignment procedures to reconstruct from multiple views. In this work, we propose Fast 3D Reconstruction (Fast3R), a novel multi-view generalization to DUSt3R that achieves efficient and scalable 3D reconstruction by processing many views in parallel. Fast3R's Transformer-based architecture forwards N images in a single forward pass, bypassing the need for iterative alignment. Through extensive experiments on camera pose estimation and 3D reconstruction, Fast3R demonstrates state-of-the-art performance, with significant improvements in inference speed and reduced error accumulation. These results establish Fast3R as a robust alternative for multi-view applications, offering enhanced scalability without compromising reconstruction accuracy.
EpipolarNVS: leveraging on Epipolar geometry for single-image Novel View Synthesis
Novel-view synthesis (NVS) can be tackled through different approaches, depending on the general setting: a single source image to a short video sequence, exact or noisy camera pose information, 3D-based information such as point clouds etc. The most challenging scenario, the one where we stand in this work, only considers a unique source image to generate a novel one from another viewpoint. However, in such a tricky situation, the latest learning-based solutions often struggle to integrate the camera viewpoint transformation. Indeed, the extrinsic information is often passed as-is, through a low-dimensional vector. It might even occur that such a camera pose, when parametrized as Euler angles, is quantized through a one-hot representation. This vanilla encoding choice prevents the learnt architecture from inferring novel views on a continuous basis (from a camera pose perspective). We claim it exists an elegant way to better encode relative camera pose, by leveraging 3D-related concepts such as the epipolar constraint. We, therefore, introduce an innovative method that encodes the viewpoint transformation as a 2D feature image. Such a camera encoding strategy gives meaningful insights to the network regarding how the camera has moved in space between the two views. By encoding the camera pose information as a finite number of coloured epipolar lines, we demonstrate through our experiments that our strategy outperforms vanilla encoding.
SCONE: Surface Coverage Optimization in Unknown Environments by Volumetric Integration
Next Best View computation (NBV) is a long-standing problem in robotics, and consists in identifying the next most informative sensor position(s) for reconstructing a 3D object or scene efficiently and accurately. Like most current methods, we consider NBV prediction from a depth sensor like Lidar systems. Learning-based methods relying on a volumetric representation of the scene are suitable for path planning, but have lower accuracy than methods using a surface-based representation. However, the latter do not scale well with the size of the scene and constrain the camera to a small number of poses. To obtain the advantages of both representations, we show that we can maximize surface metrics by Monte Carlo integration over a volumetric representation. In particular, we propose an approach, SCONE, that relies on two neural modules: The first module predicts occupancy probability in the entire volume of the scene. Given any new camera pose, the second module samples points in the scene based on their occupancy probability and leverages a self-attention mechanism to predict the visibility of the samples. Finally, we integrate the visibility to evaluate the gain in surface coverage for the new camera pose. NBV is selected as the pose that maximizes the gain in total surface coverage. Our method scales to large scenes and handles free camera motion: It takes as input an arbitrarily large point cloud gathered by a depth sensor as well as camera poses to predict NBV. We demonstrate our approach on a novel dataset made of large and complex 3D scenes.
MVD-HuGaS: Human Gaussians from a Single Image via 3D Human Multi-view Diffusion Prior
3D human reconstruction from a single image is a challenging problem and has been exclusively studied in the literature. Recently, some methods have resorted to diffusion models for guidance, optimizing a 3D representation via Score Distillation Sampling(SDS) or generating one back-view image for facilitating reconstruction. However, these methods tend to produce unsatisfactory artifacts (e.g. flattened human structure or over-smoothing results caused by inconsistent priors from multiple views) and struggle with real-world generalization in the wild. In this work, we present MVD-HuGaS, enabling free-view 3D human rendering from a single image via a multi-view human diffusion model. We first generate multi-view images from the single reference image with an enhanced multi-view diffusion model, which is well fine-tuned on high-quality 3D human datasets to incorporate 3D geometry priors and human structure priors. To infer accurate camera poses from the sparse generated multi-view images for reconstruction, an alignment module is introduced to facilitate joint optimization of 3D Gaussians and camera poses. Furthermore, we propose a depth-based Facial Distortion Mitigation module to refine the generated facial regions, thereby improving the overall fidelity of the reconstruction.Finally, leveraging the refined multi-view images, along with their accurate camera poses, MVD-HuGaS optimizes the 3D Gaussians of the target human for high-fidelity free-view renderings. Extensive experiments on Thuman2.0 and 2K2K datasets show that the proposed MVD-HuGaS achieves state-of-the-art performance on single-view 3D human rendering.
Learning 3D-Aware GANs from Unposed Images with Template Feature Field
Collecting accurate camera poses of training images has been shown to well serve the learning of 3D-aware generative adversarial networks (GANs) yet can be quite expensive in practice. This work targets learning 3D-aware GANs from unposed images, for which we propose to perform on-the-fly pose estimation of training images with a learned template feature field (TeFF). Concretely, in addition to a generative radiance field as in previous approaches, we ask the generator to also learn a field from 2D semantic features while sharing the density from the radiance field. Such a framework allows us to acquire a canonical 3D feature template leveraging the dataset mean discovered by the generative model, and further efficiently estimate the pose parameters on real data. Experimental results on various challenging datasets demonstrate the superiority of our approach over state-of-the-art alternatives from both the qualitative and the quantitative perspectives.
Light Field Diffusion for Single-View Novel View Synthesis
Single-view novel view synthesis, the task of generating images from new viewpoints based on a single reference image, is an important but challenging task in computer vision. Recently, Denoising Diffusion Probabilistic Model (DDPM) has become popular in this area due to its strong ability to generate high-fidelity images. However, current diffusion-based methods directly rely on camera pose matrices as viewing conditions, globally and implicitly introducing 3D constraints. These methods may suffer from inconsistency among generated images from different perspectives, especially in regions with intricate textures and structures. In this work, we present Light Field Diffusion (LFD), a conditional diffusion-based model for single-view novel view synthesis. Unlike previous methods that employ camera pose matrices, LFD transforms the camera view information into light field encoding and combines it with the reference image. This design introduces local pixel-wise constraints within the diffusion models, thereby encouraging better multi-view consistency. Experiments on several datasets show that our LFD can efficiently generate high-fidelity images and maintain better 3D consistency even in intricate regions. Our method can generate images with higher quality than NeRF-based models, and we obtain sample quality similar to other diffusion-based models but with only one-third of the model size.
UrbanGIRAFFE: Representing Urban Scenes as Compositional Generative Neural Feature Fields
Generating photorealistic images with controllable camera pose and scene contents is essential for many applications including AR/VR and simulation. Despite the fact that rapid progress has been made in 3D-aware generative models, most existing methods focus on object-centric images and are not applicable to generating urban scenes for free camera viewpoint control and scene editing. To address this challenging task, we propose UrbanGIRAFFE, which uses a coarse 3D panoptic prior, including the layout distribution of uncountable stuff and countable objects, to guide a 3D-aware generative model. Our model is compositional and controllable as it breaks down the scene into stuff, objects, and sky. Using stuff prior in the form of semantic voxel grids, we build a conditioned stuff generator that effectively incorporates the coarse semantic and geometry information. The object layout prior further allows us to learn an object generator from cluttered scenes. With proper loss functions, our approach facilitates photorealistic 3D-aware image synthesis with diverse controllability, including large camera movement, stuff editing, and object manipulation. We validate the effectiveness of our model on both synthetic and real-world datasets, including the challenging KITTI-360 dataset.
MotionCtrl: A Unified and Flexible Motion Controller for Video Generation
Motions in a video primarily consist of camera motion, induced by camera movement, and object motion, resulting from object movement. Accurate control of both camera and object motion is essential for video generation. However, existing works either mainly focus on one type of motion or do not clearly distinguish between the two, limiting their control capabilities and diversity. Therefore, this paper presents MotionCtrl, a unified and flexible motion controller for video generation designed to effectively and independently control camera and object motion. The architecture and training strategy of MotionCtrl are carefully devised, taking into account the inherent properties of camera motion, object motion, and imperfect training data. Compared to previous methods, MotionCtrl offers three main advantages: 1) It effectively and independently controls camera motion and object motion, enabling more fine-grained motion control and facilitating flexible and diverse combinations of both types of motion. 2) Its motion conditions are determined by camera poses and trajectories, which are appearance-free and minimally impact the appearance or shape of objects in generated videos. 3) It is a relatively generalizable model that can adapt to a wide array of camera poses and trajectories once trained. Extensive qualitative and quantitative experiments have been conducted to demonstrate the superiority of MotionCtrl over existing methods.
Progressively Optimized Local Radiance Fields for Robust View Synthesis
We present an algorithm for reconstructing the radiance field of a large-scale scene from a single casually captured video. The task poses two core challenges. First, most existing radiance field reconstruction approaches rely on accurate pre-estimated camera poses from Structure-from-Motion algorithms, which frequently fail on in-the-wild videos. Second, using a single, global radiance field with finite representational capacity does not scale to longer trajectories in an unbounded scene. For handling unknown poses, we jointly estimate the camera poses with radiance field in a progressive manner. We show that progressive optimization significantly improves the robustness of the reconstruction. For handling large unbounded scenes, we dynamically allocate new local radiance fields trained with frames within a temporal window. This further improves robustness (e.g., performs well even under moderate pose drifts) and allows us to scale to large scenes. Our extensive evaluation on the Tanks and Temples dataset and our collected outdoor dataset, Static Hikes, show that our approach compares favorably with the state-of-the-art.
EgoLoc: Revisiting 3D Object Localization from Egocentric Videos with Visual Queries
With the recent advances in video and 3D understanding, novel 4D spatio-temporal methods fusing both concepts have emerged. Towards this direction, the Ego4D Episodic Memory Benchmark proposed a task for Visual Queries with 3D Localization (VQ3D). Given an egocentric video clip and an image crop depicting a query object, the goal is to localize the 3D position of the center of that query object with respect to the camera pose of a query frame. Current methods tackle the problem of VQ3D by unprojecting the 2D localization results of the sibling task Visual Queries with 2D Localization (VQ2D) into 3D predictions. Yet, we point out that the low number of camera poses caused by camera re-localization from previous VQ3D methods severally hinders their overall success rate. In this work, we formalize a pipeline (we dub EgoLoc) that better entangles 3D multiview geometry with 2D object retrieval from egocentric videos. Our approach involves estimating more robust camera poses and aggregating multi-view 3D displacements by leveraging the 2D detection confidence, which enhances the success rate of object queries and leads to a significant improvement in the VQ3D baseline performance. Specifically, our approach achieves an overall success rate of up to 87.12%, which sets a new state-of-the-art result in the VQ3D task. We provide a comprehensive empirical analysis of the VQ3D task and existing solutions, and highlight the remaining challenges in VQ3D. The code is available at https://github.com/Wayne-Mai/EgoLoc.
Neural Surface Priors for Editable Gaussian Splatting
In computer graphics, there is a need to recover easily modifiable representations of 3D geometry and appearance from image data. We introduce a novel method for this task using 3D Gaussian Splatting, which enables intuitive scene editing through mesh adjustments. Starting with input images and camera poses, we reconstruct the underlying geometry using a neural Signed Distance Field and extract a high-quality mesh. Our model then estimates a set of Gaussians, where each component is flat, and the opacity is conditioned on the recovered neural surface. To facilitate editing, we produce a proxy representation that encodes information about the Gaussians' shape and position. Unlike other methods, our pipeline allows modifications applied to the extracted mesh to be propagated to the proxy representation, from which we recover the updated parameters of the Gaussians. This effectively transfers the mesh edits back to the recovered appearance representation. By leveraging mesh-guided transformations, our approach simplifies 3D scene editing and offers improvements over existing methods in terms of usability and visual fidelity of edits. The complete source code for this project can be accessed at https://github.com/WJakubowska/NeuralSurfacePriors
OrienterNet: Visual Localization in 2D Public Maps with Neural Matching
Humans can orient themselves in their 3D environments using simple 2D maps. Differently, algorithms for visual localization mostly rely on complex 3D point clouds that are expensive to build, store, and maintain over time. We bridge this gap by introducing OrienterNet, the first deep neural network that can localize an image with sub-meter accuracy using the same 2D semantic maps that humans use. OrienterNet estimates the location and orientation of a query image by matching a neural Bird's-Eye View with open and globally available maps from OpenStreetMap, enabling anyone to localize anywhere such maps are available. OrienterNet is supervised only by camera poses but learns to perform semantic matching with a wide range of map elements in an end-to-end manner. To enable this, we introduce a large crowd-sourced dataset of images captured across 12 cities from the diverse viewpoints of cars, bikes, and pedestrians. OrienterNet generalizes to new datasets and pushes the state of the art in both robotics and AR scenarios. The code and trained model will be released publicly.
SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collections
Inverse rendering of an object under entirely unknown capture conditions is a fundamental challenge in computer vision and graphics. Neural approaches such as NeRF have achieved photorealistic results on novel view synthesis, but they require known camera poses. Solving this problem with unknown camera poses is highly challenging as it requires joint optimization over shape, radiance, and pose. This problem is exacerbated when the input images are captured in the wild with varying backgrounds and illuminations. Standard pose estimation techniques fail in such image collections in the wild due to very few estimated correspondences across images. Furthermore, NeRF cannot relight a scene under any illumination, as it operates on radiance (the product of reflectance and illumination). We propose a joint optimization framework to estimate the shape, BRDF, and per-image camera pose and illumination. Our method works on in-the-wild online image collections of an object and produces relightable 3D assets for several use-cases such as AR/VR. To our knowledge, our method is the first to tackle this severely unconstrained task with minimal user interaction. Project page: https://markboss.me/publication/2022-samurai/ Video: https://youtu.be/LlYuGDjXp-8
StyleNeRF: A Style-based 3D-Aware Generator for High-resolution Image Synthesis
We propose StyleNeRF, a 3D-aware generative model for photo-realistic high-resolution image synthesis with high multi-view consistency, which can be trained on unstructured 2D images. Existing approaches either cannot synthesize high-resolution images with fine details or yield noticeable 3D-inconsistent artifacts. In addition, many of them lack control over style attributes and explicit 3D camera poses. StyleNeRF integrates the neural radiance field (NeRF) into a style-based generator to tackle the aforementioned challenges, i.e., improving rendering efficiency and 3D consistency for high-resolution image generation. We perform volume rendering only to produce a low-resolution feature map and progressively apply upsampling in 2D to address the first issue. To mitigate the inconsistencies caused by 2D upsampling, we propose multiple designs, including a better upsampler and a new regularization loss. With these designs, StyleNeRF can synthesize high-resolution images at interactive rates while preserving 3D consistency at high quality. StyleNeRF also enables control of camera poses and different levels of styles, which can generalize to unseen views. It also supports challenging tasks, including zoom-in and-out, style mixing, inversion, and semantic editing.
COLMAP-Free 3D Gaussian Splatting
While neural rendering has led to impressive advances in scene reconstruction and novel view synthesis, it relies heavily on accurately pre-computed camera poses. To relax this constraint, multiple efforts have been made to train Neural Radiance Fields (NeRFs) without pre-processed camera poses. However, the implicit representations of NeRFs provide extra challenges to optimize the 3D structure and camera poses at the same time. On the other hand, the recently proposed 3D Gaussian Splatting provides new opportunities given its explicit point cloud representations. This paper leverages both the explicit geometric representation and the continuity of the input video stream to perform novel view synthesis without any SfM preprocessing. We process the input frames in a sequential manner and progressively grow the 3D Gaussians set by taking one input frame at a time, without the need to pre-compute the camera poses. Our method significantly improves over previous approaches in view synthesis and camera pose estimation under large motion changes. Our project page is https://oasisyang.github.io/colmap-free-3dgs
MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting
Dynamic scene reconstruction is a long-term challenge in the field of 3D vision. Recently, the emergence of 3D Gaussian Splatting has provided new insights into this problem. Although subsequent efforts rapidly extend static 3D Gaussian to dynamic scenes, they often lack explicit constraints on object motion, leading to optimization difficulties and performance degradation. To address the above issues, we propose a novel deformable 3D Gaussian splatting framework called MotionGS, which explores explicit motion priors to guide the deformation of 3D Gaussians. Specifically, we first introduce an optical flow decoupling module that decouples optical flow into camera flow and motion flow, corresponding to camera movement and object motion respectively. Then the motion flow can effectively constrain the deformation of 3D Gaussians, thus simulating the motion of dynamic objects. Additionally, a camera pose refinement module is proposed to alternately optimize 3D Gaussians and camera poses, mitigating the impact of inaccurate camera poses. Extensive experiments in the monocular dynamic scenes validate that MotionGS surpasses state-of-the-art methods and exhibits significant superiority in both qualitative and quantitative results. Project page: https://ruijiezhu94.github.io/MotionGS_page
Generative Omnimatte: Learning to Decompose Video into Layers
Given a video and a set of input object masks, an omnimatte method aims to decompose the video into semantically meaningful layers containing individual objects along with their associated effects, such as shadows and reflections. Existing omnimatte methods assume a static background or accurate pose and depth estimation and produce poor decompositions when these assumptions are violated. Furthermore, due to the lack of generative prior on natural videos, existing methods cannot complete dynamic occluded regions. We present a novel generative layered video decomposition framework to address the omnimatte problem. Our method does not assume a stationary scene or require camera pose or depth information and produces clean, complete layers, including convincing completions of occluded dynamic regions. Our core idea is to train a video diffusion model to identify and remove scene effects caused by a specific object. We show that this model can be finetuned from an existing video inpainting model with a small, carefully curated dataset, and demonstrate high-quality decompositions and editing results for a wide range of casually captured videos containing soft shadows, glossy reflections, splashing water, and more.
Active Vision Might Be All You Need: Exploring Active Vision in Bimanual Robotic Manipulation
Imitation learning has demonstrated significant potential in performing high-precision manipulation tasks using visual feedback. However, it is common practice in imitation learning for cameras to be fixed in place, resulting in issues like occlusion and limited field of view. Furthermore, cameras are often placed in broad, general locations, without an effective viewpoint specific to the robot's task. In this work, we investigate the utility of active vision (AV) for imitation learning and manipulation, in which, in addition to the manipulation policy, the robot learns an AV policy from human demonstrations to dynamically change the robot's camera viewpoint to obtain better information about its environment and the given task. We introduce AV-ALOHA, a new bimanual teleoperation robot system with AV, an extension of the ALOHA 2 robot system, incorporating an additional 7-DoF robot arm that only carries a stereo camera and is solely tasked with finding the best viewpoint. This camera streams stereo video to an operator wearing a virtual reality (VR) headset, allowing the operator to control the camera pose using head and body movements. The system provides an immersive teleoperation experience, with bimanual first-person control, enabling the operator to dynamically explore and search the scene and simultaneously interact with the environment. We conduct imitation learning experiments of our system both in real-world and in simulation, across a variety of tasks that emphasize viewpoint planning. Our results demonstrate the effectiveness of human-guided AV for imitation learning, showing significant improvements over fixed cameras in tasks with limited visibility. Project website: https://soltanilara.github.io/av-aloha/
Grounding Image Matching in 3D with MASt3R
Image Matching is a core component of all best-performing algorithms and pipelines in 3D vision. Yet despite matching being fundamentally a 3D problem, intrinsically linked to camera pose and scene geometry, it is typically treated as a 2D problem. This makes sense as the goal of matching is to establish correspondences between 2D pixel fields, but also seems like a potentially hazardous choice. In this work, we take a different stance and propose to cast matching as a 3D task with DUSt3R, a recent and powerful 3D reconstruction framework based on Transformers. Based on pointmaps regression, this method displayed impressive robustness in matching views with extreme viewpoint changes, yet with limited accuracy. We aim here to improve the matching capabilities of such an approach while preserving its robustness. We thus propose to augment the DUSt3R network with a new head that outputs dense local features, trained with an additional matching loss. We further address the issue of quadratic complexity of dense matching, which becomes prohibitively slow for downstream applications if not carefully treated. We introduce a fast reciprocal matching scheme that not only accelerates matching by orders of magnitude, but also comes with theoretical guarantees and, lastly, yields improved results. Extensive experiments show that our approach, coined MASt3R, significantly outperforms the state of the art on multiple matching tasks. In particular, it beats the best published methods by 30% (absolute improvement) in VCRE AUC on the extremely challenging Map-free localization dataset.
Level-S$^2$fM: Structure from Motion on Neural Level Set of Implicit Surfaces
This paper presents a neural incremental Structure-from-Motion (SfM) approach, Level-S^2fM, which estimates the camera poses and scene geometry from a set of uncalibrated images by learning coordinate MLPs for the implicit surfaces and the radiance fields from the established keypoint correspondences. Our novel formulation poses some new challenges due to inevitable two-view and few-view configurations in the incremental SfM pipeline, which complicates the optimization of coordinate MLPs for volumetric neural rendering with unknown camera poses. Nevertheless, we demonstrate that the strong inductive basis conveying in the 2D correspondences is promising to tackle those challenges by exploiting the relationship between the ray sampling schemes. Based on this, we revisit the pipeline of incremental SfM and renew the key components, including two-view geometry initialization, the camera poses registration, the 3D points triangulation, and Bundle Adjustment, with a fresh perspective based on neural implicit surfaces. By unifying the scene geometry in small MLP networks through coordinate MLPs, our Level-S^2fM treats the zero-level set of the implicit surface as an informative top-down regularization to manage the reconstructed 3D points, reject the outliers in correspondences via querying SDF, and refine the estimated geometries by NBA (Neural BA). Not only does our Level-S^2fM lead to promising results on camera pose estimation and scene geometry reconstruction, but it also shows a promising way for neural implicit rendering without knowing camera extrinsic beforehand.
Stereo4D: Learning How Things Move in 3D from Internet Stereo Videos
Learning to understand dynamic 3D scenes from imagery is crucial for applications ranging from robotics to scene reconstruction. Yet, unlike other problems where large-scale supervised training has enabled rapid progress, directly supervising methods for recovering 3D motion remains challenging due to the fundamental difficulty of obtaining ground truth annotations. We present a system for mining high-quality 4D reconstructions from internet stereoscopic, wide-angle videos. Our system fuses and filters the outputs of camera pose estimation, stereo depth estimation, and temporal tracking methods into high-quality dynamic 3D reconstructions. We use this method to generate large-scale data in the form of world-consistent, pseudo-metric 3D point clouds with long-term motion trajectories. We demonstrate the utility of this data by training a variant of DUSt3R to predict structure and 3D motion from real-world image pairs, showing that training on our reconstructed data enables generalization to diverse real-world scenes. Project page: https://stereo4d.github.io
Free3D: Consistent Novel View Synthesis without 3D Representation
We introduce Free3D, a simple approach designed for open-set novel view synthesis (NVS) from a single image. Similar to Zero-1-to-3, we start from a pre-trained 2D image generator for generalization, and fine-tune it for NVS. Compared to recent and concurrent works, we obtain significant improvements without resorting to an explicit 3D representation, which is slow and memory-consuming or training an additional 3D network. We do so by encoding better the target camera pose via a new per-pixel ray conditioning normalization (RCN) layer. The latter injects pose information in the underlying 2D image generator by telling each pixel its specific viewing direction. We also improve multi-view consistency via a light-weight multi-view attention layer and multi-view noise sharing. We train Free3D on the Objaverse dataset and demonstrate excellent generalization to various new categories in several new datasets, including OminiObject3D and GSO. We hope our simple and effective approach will serve as a solid baseline and help future research in NVS with more accuracy pose. The project page is available at https://chuanxiaz.com/free3d/.
Deformable Neural Radiance Fields using RGB and Event Cameras
Modeling Neural Radiance Fields for fast-moving deformable objects from visual data alone is a challenging problem. A major issue arises due to the high deformation and low acquisition rates. To address this problem, we propose to use event cameras that offer very fast acquisition of visual change in an asynchronous manner. In this work, we develop a novel method to model the deformable neural radiance fields using RGB and event cameras. The proposed method uses the asynchronous stream of events and calibrated sparse RGB frames. In our setup, the camera pose at the individual events required to integrate them into the radiance fields remains unknown. Our method jointly optimizes these poses and the radiance field. This happens efficiently by leveraging the collection of events at once and actively sampling the events during learning. Experiments conducted on both realistically rendered graphics and real-world datasets demonstrate a significant benefit of the proposed method over the state-of-the-art and the compared baseline. This shows a promising direction for modeling deformable neural radiance fields in real-world dynamic scenes.
EP2P-Loc: End-to-End 3D Point to 2D Pixel Localization for Large-Scale Visual Localization
Visual localization is the task of estimating a 6-DoF camera pose of a query image within a provided 3D reference map. Thanks to recent advances in various 3D sensors, 3D point clouds are becoming a more accurate and affordable option for building the reference map, but research to match the points of 3D point clouds with pixels in 2D images for visual localization remains challenging. Existing approaches that jointly learn 2D-3D feature matching suffer from low inliers due to representational differences between the two modalities, and the methods that bypass this problem into classification have an issue of poor refinement. In this work, we propose EP2P-Loc, a novel large-scale visual localization method that mitigates such appearance discrepancy and enables end-to-end training for pose estimation. To increase the number of inliers, we propose a simple algorithm to remove invisible 3D points in the image, and find all 2D-3D correspondences without keypoint detection. To reduce memory usage and search complexity, we take a coarse-to-fine approach where we extract patch-level features from 2D images, then perform 2D patch classification on each 3D point, and obtain the exact corresponding 2D pixel coordinates through positional encoding. Finally, for the first time in this task, we employ a differentiable PnP for end-to-end training. In the experiments on newly curated large-scale indoor and outdoor benchmarks based on 2D-3D-S and KITTI, we show that our method achieves the state-of-the-art performance compared to existing visual localization and image-to-point cloud registration methods.
ALIKE: Accurate and Lightweight Keypoint Detection and Descriptor Extraction
Existing methods detect the keypoints in a non-differentiable way, therefore they can not directly optimize the position of keypoints through back-propagation. To address this issue, we present a partially differentiable keypoint detection module, which outputs accurate sub-pixel keypoints. The reprojection loss is then proposed to directly optimize these sub-pixel keypoints, and the dispersity peak loss is presented for accurate keypoints regularization. We also extract the descriptors in a sub-pixel way, and they are trained with the stable neural reprojection error loss. Moreover, a lightweight network is designed for keypoint detection and descriptor extraction, which can run at 95 frames per second for 640x480 images on a commercial GPU. On homography estimation, camera pose estimation, and visual (re-)localization tasks, the proposed method achieves equivalent performance with the state-of-the-art approaches, while greatly reduces the inference time.
Visual Correspondence Hallucination
Given a pair of partially overlapping source and target images and a keypoint in the source image, the keypoint's correspondent in the target image can be either visible, occluded or outside the field of view. Local feature matching methods are only able to identify the correspondent's location when it is visible, while humans can also hallucinate its location when it is occluded or outside the field of view through geometric reasoning. In this paper, we bridge this gap by training a network to output a peaked probability distribution over the correspondent's location, regardless of this correspondent being visible, occluded, or outside the field of view. We experimentally demonstrate that this network is indeed able to hallucinate correspondences on pairs of images captured in scenes that were not seen at training-time. We also apply this network to an absolute camera pose estimation problem and find it is significantly more robust than state-of-the-art local feature matching-based competitors.
End-to-end Lane Shape Prediction with Transformers
Lane detection, the process of identifying lane markings as approximated curves, is widely used for lane departure warning and adaptive cruise control in autonomous vehicles. The popular pipeline that solves it in two steps -- feature extraction plus post-processing, while useful, is too inefficient and flawed in learning the global context and lanes' long and thin structures. To tackle these issues, we propose an end-to-end method that directly outputs parameters of a lane shape model, using a network built with a transformer to learn richer structures and context. The lane shape model is formulated based on road structures and camera pose, providing physical interpretation for parameters of network output. The transformer models non-local interactions with a self-attention mechanism to capture slender structures and global context. The proposed method is validated on the TuSimple benchmark and shows state-of-the-art accuracy with the most lightweight model size and fastest speed. Additionally, our method shows excellent adaptability to a challenging self-collected lane detection dataset, showing its powerful deployment potential in real applications. Codes are available at https://github.com/liuruijin17/LSTR.
Unsupervised Learning of Depth and Ego-Motion from Video
We present an unsupervised learning framework for the task of monocular depth and camera motion estimation from unstructured video sequences. We achieve this by simultaneously training depth and camera pose estimation networks using the task of view synthesis as the supervisory signal. The networks are thus coupled via the view synthesis objective during training, but can be applied independently at test time. Empirical evaluation on the KITTI dataset demonstrates the effectiveness of our approach: 1) monocular depth performing comparably with supervised methods that use either ground-truth pose or depth for training, and 2) pose estimation performing favorably with established SLAM systems under comparable input settings.
GFlow: Recovering 4D World from Monocular Video
Reconstructing 4D scenes from video inputs is a crucial yet challenging task. Conventional methods usually rely on the assumptions of multi-view video inputs, known camera parameters, or static scenes, all of which are typically absent under in-the-wild scenarios. In this paper, we relax all these constraints and tackle a highly ambitious but practical task, which we termed as AnyV4D: we assume only one monocular video is available without any camera parameters as input, and we aim to recover the dynamic 4D world alongside the camera poses. To this end, we introduce GFlow, a new framework that utilizes only 2D priors (depth and optical flow) to lift a video (3D) to a 4D explicit representation, entailing a flow of Gaussian splatting through space and time. GFlow first clusters the scene into still and moving parts, then applies a sequential optimization process that optimizes camera poses and the dynamics of 3D Gaussian points based on 2D priors and scene clustering, ensuring fidelity among neighboring points and smooth movement across frames. Since dynamic scenes always introduce new content, we also propose a new pixel-wise densification strategy for Gaussian points to integrate new visual content. Moreover, GFlow transcends the boundaries of mere 4D reconstruction; it also enables tracking of any points across frames without the need for prior training and segments moving objects from the scene in an unsupervised way. Additionally, the camera poses of each frame can be derived from GFlow, allowing for rendering novel views of a video scene through changing camera pose. By employing the explicit representation, we may readily conduct scene-level or object-level editing as desired, underscoring its versatility and power. Visit our project website at: https://littlepure2333.github.io/GFlow
Align3R: Aligned Monocular Depth Estimation for Dynamic Videos
Recent developments in monocular depth estimation methods enable high-quality depth estimation of single-view images but fail to estimate consistent video depth across different frames. Recent works address this problem by applying a video diffusion model to generate video depth conditioned on the input video, which is training-expensive and can only produce scale-invariant depth values without camera poses. In this paper, we propose a novel video-depth estimation method called Align3R to estimate temporal consistent depth maps for a dynamic video. Our key idea is to utilize the recent DUSt3R model to align estimated monocular depth maps of different timesteps. First, we fine-tune the DUSt3R model with additional estimated monocular depth as inputs for the dynamic scenes. Then, we apply optimization to reconstruct both depth maps and camera poses. Extensive experiments demonstrate that Align3R estimates consistent video depth and camera poses for a monocular video with superior performance than baseline methods.
Can Video Diffusion Model Reconstruct 4D Geometry?
Reconstructing dynamic 3D scenes (i.e., 4D geometry) from monocular video is an important yet challenging problem. Conventional multiview geometry-based approaches often struggle with dynamic motion, whereas recent learning-based methods either require specialized 4D representation or sophisticated optimization. In this paper, we present Sora3R, a novel framework that taps into the rich spatiotemporal priors of large-scale video diffusion models to directly infer 4D pointmaps from casual videos. Sora3R follows a two-stage pipeline: (1) we adapt a pointmap VAE from a pretrained video VAE, ensuring compatibility between the geometry and video latent spaces; (2) we finetune a diffusion backbone in combined video and pointmap latent space to generate coherent 4D pointmaps for every frame. Sora3R operates in a fully feedforward manner, requiring no external modules (e.g., depth, optical flow, or segmentation) or iterative global alignment. Extensive experiments demonstrate that Sora3R reliably recovers both camera poses and detailed scene geometry, achieving performance on par with state-of-the-art methods for dynamic 4D reconstruction across diverse scenarios.
A Quantitative Evaluation of Dense 3D Reconstruction of Sinus Anatomy from Monocular Endoscopic Video
Generating accurate 3D reconstructions from endoscopic video is a promising avenue for longitudinal radiation-free analysis of sinus anatomy and surgical outcomes. Several methods for monocular reconstruction have been proposed, yielding visually pleasant 3D anatomical structures by retrieving relative camera poses with structure-from-motion-type algorithms and fusion of monocular depth estimates. However, due to the complex properties of the underlying algorithms and endoscopic scenes, the reconstruction pipeline may perform poorly or fail unexpectedly. Further, acquiring medical data conveys additional challenges, presenting difficulties in quantitatively benchmarking these models, understanding failure cases, and identifying critical components that contribute to their precision. In this work, we perform a quantitative analysis of a self-supervised approach for sinus reconstruction using endoscopic sequences paired with optical tracking and high-resolution computed tomography acquired from nine ex-vivo specimens. Our results show that the generated reconstructions are in high agreement with the anatomy, yielding an average point-to-mesh error of 0.91 mm between reconstructions and CT segmentations. However, in a point-to-point matching scenario, relevant for endoscope tracking and navigation, we found average target registration errors of 6.58 mm. We identified that pose and depth estimation inaccuracies contribute equally to this error and that locally consistent sequences with shorter trajectories generate more accurate reconstructions. These results suggest that achieving global consistency between relative camera poses and estimated depths with the anatomy is essential. In doing so, we can ensure proper synergy between all components of the pipeline for improved reconstructions that will facilitate clinical application of this innovative technology.
Next-Scale Autoregressive Models are Zero-Shot Single-Image Object View Synthesizers
Methods based on diffusion backbones have recently revolutionized novel view synthesis (NVS). However, those models require pretrained 2D diffusion checkpoints (e.g., Stable Diffusion) as the basis for geometrical priors. Since such checkpoints require exorbitant amounts of data and compute to train, this greatly limits the scalability of diffusion-based NVS models. We present Next-Scale Autoregression Conditioned by View (ArchonView), a method that significantly exceeds state-of-the-art methods despite being trained from scratch with 3D rendering data only and no 2D pretraining. We achieve this by incorporating both global (pose-augmented semantics) and local (multi-scale hierarchical encodings) conditioning into a backbone based on the next-scale autoregression paradigm. Our model also exhibits robust performance even for difficult camera poses where previous methods fail, and is several times faster in inference speed compared to diffusion. We experimentally verify that performance scales with model and dataset size, and conduct extensive demonstration of our method's synthesis quality across several tasks. Our code is open-sourced at https://github.com/Shiran-Yuan/ArchonView.
LiftImage3D: Lifting Any Single Image to 3D Gaussians with Video Generation Priors
Single-image 3D reconstruction remains a fundamental challenge in computer vision due to inherent geometric ambiguities and limited viewpoint information. Recent advances in Latent Video Diffusion Models (LVDMs) offer promising 3D priors learned from large-scale video data. However, leveraging these priors effectively faces three key challenges: (1) degradation in quality across large camera motions, (2) difficulties in achieving precise camera control, and (3) geometric distortions inherent to the diffusion process that damage 3D consistency. We address these challenges by proposing LiftImage3D, a framework that effectively releases LVDMs' generative priors while ensuring 3D consistency. Specifically, we design an articulated trajectory strategy to generate video frames, which decomposes video sequences with large camera motions into ones with controllable small motions. Then we use robust neural matching models, i.e. MASt3R, to calibrate the camera poses of generated frames and produce corresponding point clouds. Finally, we propose a distortion-aware 3D Gaussian splatting representation, which can learn independent distortions between frames and output undistorted canonical Gaussians. Extensive experiments demonstrate that LiftImage3D achieves state-of-the-art performance on two challenging datasets, i.e. LLFF, DL3DV, and Tanks and Temples, and generalizes well to diverse in-the-wild images, from cartoon illustrations to complex real-world scenes.
UpFusion: Novel View Diffusion from Unposed Sparse View Observations
We propose UpFusion, a system that can perform novel view synthesis and infer 3D representations for an object given a sparse set of reference images without corresponding pose information. Current sparse-view 3D inference methods typically rely on camera poses to geometrically aggregate information from input views, but are not robust in-the-wild when such information is unavailable/inaccurate. In contrast, UpFusion sidesteps this requirement by learning to implicitly leverage the available images as context in a conditional generative model for synthesizing novel views. We incorporate two complementary forms of conditioning into diffusion models for leveraging the input views: a) via inferring query-view aligned features using a scene-level transformer, b) via intermediate attentional layers that can directly observe the input image tokens. We show that this mechanism allows generating high-fidelity novel views while improving the synthesis quality given additional (unposed) images. We evaluate our approach on the Co3Dv2 and Google Scanned Objects datasets and demonstrate the benefits of our method over pose-reliant sparse-view methods as well as single-view methods that cannot leverage additional views. Finally, we also show that our learned model can generalize beyond the training categories and even allow reconstruction from self-captured images of generic objects in-the-wild.
CrossLoc: Scalable Aerial Localization Assisted by Multimodal Synthetic Data
We present a visual localization system that learns to estimate camera poses in the real world with the help of synthetic data. Despite significant progress in recent years, most learning-based approaches to visual localization target at a single domain and require a dense database of geo-tagged images to function well. To mitigate the data scarcity issue and improve the scalability of the neural localization models, we introduce TOPO-DataGen, a versatile synthetic data generation tool that traverses smoothly between the real and virtual world, hinged on the geographic camera viewpoint. New large-scale sim-to-real benchmark datasets are proposed to showcase and evaluate the utility of the said synthetic data. Our experiments reveal that synthetic data generically enhances the neural network performance on real data. Furthermore, we introduce CrossLoc, a cross-modal visual representation learning approach to pose estimation that makes full use of the scene coordinate ground truth via self-supervision. Without any extra data, CrossLoc significantly outperforms the state-of-the-art methods and achieves substantially higher real-data sample efficiency. Our code and datasets are all available at https://crossloc.github.io/.
CLA-NeRF: Category-Level Articulated Neural Radiance Field
We propose CLA-NeRF -- a Category-Level Articulated Neural Radiance Field that can perform view synthesis, part segmentation, and articulated pose estimation. CLA-NeRF is trained at the object category level using no CAD models and no depth, but a set of RGB images with ground truth camera poses and part segments. During inference, it only takes a few RGB views (i.e., few-shot) of an unseen 3D object instance within the known category to infer the object part segmentation and the neural radiance field. Given an articulated pose as input, CLA-NeRF can perform articulation-aware volume rendering to generate the corresponding RGB image at any camera pose. Moreover, the articulated pose of an object can be estimated via inverse rendering. In our experiments, we evaluate the framework across five categories on both synthetic and real-world data. In all cases, our method shows realistic deformation results and accurate articulated pose estimation. We believe that both few-shot articulated object rendering and articulated pose estimation open doors for robots to perceive and interact with unseen articulated objects.
One Diffusion to Generate Them All
We introduce OneDiffusion, a versatile, large-scale diffusion model that seamlessly supports bidirectional image synthesis and understanding across diverse tasks. It enables conditional generation from inputs such as text, depth, pose, layout, and semantic maps, while also handling tasks like image deblurring, upscaling, and reverse processes such as depth estimation and segmentation. Additionally, OneDiffusion allows for multi-view generation, camera pose estimation, and instant personalization using sequential image inputs. Our model takes a straightforward yet effective approach by treating all tasks as frame sequences with varying noise scales during training, allowing any frame to act as a conditioning image at inference time. Our unified training framework removes the need for specialized architectures, supports scalable multi-task training, and adapts smoothly to any resolution, enhancing both generalization and scalability. Experimental results demonstrate competitive performance across tasks in both generation and prediction such as text-to-image, multiview generation, ID preservation, depth estimation and camera pose estimation despite relatively small training dataset. Our code and checkpoint are freely available at https://github.com/lehduong/OneDiffusion
Robust Gaussian Splatting
In this paper, we address common error sources for 3D Gaussian Splatting (3DGS) including blur, imperfect camera poses, and color inconsistencies, with the goal of improving its robustness for practical applications like reconstructions from handheld phone captures. Our main contribution involves modeling motion blur as a Gaussian distribution over camera poses, allowing us to address both camera pose refinement and motion blur correction in a unified way. Additionally, we propose mechanisms for defocus blur compensation and for addressing color in-consistencies caused by ambient light, shadows, or due to camera-related factors like varying white balancing settings. Our proposed solutions integrate in a seamless way with the 3DGS formulation while maintaining its benefits in terms of training efficiency and rendering speed. We experimentally validate our contributions on relevant benchmark datasets including Scannet++ and Deblur-NeRF, obtaining state-of-the-art results and thus consistent improvements over relevant baselines.
DyBluRF: Dynamic Deblurring Neural Radiance Fields for Blurry Monocular Video
Video view synthesis, allowing for the creation of visually appealing frames from arbitrary viewpoints and times, offers immersive viewing experiences. Neural radiance fields, particularly NeRF, initially developed for static scenes, have spurred the creation of various methods for video view synthesis. However, the challenge for video view synthesis arises from motion blur, a consequence of object or camera movement during exposure, which hinders the precise synthesis of sharp spatio-temporal views. In response, we propose a novel dynamic deblurring NeRF framework for blurry monocular video, called DyBluRF, consisting of an Interleave Ray Refinement (IRR) stage and a Motion Decomposition-based Deblurring (MDD) stage. Our DyBluRF is the first that addresses and handles the novel view synthesis for blurry monocular video. The IRR stage jointly reconstructs dynamic 3D scenes and refines the inaccurate camera pose information to combat imprecise pose information extracted from the given blurry frames. The MDD stage is a novel incremental latent sharp-rays prediction (ILSP) approach for the blurry monocular video frames by decomposing the latent sharp rays into global camera motion and local object motion components. Extensive experimental results demonstrate that our DyBluRF outperforms qualitatively and quantitatively the very recent state-of-the-art methods. Our project page including source codes and pretrained model are publicly available at https://kaist-viclab.github.io/dyblurf-site/.
HeadArtist: Text-conditioned 3D Head Generation with Self Score Distillation
This work presents HeadArtist for 3D head generation from text descriptions. With a landmark-guided ControlNet serving as the generative prior, we come up with an efficient pipeline that optimizes a parameterized 3D head model under the supervision of the prior distillation itself. We call such a process self score distillation (SSD). In detail, given a sampled camera pose, we first render an image and its corresponding landmarks from the head model, and add some particular level of noise onto the image. The noisy image, landmarks, and text condition are then fed into the frozen ControlNet twice for noise prediction. Two different classifier-free guidance (CFG) weights are applied during these two predictions, and the prediction difference offers a direction on how the rendered image can better match the text of interest. Experimental results suggest that our approach delivers high-quality 3D head sculptures with adequate geometry and photorealistic appearance, significantly outperforming state-ofthe-art methods. We also show that the same pipeline well supports editing the generated heads, including both geometry deformation and appearance change.
PVO: Panoptic Visual Odometry
We present PVO, a novel panoptic visual odometry framework to achieve more comprehensive modeling of the scene motion, geometry, and panoptic segmentation information. Our PVO models visual odometry (VO) and video panoptic segmentation (VPS) in a unified view, which makes the two tasks mutually beneficial. Specifically, we introduce a panoptic update module into the VO Module with the guidance of image panoptic segmentation. This Panoptic-Enhanced VO Module can alleviate the impact of dynamic objects in the camera pose estimation with a panoptic-aware dynamic mask. On the other hand, the VO-Enhanced VPS Module also improves the segmentation accuracy by fusing the panoptic segmentation result of the current frame on the fly to the adjacent frames, using geometric information such as camera pose, depth, and optical flow obtained from the VO Module. These two modules contribute to each other through recurrent iterative optimization. Extensive experiments demonstrate that PVO outperforms state-of-the-art methods in both visual odometry and video panoptic segmentation tasks.
LIFT-GS: Cross-Scene Render-Supervised Distillation for 3D Language Grounding
Our approach to training 3D vision-language understanding models is to train a feedforward model that makes predictions in 3D, but never requires 3D labels and is supervised only in 2D, using 2D losses and differentiable rendering. The approach is new for vision-language understanding. By treating the reconstruction as a ``latent variable'', we can render the outputs without placing unnecessary constraints on the network architecture (e.g. can be used with decoder-only models). For training, only need images and camera pose, and 2D labels. We show that we can even remove the need for 2D labels by using pseudo-labels from pretrained 2D models. We demonstrate this to pretrain a network, and we finetune it for 3D vision-language understanding tasks. We show this approach outperforms baselines/sota for 3D vision-language grounding, and also outperforms other 3D pretraining techniques. Project page: https://liftgs.github.io.
PLA4D: Pixel-Level Alignments for Text-to-4D Gaussian Splatting
As text-conditioned diffusion models (DMs) achieve breakthroughs in image, video, and 3D generation, the research community's focus has shifted to the more challenging task of text-to-4D synthesis, which introduces a temporal dimension to generate dynamic 3D objects. In this context, we identify Score Distillation Sampling (SDS), a widely used technique for text-to-3D synthesis, as a significant hindrance to text-to-4D performance due to its Janus-faced and texture-unrealistic problems coupled with high computational costs. In this paper, we propose Pixel-Level Alignments for Text-to-4D Gaussian Splatting (PLA4D), a novel method that utilizes text-to-video frames as explicit pixel alignment targets to generate static 3D objects and inject motion into them. Specifically, we introduce Focal Alignment to calibrate camera poses for rendering and GS-Mesh Contrastive Learning to distill geometry priors from rendered image contrasts at the pixel level. Additionally, we develop Motion Alignment using a deformation network to drive changes in Gaussians and implement Reference Refinement for smooth 4D object surfaces. These techniques enable 4D Gaussian Splatting to align geometry, texture, and motion with generated videos at the pixel level. Compared to previous methods, PLA4D produces synthesized outputs with better texture details in less time and effectively mitigates the Janus-faced problem. PLA4D is fully implemented using open-source models, offering an accessible, user-friendly, and promising direction for 4D digital content creation. Our project page: https://github.com/MiaoQiaowei/PLA4D.github.io{https://github.com/MiaoQiaowei/PLA4D.github.io}.
MVInpainter: Learning Multi-View Consistent Inpainting to Bridge 2D and 3D Editing
Novel View Synthesis (NVS) and 3D generation have recently achieved prominent improvements. However, these works mainly focus on confined categories or synthetic 3D assets, which are discouraged from generalizing to challenging in-the-wild scenes and fail to be employed with 2D synthesis directly. Moreover, these methods heavily depended on camera poses, limiting their real-world applications. To overcome these issues, we propose MVInpainter, re-formulating the 3D editing as a multi-view 2D inpainting task. Specifically, MVInpainter partially inpaints multi-view images with the reference guidance rather than intractably generating an entirely novel view from scratch, which largely simplifies the difficulty of in-the-wild NVS and leverages unmasked clues instead of explicit pose conditions. To ensure cross-view consistency, MVInpainter is enhanced by video priors from motion components and appearance guidance from concatenated reference key&value attention. Furthermore, MVInpainter incorporates slot attention to aggregate high-level optical flow features from unmasked regions to control the camera movement with pose-free training and inference. Sufficient scene-level experiments on both object-centric and forward-facing datasets verify the effectiveness of MVInpainter, including diverse tasks, such as multi-view object removal, synthesis, insertion, and replacement. The project page is https://ewrfcas.github.io/MVInpainter/.
DSPNet: Dual-vision Scene Perception for Robust 3D Question Answering
3D Question Answering (3D QA) requires the model to comprehensively understand its situated 3D scene described by the text, then reason about its surrounding environment and answer a question under that situation. However, existing methods usually rely on global scene perception from pure 3D point clouds and overlook the importance of rich local texture details from multi-view images. Moreover, due to the inherent noise in camera poses and complex occlusions, there exists significant feature degradation and reduced feature robustness problems when aligning 3D point cloud with multi-view images. In this paper, we propose a Dual-vision Scene Perception Network (DSPNet), to comprehensively integrate multi-view and point cloud features to improve robustness in 3D QA. Our Text-guided Multi-view Fusion (TGMF) module prioritizes image views that closely match the semantic content of the text. To adaptively fuse back-projected multi-view images with point cloud features, we design the Adaptive Dual-vision Perception (ADVP) module, enhancing 3D scene comprehension. Additionally, our Multimodal Context-guided Reasoning (MCGR) module facilitates robust reasoning by integrating contextual information across visual and linguistic modalities. Experimental results on SQA3D and ScanQA datasets demonstrate the superiority of our DSPNet. Codes will be available at https://github.com/LZ-CH/DSPNet.
OFVL-MS: Once for Visual Localization across Multiple Indoor Scenes
In this work, we seek to predict camera poses across scenes with a multi-task learning manner, where we view the localization of each scene as a new task. We propose OFVL-MS, a unified framework that dispenses with the traditional practice of training a model for each individual scene and relieves gradient conflict induced by optimizing multiple scenes collectively, enabling efficient storage yet precise visual localization for all scenes. Technically, in the forward pass of OFVL-MS, we design a layer-adaptive sharing policy with a learnable score for each layer to automatically determine whether the layer is shared or not. Such sharing policy empowers us to acquire task-shared parameters for a reduction of storage cost and task-specific parameters for learning scene-related features to alleviate gradient conflict. In the backward pass of OFVL-MS, we introduce a gradient normalization algorithm that homogenizes the gradient magnitude of the task-shared parameters so that all tasks converge at the same pace. Furthermore, a sparse penalty loss is applied on the learnable scores to facilitate parameter sharing for all tasks without performance degradation. We conduct comprehensive experiments on multiple benchmarks and our new released indoor dataset LIVL, showing that OFVL-MS families significantly outperform the state-of-the-arts with fewer parameters. We also verify that OFVL-MS can generalize to a new scene with much few parameters while gaining superior localization performance.
Depth-supervised NeRF: Fewer Views and Faster Training for Free
A commonly observed failure mode of Neural Radiance Field (NeRF) is fitting incorrect geometries when given an insufficient number of input views. One potential reason is that standard volumetric rendering does not enforce the constraint that most of a scene's geometry consist of empty space and opaque surfaces. We formalize the above assumption through DS-NeRF (Depth-supervised Neural Radiance Fields), a loss for learning radiance fields that takes advantage of readily-available depth supervision. We leverage the fact that current NeRF pipelines require images with known camera poses that are typically estimated by running structure-from-motion (SFM). Crucially, SFM also produces sparse 3D points that can be used as "free" depth supervision during training: we add a loss to encourage the distribution of a ray's terminating depth matches a given 3D keypoint, incorporating depth uncertainty. DS-NeRF can render better images given fewer training views while training 2-3x faster. Further, we show that our loss is compatible with other recently proposed NeRF methods, demonstrating that depth is a cheap and easily digestible supervisory signal. And finally, we find that DS-NeRF can support other types of depth supervision such as scanned depth sensors and RGB-D reconstruction outputs.
DiffPortrait3D: Controllable Diffusion for Zero-Shot Portrait View Synthesis
We present DiffPortrait3D, a conditional diffusion model that is capable of synthesizing 3D-consistent photo-realistic novel views from as few as a single in-the-wild portrait. Specifically, given a single RGB input, we aim to synthesize plausible but consistent facial details rendered from novel camera views with retained both identity and facial expression. In lieu of time-consuming optimization and fine-tuning, our zero-shot method generalizes well to arbitrary face portraits with unposed camera views, extreme facial expressions, and diverse artistic depictions. At its core, we leverage the generative prior of 2D diffusion models pre-trained on large-scale image datasets as our rendering backbone, while the denoising is guided with disentangled attentive control of appearance and camera pose. To achieve this, we first inject the appearance context from the reference image into the self-attention layers of the frozen UNets. The rendering view is then manipulated with a novel conditional control module that interprets the camera pose by watching a condition image of a crossed subject from the same view. Furthermore, we insert a trainable cross-view attention module to enhance view consistency, which is further strengthened with a novel 3D-aware noise generation process during inference. We demonstrate state-of-the-art results both qualitatively and quantitatively on our challenging in-the-wild and multi-view benchmarks.
GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting
In this paper, we introduce GS-SLAM that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping (SLAM) system. It facilitates a better balance between efficiency and accuracy. Compared to recent SLAM methods employing neural implicit representations, our method utilizes a real-time differentiable splatting rendering pipeline that offers significant speedup to map optimization and RGB-D re-rendering. Specifically, we propose an adaptive expansion strategy that adds new or deletes noisy 3D Gaussian in order to efficiently reconstruct new observed scene geometry and improve the mapping of previously observed areas. This strategy is essential to extend 3D Gaussian representation to reconstruct the whole scene rather than synthesize a static object in existing methods. Moreover, in the pose tracking process, an effective coarse-to-fine technique is designed to select reliable 3D Gaussian representations to optimize camera pose, resulting in runtime reduction and robust estimation. Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the Replica, TUM-RGBD datasets. The source code will be released soon.
MV-DUSt3R+: Single-Stage Scene Reconstruction from Sparse Views In 2 Seconds
Recent sparse multi-view scene reconstruction advances like DUSt3R and MASt3R no longer require camera calibration and camera pose estimation. However, they only process a pair of views at a time to infer pixel-aligned pointmaps. When dealing with more than two views, a combinatorial number of error prone pairwise reconstructions are usually followed by an expensive global optimization, which often fails to rectify the pairwise reconstruction errors. To handle more views, reduce errors, and improve inference time, we propose the fast single-stage feed-forward network MV-DUSt3R. At its core are multi-view decoder blocks which exchange information across any number of views while considering one reference view. To make our method robust to reference view selection, we further propose MV-DUSt3R+, which employs cross-reference-view blocks to fuse information across different reference view choices. To further enable novel view synthesis, we extend both by adding and jointly training Gaussian splatting heads. Experiments on multi-view stereo reconstruction, multi-view pose estimation, and novel view synthesis confirm that our methods improve significantly upon prior art. Code will be released.
SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM
Dense simultaneous localization and mapping (SLAM) is pivotal for embodied scene understanding. Recent work has shown that 3D Gaussians enable high-quality reconstruction and real-time rendering of scenes using multiple posed cameras. In this light, we show for the first time that representing a scene by 3D Gaussians can enable dense SLAM using a single unposed monocular RGB-D camera. Our method, SplaTAM, addresses the limitations of prior radiance field-based representations, including fast rendering and optimization, the ability to determine if areas have been previously mapped, and structured map expansion by adding more Gaussians. We employ an online tracking and mapping pipeline while tailoring it to specifically use an underlying Gaussian representation and silhouette-guided optimization via differentiable rendering. Extensive experiments show that SplaTAM achieves up to 2X state-of-the-art performance in camera pose estimation, map construction, and novel-view synthesis, demonstrating its superiority over existing approaches, while allowing real-time rendering of a high-resolution dense 3D map.
AE-NeRF: Augmenting Event-Based Neural Radiance Fields for Non-ideal Conditions and Larger Scene
Compared to frame-based methods, computational neuromorphic imaging using event cameras offers significant advantages, such as minimal motion blur, enhanced temporal resolution, and high dynamic range. The multi-view consistency of Neural Radiance Fields combined with the unique benefits of event cameras, has spurred recent research into reconstructing NeRF from data captured by moving event cameras. While showing impressive performance, existing methods rely on ideal conditions with the availability of uniform and high-quality event sequences and accurate camera poses, and mainly focus on the object level reconstruction, thus limiting their practical applications. In this work, we propose AE-NeRF to address the challenges of learning event-based NeRF from non-ideal conditions, including non-uniform event sequences, noisy poses, and various scales of scenes. Our method exploits the density of event streams and jointly learn a pose correction module with an event-based NeRF (e-NeRF) framework for robust 3D reconstruction from inaccurate camera poses. To generalize to larger scenes, we propose hierarchical event distillation with a proposal e-NeRF network and a vanilla e-NeRF network to resample and refine the reconstruction process. We further propose an event reconstruction loss and a temporal loss to improve the view consistency of the reconstructed scene. We established a comprehensive benchmark that includes large-scale scenes to simulate practical non-ideal conditions, incorporating both synthetic and challenging real-world event datasets. The experimental results show that our method achieves a new state-of-the-art in event-based 3D reconstruction.
3D-aware Blending with Generative NeRFs
Image blending aims to combine multiple images seamlessly. It remains challenging for existing 2D-based methods, especially when input images are misaligned due to differences in 3D camera poses and object shapes. To tackle these issues, we propose a 3D-aware blending method using generative Neural Radiance Fields (NeRF), including two key components: 3D-aware alignment and 3D-aware blending. For 3D-aware alignment, we first estimate the camera pose of the reference image with respect to generative NeRFs and then perform 3D local alignment for each part. To further leverage 3D information of the generative NeRF, we propose 3D-aware blending that directly blends images on the NeRF's latent representation space, rather than raw pixel space. Collectively, our method outperforms existing 2D baselines, as validated by extensive quantitative and qualitative evaluations with FFHQ and AFHQ-Cat.
Streetscapes: Large-scale Consistent Street View Generation Using Autoregressive Video Diffusion
We present a method for generating Streetscapes-long sequences of views through an on-the-fly synthesized city-scale scene. Our generation is conditioned by language input (e.g., city name, weather), as well as an underlying map/layout hosting the desired trajectory. Compared to recent models for video generation or 3D view synthesis, our method can scale to much longer-range camera trajectories, spanning several city blocks, while maintaining visual quality and consistency. To achieve this goal, we build on recent work on video diffusion, used within an autoregressive framework that can easily scale to long sequences. In particular, we introduce a new temporal imputation method that prevents our autoregressive approach from drifting from the distribution of realistic city imagery. We train our Streetscapes system on a compelling source of data-posed imagery from Google Street View, along with contextual map data-which allows users to generate city views conditioned on any desired city layout, with controllable camera poses. Please see more results at our project page at https://boyangdeng.com/streetscapes.
Generative Multiplane Neural Radiance for 3D-Aware Image Generation
We present a method to efficiently generate 3D-aware high-resolution images that are view-consistent across multiple target views. The proposed multiplane neural radiance model, named GMNR, consists of a novel {\alpha}-guided view-dependent representation ({\alpha}-VdR) module for learning view-dependent information. The {\alpha}-VdR module, faciliated by an {\alpha}-guided pixel sampling technique, computes the view-dependent representation efficiently by learning viewing direction and position coefficients. Moreover, we propose a view-consistency loss to enforce photometric similarity across multiple views. The GMNR model can generate 3D-aware high-resolution images that are viewconsistent across multiple camera poses, while maintaining the computational efficiency in terms of both training and inference time. Experiments on three datasets demonstrate the effectiveness of the proposed modules, leading to favorable results in terms of both generation quality and inference time, compared to existing approaches. Our GMNR model generates 3D-aware images of 1024 X 1024 pixels with 17.6 FPS on a single V100. Code : https://github.com/VIROBO-15/GMNR
CineMaster: A 3D-Aware and Controllable Framework for Cinematic Text-to-Video Generation
In this work, we present CineMaster, a novel framework for 3D-aware and controllable text-to-video generation. Our goal is to empower users with comparable controllability as professional film directors: precise placement of objects within the scene, flexible manipulation of both objects and camera in 3D space, and intuitive layout control over the rendered frames. To achieve this, CineMaster operates in two stages. In the first stage, we design an interactive workflow that allows users to intuitively construct 3D-aware conditional signals by positioning object bounding boxes and defining camera movements within the 3D space. In the second stage, these control signals--comprising rendered depth maps, camera trajectories and object class labels--serve as the guidance for a text-to-video diffusion model, ensuring to generate the user-intended video content. Furthermore, to overcome the scarcity of in-the-wild datasets with 3D object motion and camera pose annotations, we carefully establish an automated data annotation pipeline that extracts 3D bounding boxes and camera trajectories from large-scale video data. Extensive qualitative and quantitative experiments demonstrate that CineMaster significantly outperforms existing methods and implements prominent 3D-aware text-to-video generation. Project page: https://cinemaster-dev.github.io/.
Toon3D: Seeing Cartoons from a New Perspective
In this work, we recover the underlying 3D structure of non-geometrically consistent scenes. We focus our analysis on hand-drawn images from cartoons and anime. Many cartoons are created by artists without a 3D rendering engine, which means that any new image of a scene is hand-drawn. The hand-drawn images are usually faithful representations of the world, but only in a qualitative sense, since it is difficult for humans to draw multiple perspectives of an object or scene 3D consistently. Nevertheless, people can easily perceive 3D scenes from inconsistent inputs! In this work, we correct for 2D drawing inconsistencies to recover a plausible 3D structure such that the newly warped drawings are consistent with each other. Our pipeline consists of a user-friendly annotation tool, camera pose estimation, and image deformation to recover a dense structure. Our method warps images to obey a perspective camera model, enabling our aligned results to be plugged into novel-view synthesis reconstruction methods to experience cartoons from viewpoints never drawn before. Our project page is https://toon3d.studio/.
Hi3D: Pursuing High-Resolution Image-to-3D Generation with Video Diffusion Models
Despite having tremendous progress in image-to-3D generation, existing methods still struggle to produce multi-view consistent images with high-resolution textures in detail, especially in the paradigm of 2D diffusion that lacks 3D awareness. In this work, we present High-resolution Image-to-3D model (Hi3D), a new video diffusion based paradigm that redefines a single image to multi-view images as 3D-aware sequential image generation (i.e., orbital video generation). This methodology delves into the underlying temporal consistency knowledge in video diffusion model that generalizes well to geometry consistency across multiple views in 3D generation. Technically, Hi3D first empowers the pre-trained video diffusion model with 3D-aware prior (camera pose condition), yielding multi-view images with low-resolution texture details. A 3D-aware video-to-video refiner is learnt to further scale up the multi-view images with high-resolution texture details. Such high-resolution multi-view images are further augmented with novel views through 3D Gaussian Splatting, which are finally leveraged to obtain high-fidelity meshes via 3D reconstruction. Extensive experiments on both novel view synthesis and single view reconstruction demonstrate that our Hi3D manages to produce superior multi-view consistency images with highly-detailed textures. Source code and data are available at https://github.com/yanghb22-fdu/Hi3D-Official.
MVDiffusion++: A Dense High-resolution Multi-view Diffusion Model for Single or Sparse-view 3D Object Reconstruction
This paper presents a neural architecture MVDiffusion++ for 3D object reconstruction that synthesizes dense and high-resolution views of an object given one or a few images without camera poses. MVDiffusion++ achieves superior flexibility and scalability with two surprisingly simple ideas: 1) A ``pose-free architecture'' where standard self-attention among 2D latent features learns 3D consistency across an arbitrary number of conditional and generation views without explicitly using camera pose information; and 2) A ``view dropout strategy'' that discards a substantial number of output views during training, which reduces the training-time memory footprint and enables dense and high-resolution view synthesis at test time. We use the Objaverse for training and the Google Scanned Objects for evaluation with standard novel view synthesis and 3D reconstruction metrics, where MVDiffusion++ significantly outperforms the current state of the arts. We also demonstrate a text-to-3D application example by combining MVDiffusion++ with a text-to-image generative model.
DreamCar: Leveraging Car-specific Prior for in-the-wild 3D Car Reconstruction
Self-driving industries usually employ professional artists to build exquisite 3D cars. However, it is expensive to craft large-scale digital assets. Since there are already numerous datasets available that contain a vast number of images of cars, we focus on reconstructing high-quality 3D car models from these datasets. However, these datasets only contain one side of cars in the forward-moving scene. We try to use the existing generative models to provide more supervision information, but they struggle to generalize well in cars since they are trained on synthetic datasets not car-specific. In addition, The reconstructed 3D car texture misaligns due to a large error in camera pose estimation when dealing with in-the-wild images. These restrictions make it challenging for previous methods to reconstruct complete 3D cars. To address these problems, we propose a novel method, named DreamCar, which can reconstruct high-quality 3D cars given a few images even a single image. To generalize the generative model, we collect a car dataset, named Car360, with over 5,600 vehicles. With this dataset, we make the generative model more robust to cars. We use this generative prior specific to the car to guide its reconstruction via Score Distillation Sampling. To further complement the supervision information, we utilize the geometric and appearance symmetry of cars. Finally, we propose a pose optimization method that rectifies poses to tackle texture misalignment. Extensive experiments demonstrate that our method significantly outperforms existing methods in reconstructing high-quality 3D cars. https://xiaobiaodu.github.io/dreamcar-project/{Our code is available.}
HumanMM: Global Human Motion Recovery from Multi-shot Videos
In this paper, we present a novel framework designed to reconstruct long-sequence 3D human motion in the world coordinates from in-the-wild videos with multiple shot transitions. Such long-sequence in-the-wild motions are highly valuable to applications such as motion generation and motion understanding, but are of great challenge to be recovered due to abrupt shot transitions, partial occlusions, and dynamic backgrounds presented in such videos. Existing methods primarily focus on single-shot videos, where continuity is maintained within a single camera view, or simplify multi-shot alignment in camera space only. In this work, we tackle the challenges by integrating an enhanced camera pose estimation with Human Motion Recovery (HMR) by incorporating a shot transition detector and a robust alignment module for accurate pose and orientation continuity across shots. By leveraging a custom motion integrator, we effectively mitigate the problem of foot sliding and ensure temporal consistency in human pose. Extensive evaluations on our created multi-shot dataset from public 3D human datasets demonstrate the robustness of our method in reconstructing realistic human motion in world coordinates.
Gyroscope-Assisted Motion Deblurring Network
Image research has shown substantial attention in deblurring networks in recent years. Yet, their practical usage in real-world deblurring, especially motion blur, remains limited due to the lack of pixel-aligned training triplets (background, blurred image, and blur heat map) and restricted information inherent in blurred images. This paper presents a simple yet efficient framework to synthetic and restore motion blur images using Inertial Measurement Unit (IMU) data. Notably, the framework includes a strategy for training triplet generation, and a Gyroscope-Aided Motion Deblurring (GAMD) network for blurred image restoration. The rationale is that through harnessing IMU data, we can determine the transformation of the camera pose during the image exposure phase, facilitating the deduction of the motion trajectory (aka. blur trajectory) for each point inside the three-dimensional space. Thus, the synthetic triplets using our strategy are inherently close to natural motion blur, strictly pixel-aligned, and mass-producible. Through comprehensive experiments, we demonstrate the advantages of the proposed framework: only two-pixel errors between our synthetic and real-world blur trajectories, a marked improvement (around 33.17%) of the state-of-the-art deblurring method MIMO on Peak Signal-to-Noise Ratio (PSNR).
Embracing Dynamics: Dynamics-aware 4D Gaussian Splatting SLAM
Simultaneous localization and mapping (SLAM) technology now has photorealistic mapping capabilities thanks to the real-time high-fidelity rendering capability of 3D Gaussian splatting (3DGS). However, due to the static representation of scenes, current 3DGS-based SLAM encounters issues with pose drift and failure to reconstruct accurate maps in dynamic environments. To address this problem, we present D4DGS-SLAM, the first SLAM method based on 4DGS map representation for dynamic environments. By incorporating the temporal dimension into scene representation, D4DGS-SLAM enables high-quality reconstruction of dynamic scenes. Utilizing the dynamics-aware InfoModule, we can obtain the dynamics, visibility, and reliability of scene points, and filter stable static points for tracking accordingly. When optimizing Gaussian points, we apply different isotropic regularization terms to Gaussians with varying dynamic characteristics. Experimental results on real-world dynamic scene datasets demonstrate that our method outperforms state-of-the-art approaches in both camera pose tracking and map quality.
MegaSaM: Accurate, Fast, and Robust Structure and Motion from Casual Dynamic Videos
We present a system that allows for accurate, fast, and robust estimation of camera parameters and depth maps from casual monocular videos of dynamic scenes. Most conventional structure from motion and monocular SLAM techniques assume input videos that feature predominantly static scenes with large amounts of parallax. Such methods tend to produce erroneous estimates in the absence of these conditions. Recent neural network-based approaches attempt to overcome these challenges; however, such methods are either computationally expensive or brittle when run on dynamic videos with uncontrolled camera motion or unknown field of view. We demonstrate the surprising effectiveness of a deep visual SLAM framework: with careful modifications to its training and inference schemes, this system can scale to real-world videos of complex dynamic scenes with unconstrained camera paths, including videos with little camera parallax. Extensive experiments on both synthetic and real videos demonstrate that our system is significantly more accurate and robust at camera pose and depth estimation when compared with prior and concurrent work, with faster or comparable running times. See interactive results on our project page: https://mega-sam.github.io/
GLACE: Global Local Accelerated Coordinate Encoding
Scene coordinate regression (SCR) methods are a family of visual localization methods that directly regress 2D-3D matches for camera pose estimation. They are effective in small-scale scenes but face significant challenges in large-scale scenes that are further amplified in the absence of ground truth 3D point clouds for supervision. Here, the model can only rely on reprojection constraints and needs to implicitly triangulate the points. The challenges stem from a fundamental dilemma: The network has to be invariant to observations of the same landmark at different viewpoints and lighting conditions, etc., but at the same time discriminate unrelated but similar observations. The latter becomes more relevant and severe in larger scenes. In this work, we tackle this problem by introducing the concept of co-visibility to the network. We propose GLACE, which integrates pre-trained global and local encodings and enables SCR to scale to large scenes with only a single small-sized network. Specifically, we propose a novel feature diffusion technique that implicitly groups the reprojection constraints with co-visibility and avoids overfitting to trivial solutions. Additionally, our position decoder parameterizes the output positions for large-scale scenes more effectively. Without using 3D models or depth maps for supervision, our method achieves state-of-the-art results on large-scale scenes with a low-map-size model. On Cambridge landmarks, with a single model, we achieve 17% lower median position error than Poker, the ensemble variant of the state-of-the-art SCR method ACE. Code is available at: https://github.com/cvg/glace.
VeRi3D: Generative Vertex-based Radiance Fields for 3D Controllable Human Image Synthesis
Unsupervised learning of 3D-aware generative adversarial networks has lately made much progress. Some recent work demonstrates promising results of learning human generative models using neural articulated radiance fields, yet their generalization ability and controllability lag behind parametric human models, i.e., they do not perform well when generalizing to novel pose/shape and are not part controllable. To solve these problems, we propose VeRi3D, a generative human vertex-based radiance field parameterized by vertices of the parametric human template, SMPL. We map each 3D point to the local coordinate system defined on its neighboring vertices, and use the corresponding vertex feature and local coordinates for mapping it to color and density values. We demonstrate that our simple approach allows for generating photorealistic human images with free control over camera pose, human pose, shape, as well as enabling part-level editing.
RUST: Latent Neural Scene Representations from Unposed Imagery
Inferring the structure of 3D scenes from 2D observations is a fundamental challenge in computer vision. Recently popularized approaches based on neural scene representations have achieved tremendous impact and have been applied across a variety of applications. One of the major remaining challenges in this space is training a single model which can provide latent representations which effectively generalize beyond a single scene. Scene Representation Transformer (SRT) has shown promise in this direction, but scaling it to a larger set of diverse scenes is challenging and necessitates accurately posed ground truth data. To address this problem, we propose RUST (Really Unposed Scene representation Transformer), a pose-free approach to novel view synthesis trained on RGB images alone. Our main insight is that one can train a Pose Encoder that peeks at the target image and learns a latent pose embedding which is used by the decoder for view synthesis. We perform an empirical investigation into the learned latent pose structure and show that it allows meaningful test-time camera transformations and accurate explicit pose readouts. Perhaps surprisingly, RUST achieves similar quality as methods which have access to perfect camera pose, thereby unlocking the potential for large-scale training of amortized neural scene representations.
Sparse Semantic Map-Based Monocular Localization in Traffic Scenes Using Learned 2D-3D Point-Line Correspondences
Vision-based localization in a prior map is of crucial importance for autonomous vehicles. Given a query image, the goal is to estimate the camera pose corresponding to the prior map, and the key is the registration problem of camera images within the map. While autonomous vehicles drive on the road under occlusion (e.g., car, bus, truck) and changing environment appearance (e.g., illumination changes, seasonal variation), existing approaches rely heavily on dense point descriptors at the feature level to solve the registration problem, entangling features with appearance and occlusion. As a result, they often fail to estimate the correct poses. To address these issues, we propose a sparse semantic map-based monocular localization method, which solves 2D-3D registration via a well-designed deep neural network. Given a sparse semantic map that consists of simplified elements (e.g., pole lines, traffic sign midpoints) with multiple semantic labels, the camera pose is then estimated by learning the corresponding features between the 2D semantic elements from the image and the 3D elements from the sparse semantic map. The proposed sparse semantic map-based localization approach is robust against occlusion and long-term appearance changes in the environments. Extensive experimental results show that the proposed method outperforms the state-of-the-art approaches.
SPARE3D: A Dataset for SPAtial REasoning on Three-View Line Drawings
Spatial reasoning is an important component of human intelligence. We can imagine the shapes of 3D objects and reason about their spatial relations by merely looking at their three-view line drawings in 2D, with different levels of competence. Can deep networks be trained to perform spatial reasoning tasks? How can we measure their "spatial intelligence"? To answer these questions, we present the SPARE3D dataset. Based on cognitive science and psychometrics, SPARE3D contains three types of 2D-3D reasoning tasks on view consistency, camera pose, and shape generation, with increasing difficulty. We then design a method to automatically generate a large number of challenging questions with ground truth answers for each task. They are used to provide supervision for training our baseline models using state-of-the-art architectures like ResNet. Our experiments show that although convolutional networks have achieved superhuman performance in many visual learning tasks, their spatial reasoning performance on SPARE3D tasks is either lower than average human performance or even close to random guesses. We hope SPARE3D can stimulate new problem formulations and network designs for spatial reasoning to empower intelligent robots to operate effectively in the 3D world via 2D sensors. The dataset and code are available at https://ai4ce.github.io/SPARE3D.
Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.
Video Depth Anything: Consistent Depth Estimation for Super-Long Videos
Depth Anything has achieved remarkable success in monocular depth estimation with strong generalization ability. However, it suffers from temporal inconsistency in videos, hindering its practical applications. Various methods have been proposed to alleviate this issue by leveraging video generation models or introducing priors from optical flow and camera poses. Nonetheless, these methods are only applicable to short videos (< 10 seconds) and require a trade-off between quality and computational efficiency. We propose Video Depth Anything for high-quality, consistent depth estimation in super-long videos (over several minutes) without sacrificing efficiency. We base our model on Depth Anything V2 and replace its head with an efficient spatial-temporal head. We design a straightforward yet effective temporal consistency loss by constraining the temporal depth gradient, eliminating the need for additional geometric priors. The model is trained on a joint dataset of video depth and unlabeled images, similar to Depth Anything V2. Moreover, a novel key-frame-based strategy is developed for long video inference. Experiments show that our model can be applied to arbitrarily long videos without compromising quality, consistency, or generalization ability. Comprehensive evaluations on multiple video benchmarks demonstrate that our approach sets a new state-of-the-art in zero-shot video depth estimation. We offer models of different scales to support a range of scenarios, with our smallest model capable of real-time performance at 30 FPS.
GS-DiT: Advancing Video Generation with Pseudo 4D Gaussian Fields through Efficient Dense 3D Point Tracking
4D video control is essential in video generation as it enables the use of sophisticated lens techniques, such as multi-camera shooting and dolly zoom, which are currently unsupported by existing methods. Training a video Diffusion Transformer (DiT) directly to control 4D content requires expensive multi-view videos. Inspired by Monocular Dynamic novel View Synthesis (MDVS) that optimizes a 4D representation and renders videos according to different 4D elements, such as camera pose and object motion editing, we bring pseudo 4D Gaussian fields to video generation. Specifically, we propose a novel framework that constructs a pseudo 4D Gaussian field with dense 3D point tracking and renders the Gaussian field for all video frames. Then we finetune a pretrained DiT to generate videos following the guidance of the rendered video, dubbed as GS-DiT. To boost the training of the GS-DiT, we also propose an efficient Dense 3D Point Tracking (D3D-PT) method for the pseudo 4D Gaussian field construction. Our D3D-PT outperforms SpatialTracker, the state-of-the-art sparse 3D point tracking method, in accuracy and accelerates the inference speed by two orders of magnitude. During the inference stage, GS-DiT can generate videos with the same dynamic content while adhering to different camera parameters, addressing a significant limitation of current video generation models. GS-DiT demonstrates strong generalization capabilities and extends the 4D controllability of Gaussian splatting to video generation beyond just camera poses. It supports advanced cinematic effects through the manipulation of the Gaussian field and camera intrinsics, making it a powerful tool for creative video production. Demos are available at https://wkbian.github.io/Projects/GS-DiT/.
UnCommon Objects in 3D
We introduce Uncommon Objects in 3D (uCO3D), a new object-centric dataset for 3D deep learning and 3D generative AI. uCO3D is the largest publicly-available collection of high-resolution videos of objects with 3D annotations that ensures full-360^{circ} coverage. uCO3D is significantly more diverse than MVImgNet and CO3Dv2, covering more than 1,000 object categories. It is also of higher quality, due to extensive quality checks of both the collected videos and the 3D annotations. Similar to analogous datasets, uCO3D contains annotations for 3D camera poses, depth maps and sparse point clouds. In addition, each object is equipped with a caption and a 3D Gaussian Splat reconstruction. We train several large 3D models on MVImgNet, CO3Dv2, and uCO3D and obtain superior results using the latter, showing that uCO3D is better for learning applications.
Diffusion Priors for Dynamic View Synthesis from Monocular Videos
Dynamic novel view synthesis aims to capture the temporal evolution of visual content within videos. Existing methods struggle to distinguishing between motion and structure, particularly in scenarios where camera poses are either unknown or constrained compared to object motion. Furthermore, with information solely from reference images, it is extremely challenging to hallucinate unseen regions that are occluded or partially observed in the given videos. To address these issues, we first finetune a pretrained RGB-D diffusion model on the video frames using a customization technique. Subsequently, we distill the knowledge from the finetuned model to a 4D representations encompassing both dynamic and static Neural Radiance Fields (NeRF) components. The proposed pipeline achieves geometric consistency while preserving the scene identity. We perform thorough experiments to evaluate the efficacy of the proposed method qualitatively and quantitatively. Our results demonstrate the robustness and utility of our approach in challenging cases, further advancing dynamic novel view synthesis.
Scene Coordinate Reconstruction: Posing of Image Collections via Incremental Learning of a Relocalizer
We address the task of estimating camera parameters from a set of images depicting a scene. Popular feature-based structure-from-motion (SfM) tools solve this task by incremental reconstruction: they repeat triangulation of sparse 3D points and registration of more camera views to the sparse point cloud. We re-interpret incremental structure-from-motion as an iterated application and refinement of a visual relocalizer, that is, of a method that registers new views to the current state of the reconstruction. This perspective allows us to investigate alternative visual relocalizers that are not rooted in local feature matching. We show that scene coordinate regression, a learning-based relocalization approach, allows us to build implicit, neural scene representations from unposed images. Different from other learning-based reconstruction methods, we do not require pose priors nor sequential inputs, and we optimize efficiently over thousands of images. Our method, ACE0 (ACE Zero), estimates camera poses to an accuracy comparable to feature-based SfM, as demonstrated by novel view synthesis. Project page: https://nianticlabs.github.io/acezero/
ExBluRF: Efficient Radiance Fields for Extreme Motion Blurred Images
We present ExBluRF, a novel view synthesis method for extreme motion blurred images based on efficient radiance fields optimization. Our approach consists of two main components: 6-DOF camera trajectory-based motion blur formulation and voxel-based radiance fields. From extremely blurred images, we optimize the sharp radiance fields by jointly estimating the camera trajectories that generate the blurry images. In training, multiple rays along the camera trajectory are accumulated to reconstruct single blurry color, which is equivalent to the physical motion blur operation. We minimize the photo-consistency loss on blurred image space and obtain the sharp radiance fields with camera trajectories that explain the blur of all images. The joint optimization on the blurred image space demands painfully increasing computation and resources proportional to the blur size. Our method solves this problem by replacing the MLP-based framework to low-dimensional 6-DOF camera poses and voxel-based radiance fields. Compared with the existing works, our approach restores much sharper 3D scenes from challenging motion blurred views with the order of 10 times less training time and GPU memory consumption.
EndoPBR: Material and Lighting Estimation for Photorealistic Surgical Simulations via Physically-based Rendering
The lack of labeled datasets in 3D vision for surgical scenes inhibits the development of robust 3D reconstruction algorithms in the medical domain. Despite the popularity of Neural Radiance Fields and 3D Gaussian Splatting in the general computer vision community, these systems have yet to find consistent success in surgical scenes due to challenges such as non-stationary lighting and non-Lambertian surfaces. As a result, the need for labeled surgical datasets continues to grow. In this work, we introduce a differentiable rendering framework for material and lighting estimation from endoscopic images and known geometry. Compared to previous approaches that model lighting and material jointly as radiance, we explicitly disentangle these scene properties for robust and photorealistic novel view synthesis. To disambiguate the training process, we formulate domain-specific properties inherent in surgical scenes. Specifically, we model the scene lighting as a simple spotlight and material properties as a bidirectional reflectance distribution function, parameterized by a neural network. By grounding color predictions in the rendering equation, we can generate photorealistic images at arbitrary camera poses. We evaluate our method with various sequences from the Colonoscopy 3D Video Dataset and show that our method produces competitive novel view synthesis results compared with other approaches. Furthermore, we demonstrate that synthetic data can be used to develop 3D vision algorithms by finetuning a depth estimation model with our rendered outputs. Overall, we see that the depth estimation performance is on par with fine-tuning with the original real images.
Volumetric Wireframe Parsing from Neural Attraction Fields
The primal sketch is a fundamental representation in Marr's vision theory, which allows for parsimonious image-level processing from 2D to 2.5D perception. This paper takes a further step by computing 3D primal sketch of wireframes from a set of images with known camera poses, in which we take the 2D wireframes in multi-view images as the basis to compute 3D wireframes in a volumetric rendering formulation. In our method, we first propose a NEural Attraction (NEAT) Fields that parameterizes the 3D line segments with coordinate Multi-Layer Perceptrons (MLPs), enabling us to learn the 3D line segments from 2D observation without incurring any explicit feature correspondences across views. We then present a novel Global Junction Perceiving (GJP) module to perceive meaningful 3D junctions from the NEAT Fields of 3D line segments by optimizing a randomly initialized high-dimensional latent array and a lightweight decoding MLP. Benefitting from our explicit modeling of 3D junctions, we finally compute the primal sketch of 3D wireframes by attracting the queried 3D line segments to the 3D junctions, significantly simplifying the computation paradigm of 3D wireframe parsing. In experiments, we evaluate our approach on the DTU and BlendedMVS datasets with promising performance obtained. As far as we know, our method is the first approach to achieve high-fidelity 3D wireframe parsing without requiring explicit matching.
SNAP: Self-Supervised Neural Maps for Visual Positioning and Semantic Understanding
Semantic 2D maps are commonly used by humans and machines for navigation purposes, whether it's walking or driving. However, these maps have limitations: they lack detail, often contain inaccuracies, and are difficult to create and maintain, especially in an automated fashion. Can we use raw imagery to automatically create better maps that can be easily interpreted by both humans and machines? We introduce SNAP, a deep network that learns rich neural 2D maps from ground-level and overhead images. We train our model to align neural maps estimated from different inputs, supervised only with camera poses over tens of millions of StreetView images. SNAP can resolve the location of challenging image queries beyond the reach of traditional methods, outperforming the state of the art in localization by a large margin. Moreover, our neural maps encode not only geometry and appearance but also high-level semantics, discovered without explicit supervision. This enables effective pre-training for data-efficient semantic scene understanding, with the potential to unlock cost-efficient creation of more detailed maps.
Robust Dynamic Radiance Fields
Dynamic radiance field reconstruction methods aim to model the time-varying structure and appearance of a dynamic scene. Existing methods, however, assume that accurate camera poses can be reliably estimated by Structure from Motion (SfM) algorithms. These methods, thus, are unreliable as SfM algorithms often fail or produce erroneous poses on challenging videos with highly dynamic objects, poorly textured surfaces, and rotating camera motion. We address this robustness issue by jointly estimating the static and dynamic radiance fields along with the camera parameters (poses and focal length). We demonstrate the robustness of our approach via extensive quantitative and qualitative experiments. Our results show favorable performance over the state-of-the-art dynamic view synthesis methods.
CAT4D: Create Anything in 4D with Multi-View Video Diffusion Models
We present CAT4D, a method for creating 4D (dynamic 3D) scenes from monocular video. CAT4D leverages a multi-view video diffusion model trained on a diverse combination of datasets to enable novel view synthesis at any specified camera poses and timestamps. Combined with a novel sampling approach, this model can transform a single monocular video into a multi-view video, enabling robust 4D reconstruction via optimization of a deformable 3D Gaussian representation. We demonstrate competitive performance on novel view synthesis and dynamic scene reconstruction benchmarks, and highlight the creative capabilities for 4D scene generation from real or generated videos. See our project page for results and interactive demos: cat-4d.github.io.
Drag View: Generalizable Novel View Synthesis with Unposed Imagery
We introduce DragView, a novel and interactive framework for generating novel views of unseen scenes. DragView initializes the new view from a single source image, and the rendering is supported by a sparse set of unposed multi-view images, all seamlessly executed within a single feed-forward pass. Our approach begins with users dragging a source view through a local relative coordinate system. Pixel-aligned features are obtained by projecting the sampled 3D points along the target ray onto the source view. We then incorporate a view-dependent modulation layer to effectively handle occlusion during the projection. Additionally, we broaden the epipolar attention mechanism to encompass all source pixels, facilitating the aggregation of initialized coordinate-aligned point features from other unposed views. Finally, we employ another transformer to decode ray features into final pixel intensities. Crucially, our framework does not rely on either 2D prior models or the explicit estimation of camera poses. During testing, DragView showcases the capability to generalize to new scenes unseen during training, also utilizing only unposed support images, enabling the generation of photo-realistic new views characterized by flexible camera trajectories. In our experiments, we conduct a comprehensive comparison of the performance of DragView with recent scene representation networks operating under pose-free conditions, as well as with generalizable NeRFs subject to noisy test camera poses. DragView consistently demonstrates its superior performance in view synthesis quality, while also being more user-friendly. Project page: https://zhiwenfan.github.io/DragView/.
NVComposer: Boosting Generative Novel View Synthesis with Multiple Sparse and Unposed Images
Recent advancements in generative models have significantly improved novel view synthesis (NVS) from multi-view data. However, existing methods depend on external multi-view alignment processes, such as explicit pose estimation or pre-reconstruction, which limits their flexibility and accessibility, especially when alignment is unstable due to insufficient overlap or occlusions between views. In this paper, we propose NVComposer, a novel approach that eliminates the need for explicit external alignment. NVComposer enables the generative model to implicitly infer spatial and geometric relationships between multiple conditional views by introducing two key components: 1) an image-pose dual-stream diffusion model that simultaneously generates target novel views and condition camera poses, and 2) a geometry-aware feature alignment module that distills geometric priors from dense stereo models during training. Extensive experiments demonstrate that NVComposer achieves state-of-the-art performance in generative multi-view NVS tasks, removing the reliance on external alignment and thus improving model accessibility. Our approach shows substantial improvements in synthesis quality as the number of unposed input views increases, highlighting its potential for more flexible and accessible generative NVS systems.
MonST3R: A Simple Approach for Estimating Geometry in the Presence of Motion
Estimating geometry from dynamic scenes, where objects move and deform over time, remains a core challenge in computer vision. Current approaches often rely on multi-stage pipelines or global optimizations that decompose the problem into subtasks, like depth and flow, leading to complex systems prone to errors. In this paper, we present Motion DUSt3R (MonST3R), a novel geometry-first approach that directly estimates per-timestep geometry from dynamic scenes. Our key insight is that by simply estimating a pointmap for each timestep, we can effectively adapt DUST3R's representation, previously only used for static scenes, to dynamic scenes. However, this approach presents a significant challenge: the scarcity of suitable training data, namely dynamic, posed videos with depth labels. Despite this, we show that by posing the problem as a fine-tuning task, identifying several suitable datasets, and strategically training the model on this limited data, we can surprisingly enable the model to handle dynamics, even without an explicit motion representation. Based on this, we introduce new optimizations for several downstream video-specific tasks and demonstrate strong performance on video depth and camera pose estimation, outperforming prior work in terms of robustness and efficiency. Moreover, MonST3R shows promising results for primarily feed-forward 4D reconstruction.
Controlling Space and Time with Diffusion Models
We present 4DiM, a cascaded diffusion model for 4D novel view synthesis (NVS), conditioned on one or more images of a general scene, and a set of camera poses and timestamps. To overcome challenges due to limited availability of 4D training data, we advocate joint training on 3D (with camera pose), 4D (pose+time) and video (time but no pose) data and propose a new architecture that enables the same. We further advocate the calibration of SfM posed data using monocular metric depth estimators for metric scale camera control. For model evaluation, we introduce new metrics to enrich and overcome shortcomings of current evaluation schemes, demonstrating state-of-the-art results in both fidelity and pose control compared to existing diffusion models for 3D NVS, while at the same time adding the ability to handle temporal dynamics. 4DiM is also used for improved panorama stitching, pose-conditioned video to video translation, and several other tasks. For an overview see https://4d-diffusion.github.io
FlexWorld: Progressively Expanding 3D Scenes for Flexiable-View Synthesis
Generating flexible-view 3D scenes, including 360{\deg} rotation and zooming, from single images is challenging due to a lack of 3D data. To this end, we introduce FlexWorld, a novel framework consisting of two key components: (1) a strong video-to-video (V2V) diffusion model to generate high-quality novel view images from incomplete input rendered from a coarse scene, and (2) a progressive expansion process to construct a complete 3D scene. In particular, leveraging an advanced pre-trained video model and accurate depth-estimated training pairs, our V2V model can generate novel views under large camera pose variations. Building upon it, FlexWorld progressively generates new 3D content and integrates it into the global scene through geometry-aware scene fusion. Extensive experiments demonstrate the effectiveness of FlexWorld in generating high-quality novel view videos and flexible-view 3D scenes from single images, achieving superior visual quality under multiple popular metrics and datasets compared to existing state-of-the-art methods. Qualitatively, we highlight that FlexWorld can generate high-fidelity scenes with flexible views like 360{\deg} rotations and zooming. Project page: https://ml-gsai.github.io/FlexWorld.
Seeing from Another Perspective: Evaluating Multi-View Understanding in MLLMs
Multi-view understanding, the ability to reconcile visual information across diverse viewpoints for effective navigation, manipulation, and 3D scene comprehension, is a fundamental challenge in Multi-Modal Large Language Models (MLLMs) to be used as embodied agents. While recent MLLMs have shown impressive advances in high-level reasoning and planning, they frequently fall short when confronted with multi-view geometric consistency and cross-view correspondence. To comprehensively evaluate the challenges of MLLMs in multi-view scene reasoning, we propose All-Angles Bench, a benchmark of over 2,100 human carefully annotated multi-view question-answer pairs across 90 diverse real-world scenes. Our six tasks (counting, attribute identification, relative distance, relative direction, object manipulation, and camera pose estimation) specifically test model's geometric correspondence and the capacity to align information consistently across views. Our extensive experiments, benchmark on 27 representative MLLMs including Gemini-2.0-Flash, Claude-3.7-Sonnet, and GPT-4o against human evaluators reveals a substantial performance gap, indicating that current MLLMs remain far from human-level proficiency. Through in-depth analysis, we show that MLLMs are particularly underperforming under two aspects: (1) cross-view correspondence for partially occluded views and (2) establishing the coarse camera poses. These findings highlight the necessity of domain-specific refinements or modules that embed stronger multi-view awareness. We believe that our All-Angles Bench offers valuable insights and contribute to bridging the gap between MLLMs and human-level multi-view understanding. The project and benchmark are publicly available at https://danielchyeh.github.io/All-Angles-Bench/.
SplatFlow: Multi-View Rectified Flow Model for 3D Gaussian Splatting Synthesis
Text-based generation and editing of 3D scenes hold significant potential for streamlining content creation through intuitive user interactions. While recent advances leverage 3D Gaussian Splatting (3DGS) for high-fidelity and real-time rendering, existing methods are often specialized and task-focused, lacking a unified framework for both generation and editing. In this paper, we introduce SplatFlow, a comprehensive framework that addresses this gap by enabling direct 3DGS generation and editing. SplatFlow comprises two main components: a multi-view rectified flow (RF) model and a Gaussian Splatting Decoder (GSDecoder). The multi-view RF model operates in latent space, generating multi-view images, depths, and camera poses simultaneously, conditioned on text prompts, thus addressing challenges like diverse scene scales and complex camera trajectories in real-world settings. Then, the GSDecoder efficiently translates these latent outputs into 3DGS representations through a feed-forward 3DGS method. Leveraging training-free inversion and inpainting techniques, SplatFlow enables seamless 3DGS editing and supports a broad range of 3D tasks-including object editing, novel view synthesis, and camera pose estimation-within a unified framework without requiring additional complex pipelines. We validate SplatFlow's capabilities on the MVImgNet and DL3DV-7K datasets, demonstrating its versatility and effectiveness in various 3D generation, editing, and inpainting-based tasks.
Easi3R: Estimating Disentangled Motion from DUSt3R Without Training
Recent advances in DUSt3R have enabled robust estimation of dense point clouds and camera parameters of static scenes, leveraging Transformer network architectures and direct supervision on large-scale 3D datasets. In contrast, the limited scale and diversity of available 4D datasets present a major bottleneck for training a highly generalizable 4D model. This constraint has driven conventional 4D methods to fine-tune 3D models on scalable dynamic video data with additional geometric priors such as optical flow and depths. In this work, we take an opposite path and introduce Easi3R, a simple yet efficient training-free method for 4D reconstruction. Our approach applies attention adaptation during inference, eliminating the need for from-scratch pre-training or network fine-tuning. We find that the attention layers in DUSt3R inherently encode rich information about camera and object motion. By carefully disentangling these attention maps, we achieve accurate dynamic region segmentation, camera pose estimation, and 4D dense point map reconstruction. Extensive experiments on real-world dynamic videos demonstrate that our lightweight attention adaptation significantly outperforms previous state-of-the-art methods that are trained or finetuned on extensive dynamic datasets. Our code is publicly available for research purpose at https://easi3r.github.io/
ViewCrafter: Taming Video Diffusion Models for High-fidelity Novel View Synthesis
Despite recent advancements in neural 3D reconstruction, the dependence on dense multi-view captures restricts their broader applicability. In this work, we propose ViewCrafter, a novel method for synthesizing high-fidelity novel views of generic scenes from single or sparse images with the prior of video diffusion model. Our method takes advantage of the powerful generation capabilities of video diffusion model and the coarse 3D clues offered by point-based representation to generate high-quality video frames with precise camera pose control. To further enlarge the generation range of novel views, we tailored an iterative view synthesis strategy together with a camera trajectory planning algorithm to progressively extend the 3D clues and the areas covered by the novel views. With ViewCrafter, we can facilitate various applications, such as immersive experiences with real-time rendering by efficiently optimizing a 3D-GS representation using the reconstructed 3D points and the generated novel views, and scene-level text-to-3D generation for more imaginative content creation. Extensive experiments on diverse datasets demonstrate the strong generalization capability and superior performance of our method in synthesizing high-fidelity and consistent novel views.
PuzzleAvatar: Assembling 3D Avatars from Personal Albums
Generating personalized 3D avatars is crucial for AR/VR. However, recent text-to-3D methods that generate avatars for celebrities or fictional characters, struggle with everyday people. Methods for faithful reconstruction typically require full-body images in controlled settings. What if a user could just upload their personal "OOTD" (Outfit Of The Day) photo collection and get a faithful avatar in return? The challenge is that such casual photo collections contain diverse poses, challenging viewpoints, cropped views, and occlusion (albeit with a consistent outfit, accessories and hairstyle). We address this novel "Album2Human" task by developing PuzzleAvatar, a novel model that generates a faithful 3D avatar (in a canonical pose) from a personal OOTD album, while bypassing the challenging estimation of body and camera pose. To this end, we fine-tune a foundational vision-language model (VLM) on such photos, encoding the appearance, identity, garments, hairstyles, and accessories of a person into (separate) learned tokens and instilling these cues into the VLM. In effect, we exploit the learned tokens as "puzzle pieces" from which we assemble a faithful, personalized 3D avatar. Importantly, we can customize avatars by simply inter-changing tokens. As a benchmark for this new task, we collect a new dataset, called PuzzleIOI, with 41 subjects in a total of nearly 1K OOTD configurations, in challenging partial photos with paired ground-truth 3D bodies. Evaluation shows that PuzzleAvatar not only has high reconstruction accuracy, outperforming TeCH and MVDreamBooth, but also a unique scalability to album photos, and strong robustness. Our model and data will be public.
WHAC: World-grounded Humans and Cameras
Estimating human and camera trajectories with accurate scale in the world coordinate system from a monocular video is a highly desirable yet challenging and ill-posed problem. In this study, we aim to recover expressive parametric human models (i.e., SMPL-X) and corresponding camera poses jointly, by leveraging the synergy between three critical players: the world, the human, and the camera. Our approach is founded on two key observations. Firstly, camera-frame SMPL-X estimation methods readily recover absolute human depth. Secondly, human motions inherently provide absolute spatial cues. By integrating these insights, we introduce a novel framework, referred to as WHAC, to facilitate world-grounded expressive human pose and shape estimation (EHPS) alongside camera pose estimation, without relying on traditional optimization techniques. Additionally, we present a new synthetic dataset, WHAC-A-Mole, which includes accurately annotated humans and cameras, and features diverse interactive human motions as well as realistic camera trajectories. Extensive experiments on both standard and newly established benchmarks highlight the superiority and efficacy of our framework. We will make the code and dataset publicly available.
TOSS:High-quality Text-guided Novel View Synthesis from a Single Image
In this paper, we present TOSS, which introduces text to the task of novel view synthesis (NVS) from just a single RGB image. While Zero-1-to-3 has demonstrated impressive zero-shot open-set NVS capability, it treats NVS as a pure image-to-image translation problem. This approach suffers from the challengingly under-constrained nature of single-view NVS: the process lacks means of explicit user control and often results in implausible NVS generations. To address this limitation, TOSS uses text as high-level semantic information to constrain the NVS solution space. TOSS fine-tunes text-to-image Stable Diffusion pre-trained on large-scale text-image pairs and introduces modules specifically tailored to image and camera pose conditioning, as well as dedicated training for pose correctness and preservation of fine details. Comprehensive experiments are conducted with results showing that our proposed TOSS outperforms Zero-1-to-3 with more plausible, controllable and multiview-consistent NVS results. We further support these results with comprehensive ablations that underscore the effectiveness and potential of the introduced semantic guidance and architecture design.
GarmentCrafter: Progressive Novel View Synthesis for Single-View 3D Garment Reconstruction and Editing
We introduce GarmentCrafter, a new approach that enables non-professional users to create and modify 3D garments from a single-view image. While recent advances in image generation have facilitated 2D garment design, creating and editing 3D garments remains challenging for non-professional users. Existing methods for single-view 3D reconstruction often rely on pre-trained generative models to synthesize novel views conditioning on the reference image and camera pose, yet they lack cross-view consistency, failing to capture the internal relationships across different views. In this paper, we tackle this challenge through progressive depth prediction and image warping to approximate novel views. Subsequently, we train a multi-view diffusion model to complete occluded and unknown clothing regions, informed by the evolving camera pose. By jointly inferring RGB and depth, GarmentCrafter enforces inter-view coherence and reconstructs precise geometries and fine details. Extensive experiments demonstrate that our method achieves superior visual fidelity and inter-view coherence compared to state-of-the-art single-view 3D garment reconstruction methods.
DAS3R: Dynamics-Aware Gaussian Splatting for Static Scene Reconstruction
We propose a novel framework for scene decomposition and static background reconstruction from everyday videos. By integrating the trained motion masks and modeling the static scene as Gaussian splats with dynamics-aware optimization, our method achieves more accurate background reconstruction results than previous works. Our proposed method is termed DAS3R, an abbreviation for Dynamics-Aware Gaussian Splatting for Static Scene Reconstruction. Compared to existing methods, DAS3R is more robust in complex motion scenarios, capable of handling videos where dynamic objects occupy a significant portion of the scene, and does not require camera pose inputs or point cloud data from SLAM-based methods. We compared DAS3R against recent distractor-free approaches on the DAVIS and Sintel datasets; DAS3R demonstrates enhanced performance and robustness with a margin of more than 2 dB in PSNR. The project's webpage can be accessed via https://kai422.github.io/DAS3R/
Scaling 4D Representations
Scaling has not yet been convincingly demonstrated for pure self-supervised learning from video. However, prior work has focused evaluations on semantic-related tasks x2013 action classification, ImageNet classification, etc. In this paper we focus on evaluating self-supervised learning on non-semantic vision tasks that are more spatial (3D) and temporal (+1D = 4D), such as camera pose estimation, point and object tracking, and depth estimation. We show that by learning from very large video datasets, masked auto-encoding (MAE) with transformer video models actually scales, consistently improving performance on these 4D tasks, as model size increases from 20M all the way to the largest by far reported self-supervised video model x2013 22B parameters. Rigorous apples-to-apples comparison with many recent image and video models demonstrates the benefits of scaling 4D representations.
Long-Term 3D Point Tracking By Cost Volume Fusion
Long-term point tracking is essential to understand non-rigid motion in the physical world better. Deep learning approaches have recently been incorporated into long-term point tracking, but most prior work predominantly functions in 2D. Although these methods benefit from the well-established backbones and matching frameworks, the motions they produce do not always make sense in the 3D physical world. In this paper, we propose the first deep learning framework for long-term point tracking in 3D that generalizes to new points and videos without requiring test-time fine-tuning. Our model contains a cost volume fusion module that effectively integrates multiple past appearances and motion information via a transformer architecture, significantly enhancing overall tracking performance. In terms of 3D tracking performance, our model significantly outperforms simple scene flow chaining and previous 2D point tracking methods, even if one uses ground truth depth and camera pose to backproject 2D point tracks in a synthetic scenario.
OpenMaterial: A Comprehensive Dataset of Complex Materials for 3D Reconstruction
Recent advances in deep learning such as neural radiance fields and implicit neural representations have significantly propelled the field of 3D reconstruction. However, accurately reconstructing objects with complex optical properties, such as metals and glass, remains a formidable challenge due to their unique specular and light-transmission characteristics. To facilitate the development of solutions to these challenges, we introduce the OpenMaterial dataset, comprising 1001 objects made of 295 distinct materials-including conductors, dielectrics, plastics, and their roughened variants- and captured under 723 diverse lighting conditions. To this end, we utilized physics-based rendering with laboratory-measured Indices of Refraction (IOR) and generated high-fidelity multiview images that closely replicate real-world objects. OpenMaterial provides comprehensive annotations, including 3D shape, material type, camera pose, depth, and object mask. It stands as the first large-scale dataset enabling quantitative evaluations of existing algorithms on objects with diverse and challenging materials, thereby paving the way for the development of 3D reconstruction algorithms capable of handling complex material properties.
ViVid-1-to-3: Novel View Synthesis with Video Diffusion Models
Generating novel views of an object from a single image is a challenging task. It requires an understanding of the underlying 3D structure of the object from an image and rendering high-quality, spatially consistent new views. While recent methods for view synthesis based on diffusion have shown great progress, achieving consistency among various view estimates and at the same time abiding by the desired camera pose remains a critical problem yet to be solved. In this work, we demonstrate a strikingly simple method, where we utilize a pre-trained video diffusion model to solve this problem. Our key idea is that synthesizing a novel view could be reformulated as synthesizing a video of a camera going around the object of interest -- a scanning video -- which then allows us to leverage the powerful priors that a video diffusion model would have learned. Thus, to perform novel-view synthesis, we create a smooth camera trajectory to the target view that we wish to render, and denoise using both a view-conditioned diffusion model and a video diffusion model. By doing so, we obtain a highly consistent novel view synthesis, outperforming the state of the art.
3D-GOI: 3D GAN Omni-Inversion for Multifaceted and Multi-object Editing
The current GAN inversion methods typically can only edit the appearance and shape of a single object and background while overlooking spatial information. In this work, we propose a 3D editing framework, 3D-GOI, to enable multifaceted editing of affine information (scale, translation, and rotation) on multiple objects. 3D-GOI realizes the complex editing function by inverting the abundance of attribute codes (object shape/appearance/scale/rotation/translation, background shape/appearance, and camera pose) controlled by GIRAFFE, a renowned 3D GAN. Accurately inverting all the codes is challenging, 3D-GOI solves this challenge following three main steps. First, we segment the objects and the background in a multi-object image. Second, we use a custom Neural Inversion Encoder to obtain coarse codes of each object. Finally, we use a round-robin optimization algorithm to get precise codes to reconstruct the image. To the best of our knowledge, 3D-GOI is the first framework to enable multifaceted editing on multiple objects. Both qualitative and quantitative experiments demonstrate that 3D-GOI holds immense potential for flexible, multifaceted editing in complex multi-object scenes.Our project and code are released at https://3d-goi.github.io .
SideGAN: 3D-Aware Generative Model for Improved Side-View Image Synthesis
While recent 3D-aware generative models have shown photo-realistic image synthesis with multi-view consistency, the synthesized image quality degrades depending on the camera pose (e.g., a face with a blurry and noisy boundary at a side viewpoint). Such degradation is mainly caused by the difficulty of learning both pose consistency and photo-realism simultaneously from a dataset with heavily imbalanced poses. In this paper, we propose SideGAN, a novel 3D GAN training method to generate photo-realistic images irrespective of the camera pose, especially for faces of side-view angles. To ease the challenging problem of learning photo-realistic and pose-consistent image synthesis, we split the problem into two subproblems, each of which can be solved more easily. Specifically, we formulate the problem as a combination of two simple discrimination problems, one of which learns to discriminate whether a synthesized image looks real or not, and the other learns to discriminate whether a synthesized image agrees with the camera pose. Based on this, we propose a dual-branched discriminator with two discrimination branches. We also propose a pose-matching loss to learn the pose consistency of 3D GANs. In addition, we present a pose sampling strategy to increase learning opportunities for steep angles in a pose-imbalanced dataset. With extensive validation, we demonstrate that our approach enables 3D GANs to generate high-quality geometries and photo-realistic images irrespective of the camera pose.
Long-Term Photometric Consistent Novel View Synthesis with Diffusion Models
Novel view synthesis from a single input image is a challenging task, where the goal is to generate a new view of a scene from a desired camera pose that may be separated by a large motion. The highly uncertain nature of this synthesis task due to unobserved elements within the scene (i.e. occlusion) and outside the field-of-view makes the use of generative models appealing to capture the variety of possible outputs. In this paper, we propose a novel generative model capable of producing a sequence of photorealistic images consistent with a specified camera trajectory, and a single starting image. Our approach is centred on an autoregressive conditional diffusion-based model capable of interpolating visible scene elements, and extrapolating unobserved regions in a view, in a geometrically consistent manner. Conditioning is limited to an image capturing a single camera view and the (relative) pose of the new camera view. To measure the consistency over a sequence of generated views, we introduce a new metric, the thresholded symmetric epipolar distance (TSED), to measure the number of consistent frame pairs in a sequence. While previous methods have been shown to produce high quality images and consistent semantics across pairs of views, we show empirically with our metric that they are often inconsistent with the desired camera poses. In contrast, we demonstrate that our method produces both photorealistic and view-consistent imagery.
SiLK -- Simple Learned Keypoints
Keypoint detection & descriptors are foundational tech-nologies for computer vision tasks like image matching, 3D reconstruction and visual odometry. Hand-engineered methods like Harris corners, SIFT, and HOG descriptors have been used for decades; more recently, there has been a trend to introduce learning in an attempt to improve keypoint detectors. On inspection however, the results are difficult to interpret; recent learning-based methods employ a vast diversity of experimental setups and design choices: empirical results are often reported using different backbones, protocols, datasets, types of supervisions or tasks. Since these differences are often coupled together, it raises a natural question on what makes a good learned keypoint detector. In this work, we revisit the design of existing keypoint detectors by deconstructing their methodologies and identifying the key components. We re-design each component from first-principle and propose Simple Learned Keypoints (SiLK) that is fully-differentiable, lightweight, and flexible. Despite its simplicity, SiLK advances new state-of-the-art on Detection Repeatability and Homography Estimation tasks on HPatches and 3D Point-Cloud Registration task on ScanNet, and achieves competitive performance to state-of-the-art on camera pose estimation in 2022 Image Matching Challenge and ScanNet.
3D Neural Embedding Likelihood for Robust Probabilistic Inverse Graphics
The ability to perceive and understand 3D scenes is crucial for many applications in computer vision and robotics. Inverse graphics is an appealing approach to 3D scene understanding that aims to infer the 3D scene structure from 2D images. In this paper, we introduce probabilistic modeling to the inverse graphics framework to quantify uncertainty and achieve robustness in 6D pose estimation tasks. Specifically, we propose 3D Neural Embedding Likelihood (3DNEL) as a unified probabilistic model over RGB-D images, and develop efficient inference procedures on 3D scene descriptions. 3DNEL effectively combines learned neural embeddings from RGB with depth information to improve robustness in sim-to-real 6D object pose estimation from RGB-D images. Performance on the YCB-Video dataset is on par with state-of-the-art yet is much more robust in challenging regimes. In contrast to discriminative approaches, 3DNEL's probabilistic generative formulation jointly models multi-object scenes, quantifies uncertainty in a principled way, and handles object pose tracking under heavy occlusion. Finally, 3DNEL provides a principled framework for incorporating prior knowledge about the scene and objects, which allows natural extension to additional tasks like camera pose tracking from video.
Hi-LASSIE: High-Fidelity Articulated Shape and Skeleton Discovery from Sparse Image Ensemble
Automatically estimating 3D skeleton, shape, camera viewpoints, and part articulation from sparse in-the-wild image ensembles is a severely under-constrained and challenging problem. Most prior methods rely on large-scale image datasets, dense temporal correspondence, or human annotations like camera pose, 2D keypoints, and shape templates. We propose Hi-LASSIE, which performs 3D articulated reconstruction from only 20-30 online images in the wild without any user-defined shape or skeleton templates. We follow the recent work of LASSIE that tackles a similar problem setting and make two significant advances. First, instead of relying on a manually annotated 3D skeleton, we automatically estimate a class-specific skeleton from the selected reference image. Second, we improve the shape reconstructions with novel instance-specific optimization strategies that allow reconstructions to faithful fit on each instance while preserving the class-specific priors learned across all images. Experiments on in-the-wild image ensembles show that Hi-LASSIE obtains higher fidelity state-of-the-art 3D reconstructions despite requiring minimum user input.
Local-to-Global Registration for Bundle-Adjusting Neural Radiance Fields
Neural Radiance Fields (NeRF) have achieved photorealistic novel views synthesis; however, the requirement of accurate camera poses limits its application. Despite analysis-by-synthesis extensions for jointly learning neural 3D representations and registering camera frames exist, they are susceptible to suboptimal solutions if poorly initialized. We propose L2G-NeRF, a Local-to-Global registration method for bundle-adjusting Neural Radiance Fields: first, a pixel-wise flexible alignment, followed by a frame-wise constrained parametric alignment. Pixel-wise local alignment is learned in an unsupervised way via a deep network which optimizes photometric reconstruction errors. Frame-wise global alignment is performed using differentiable parameter estimation solvers on the pixel-wise correspondences to find a global transformation. Experiments on synthetic and real-world data show that our method outperforms the current state-of-the-art in terms of high-fidelity reconstruction and resolving large camera pose misalignment. Our module is an easy-to-use plugin that can be applied to NeRF variants and other neural field applications. The Code and supplementary materials are available at https://rover-xingyu.github.io/L2G-NeRF/.
CroCo: Self-Supervised Pre-training for 3D Vision Tasks by Cross-View Completion
Masked Image Modeling (MIM) has recently been established as a potent pre-training paradigm. A pretext task is constructed by masking patches in an input image, and this masked content is then predicted by a neural network using visible patches as sole input. This pre-training leads to state-of-the-art performance when finetuned for high-level semantic tasks, e.g. image classification and object detection. In this paper we instead seek to learn representations that transfer well to a wide variety of 3D vision and lower-level geometric downstream tasks, such as depth prediction or optical flow estimation. Inspired by MIM, we propose an unsupervised representation learning task trained from pairs of images showing the same scene from different viewpoints. More precisely, we propose the pretext task of cross-view completion where the first input image is partially masked, and this masked content has to be reconstructed from the visible content and the second image. In single-view MIM, the masked content often cannot be inferred precisely from the visible portion only, so the model learns to act as a prior influenced by high-level semantics. In contrast, this ambiguity can be resolved with cross-view completion from the second unmasked image, on the condition that the model is able to understand the spatial relationship between the two images. Our experiments show that our pretext task leads to significantly improved performance for monocular 3D vision downstream tasks such as depth estimation. In addition, our model can be directly applied to binocular downstream tasks like optical flow or relative camera pose estimation, for which we obtain competitive results without bells and whistles, i.e., using a generic architecture without any task-specific design.
Pruning-based Topology Refinement of 3D Mesh using a 2D Alpha Mask
Image-based 3D reconstruction has increasingly stunning results over the past few years with the latest improvements in computer vision and graphics. Geometry and topology are two fundamental concepts when dealing with 3D mesh structures. But the latest often remains a side issue in the 3D mesh-based reconstruction literature. Indeed, performing per-vertex elementary displacements over a 3D sphere mesh only impacts its geometry and leaves the topological structure unchanged and fixed. Whereas few attempts propose to update the geometry and the topology, all need to lean on costly 3D ground-truth to determine the faces/edges to prune. We present in this work a method that aims to refine the topology of any 3D mesh through a face-pruning strategy that extensively relies upon 2D alpha masks and camera pose information. Our solution leverages a differentiable renderer that renders each face as a 2D soft map. Its pixel intensity reflects the probability of being covered during the rendering process by such a face. Based on the 2D soft-masks available, our method is thus able to quickly highlight all the incorrectly rendered faces for a given viewpoint. Because our module is agnostic to the network that produces the 3D mesh, it can be easily plugged into any self-supervised image-based (either synthetic or natural) 3D reconstruction pipeline to get complex meshes with a non-spherical topology.
Robust 360-8PA: Redesigning The Normalized 8-point Algorithm for 360-FoV Images
This paper presents a novel preconditioning strategy for the classic 8-point algorithm (8-PA) for estimating an essential matrix from 360-FoV images (i.e., equirectangular images) in spherical projection. To alleviate the effect of uneven key-feature distributions and outlier correspondences, which can potentially decrease the accuracy of an essential matrix, our method optimizes a non-rigid transformation to deform a spherical camera into a new spatial domain, defining a new constraint and a more robust and accurate solution for an essential matrix. Through several experiments using random synthetic points, 360-FoV, and fish-eye images, we demonstrate that our normalization can increase the camera pose accuracy by about 20% without significantly overhead the computation time. In addition, we present further benefits of our method through both a constant weighted least-square optimization that improves further the well known Gold Standard Method (GSM) (i.e., the non-linear optimization by using epipolar errors); and a relaxation of the number of RANSAC iterations, both showing that our normalization outcomes a more reliable, robust, and accurate solution.
DepthCrafter: Generating Consistent Long Depth Sequences for Open-world Videos
Despite significant advancements in monocular depth estimation for static images, estimating video depth in the open world remains challenging, since open-world videos are extremely diverse in content, motion, camera movement, and length. We present DepthCrafter, an innovative method for generating temporally consistent long depth sequences with intricate details for open-world videos, without requiring any supplementary information such as camera poses or optical flow. DepthCrafter achieves generalization ability to open-world videos by training a video-to-depth model from a pre-trained image-to-video diffusion model, through our meticulously designed three-stage training strategy with the compiled paired video-depth datasets. Our training approach enables the model to generate depth sequences with variable lengths at one time, up to 110 frames, and harvest both precise depth details and rich content diversity from realistic and synthetic datasets. We also propose an inference strategy that processes extremely long videos through segment-wise estimation and seamless stitching. Comprehensive evaluations on multiple datasets reveal that DepthCrafter achieves state-of-the-art performance in open-world video depth estimation under zero-shot settings. Furthermore, DepthCrafter facilitates various downstream applications, including depth-based visual effects and conditional video generation.
GenXD: Generating Any 3D and 4D Scenes
Recent developments in 2D visual generation have been remarkably successful. However, 3D and 4D generation remain challenging in real-world applications due to the lack of large-scale 4D data and effective model design. In this paper, we propose to jointly investigate general 3D and 4D generation by leveraging camera and object movements commonly observed in daily life. Due to the lack of real-world 4D data in the community, we first propose a data curation pipeline to obtain camera poses and object motion strength from videos. Based on this pipeline, we introduce a large-scale real-world 4D scene dataset: CamVid-30K. By leveraging all the 3D and 4D data, we develop our framework, GenXD, which allows us to produce any 3D or 4D scene. We propose multiview-temporal modules, which disentangle camera and object movements, to seamlessly learn from both 3D and 4D data. Additionally, GenXD employs masked latent conditions to support a variety of conditioning views. GenXD can generate videos that follow the camera trajectory as well as consistent 3D views that can be lifted into 3D representations. We perform extensive evaluations across various real-world and synthetic datasets, demonstrating GenXD's effectiveness and versatility compared to previous methods in 3D and 4D generation.
FlexiTex: Enhancing Texture Generation with Visual Guidance
Recent texture generation methods achieve impressive results due to the powerful generative prior they leverage from large-scale text-to-image diffusion models. However, abstract textual prompts are limited in providing global textural or shape information, which results in the texture generation methods producing blurry or inconsistent patterns. To tackle this, we present FlexiTex, embedding rich information via visual guidance to generate a high-quality texture. The core of FlexiTex is the Visual Guidance Enhancement module, which incorporates more specific information from visual guidance to reduce ambiguity in the text prompt and preserve high-frequency details. To further enhance the visual guidance, we introduce a Direction-Aware Adaptation module that automatically designs direction prompts based on different camera poses, avoiding the Janus problem and maintaining semantically global consistency. Benefiting from the visual guidance, FlexiTex produces quantitatively and qualitatively sound results, demonstrating its potential to advance texture generation for real-world applications.
ReconFusion: 3D Reconstruction with Diffusion Priors
3D reconstruction methods such as Neural Radiance Fields (NeRFs) excel at rendering photorealistic novel views of complex scenes. However, recovering a high-quality NeRF typically requires tens to hundreds of input images, resulting in a time-consuming capture process. We present ReconFusion to reconstruct real-world scenes using only a few photos. Our approach leverages a diffusion prior for novel view synthesis, trained on synthetic and multiview datasets, which regularizes a NeRF-based 3D reconstruction pipeline at novel camera poses beyond those captured by the set of input images. Our method synthesizes realistic geometry and texture in underconstrained regions while preserving the appearance of observed regions. We perform an extensive evaluation across various real-world datasets, including forward-facing and 360-degree scenes, demonstrating significant performance improvements over previous few-view NeRF reconstruction approaches.
Controllable Text-to-3D Generation via Surface-Aligned Gaussian Splatting
While text-to-3D and image-to-3D generation tasks have received considerable attention, one important but under-explored field between them is controllable text-to-3D generation, which we mainly focus on in this work. To address this task, 1) we introduce Multi-view ControlNet (MVControl), a novel neural network architecture designed to enhance existing pre-trained multi-view diffusion models by integrating additional input conditions, such as edge, depth, normal, and scribble maps. Our innovation lies in the introduction of a conditioning module that controls the base diffusion model using both local and global embeddings, which are computed from the input condition images and camera poses. Once trained, MVControl is able to offer 3D diffusion guidance for optimization-based 3D generation. And, 2) we propose an efficient multi-stage 3D generation pipeline that leverages the benefits of recent large reconstruction models and score distillation algorithm. Building upon our MVControl architecture, we employ a unique hybrid diffusion guidance method to direct the optimization process. In pursuit of efficiency, we adopt 3D Gaussians as our representation instead of the commonly used implicit representations. We also pioneer the use of SuGaR, a hybrid representation that binds Gaussians to mesh triangle faces. This approach alleviates the issue of poor geometry in 3D Gaussians and enables the direct sculpting of fine-grained geometry on the mesh. Extensive experiments demonstrate that our method achieves robust generalization and enables the controllable generation of high-quality 3D content.
MD-Splatting: Learning Metric Deformation from 4D Gaussians in Highly Deformable Scenes
Accurate 3D tracking in highly deformable scenes with occlusions and shadows can facilitate new applications in robotics, augmented reality, and generative AI. However, tracking under these conditions is extremely challenging due to the ambiguity that arises with large deformations, shadows, and occlusions. We introduce MD-Splatting, an approach for simultaneous 3D tracking and novel view synthesis, using video captures of a dynamic scene from various camera poses. MD-Splatting builds on recent advances in Gaussian splatting, a method that learns the properties of a large number of Gaussians for state-of-the-art and fast novel view synthesis. MD-Splatting learns a deformation function to project a set of Gaussians with non-metric, thus canonical, properties into metric space. The deformation function uses a neural-voxel encoding and a multilayer perceptron (MLP) to infer Gaussian position, rotation, and a shadow scalar. We enforce physics-inspired regularization terms based on local rigidity, conservation of momentum, and isometry, which leads to trajectories with smaller trajectory errors. MD-Splatting achieves high-quality 3D tracking on highly deformable scenes with shadows and occlusions. Compared to state-of-the-art, we improve 3D tracking by an average of 23.9 %, while simultaneously achieving high-quality novel view synthesis. With sufficient texture such as in scene 6, MD-Splatting achieves a median tracking error of 3.39 mm on a cloth of 1 x 1 meters in size. Project website: https://md-splatting.github.io/.
MagicDrive: Street View Generation with Diverse 3D Geometry Control
Recent advancements in diffusion models have significantly enhanced the data synthesis with 2D control. Yet, precise 3D control in street view generation, crucial for 3D perception tasks, remains elusive. Specifically, utilizing Bird's-Eye View (BEV) as the primary condition often leads to challenges in geometry control (e.g., height), affecting the representation of object shapes, occlusion patterns, and road surface elevations, all of which are essential to perception data synthesis, especially for 3D object detection tasks. In this paper, we introduce MagicDrive, a novel street view generation framework, offering diverse 3D geometry controls including camera poses, road maps, and 3D bounding boxes, together with textual descriptions, achieved through tailored encoding strategies. Besides, our design incorporates a cross-view attention module, ensuring consistency across multiple camera views. With MagicDrive, we achieve high-fidelity street-view image & video synthesis that captures nuanced 3D geometry and various scene descriptions, enhancing tasks like BEV segmentation and 3D object detection.
NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
We present a method that achieves state-of-the-art results for synthesizing novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. Our algorithm represents a scene using a fully-connected (non-convolutional) deep network, whose input is a single continuous 5D coordinate (spatial location (x,y,z) and viewing direction (theta, phi)) and whose output is the volume density and view-dependent emitted radiance at that spatial location. We synthesize views by querying 5D coordinates along camera rays and use classic volume rendering techniques to project the output colors and densities into an image. Because volume rendering is naturally differentiable, the only input required to optimize our representation is a set of images with known camera poses. We describe how to effectively optimize neural radiance fields to render photorealistic novel views of scenes with complicated geometry and appearance, and demonstrate results that outperform prior work on neural rendering and view synthesis. View synthesis results are best viewed as videos, so we urge readers to view our supplementary video for convincing comparisons.
HuGDiffusion: Generalizable Single-Image Human Rendering via 3D Gaussian Diffusion
We present HuGDiffusion, a generalizable 3D Gaussian splatting (3DGS) learning pipeline to achieve novel view synthesis (NVS) of human characters from single-view input images. Existing approaches typically require monocular videos or calibrated multi-view images as inputs, whose applicability could be weakened in real-world scenarios with arbitrary and/or unknown camera poses. In this paper, we aim to generate the set of 3DGS attributes via a diffusion-based framework conditioned on human priors extracted from a single image. Specifically, we begin with carefully integrated human-centric feature extraction procedures to deduce informative conditioning signals. Based on our empirical observations that jointly learning the whole 3DGS attributes is challenging to optimize, we design a multi-stage generation strategy to obtain different types of 3DGS attributes. To facilitate the training process, we investigate constructing proxy ground-truth 3D Gaussian attributes as high-quality attribute-level supervision signals. Through extensive experiments, our HuGDiffusion shows significant performance improvements over the state-of-the-art methods. Our code will be made publicly available.
Joint Optimization for 4D Human-Scene Reconstruction in the Wild
Reconstructing human motion and its surrounding environment is crucial for understanding human-scene interaction and predicting human movements in the scene. While much progress has been made in capturing human-scene interaction in constrained environments, those prior methods can hardly reconstruct the natural and diverse human motion and scene context from web videos. In this work, we propose JOSH, a novel optimization-based method for 4D human-scene reconstruction in the wild from monocular videos. JOSH uses techniques in both dense scene reconstruction and human mesh recovery as initialization, and then it leverages the human-scene contact constraints to jointly optimize the scene, the camera poses, and the human motion. Experiment results show JOSH achieves better results on both global human motion estimation and dense scene reconstruction by joint optimization of scene geometry and human motion. We further design a more efficient model, JOSH3R, and directly train it with pseudo-labels from web videos. JOSH3R outperforms other optimization-free methods by only training with labels predicted from JOSH, further demonstrating its accuracy and generalization ability.
OVO-SLAM: Open-Vocabulary Online Simultaneous Localization and Mapping
This paper presents the first Open-Vocabulary Online 3D semantic SLAM pipeline, that we denote as OVO-SLAM. Our primary contribution is in the pipeline itself, particularly in the mapping thread. Given a set of posed RGB-D frames, we detect and track 3D segments, which we describe using CLIP vectors, calculated through a novel aggregation from the viewpoints where these 3D segments are observed. Notably, our OVO-SLAM pipeline is not only faster but also achieves better segmentation metrics compared to offline approaches in the literature. Along with superior segmentation performance, we show experimental results of our contributions integrated with Gaussian-SLAM, being the first ones demonstrating end-to-end open-vocabulary online 3D reconstructions without relying on ground-truth camera poses or scene geometry.
LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors
We aim to address sparse-view reconstruction of a 3D scene by leveraging priors from large-scale vision models. While recent advancements such as 3D Gaussian Splatting (3DGS) have demonstrated remarkable successes in 3D reconstruction, these methods typically necessitate hundreds of input images that densely capture the underlying scene, making them time-consuming and impractical for real-world applications. However, sparse-view reconstruction is inherently ill-posed and under-constrained, often resulting in inferior and incomplete outcomes. This is due to issues such as failed initialization, overfitting on input images, and a lack of details. To mitigate these challenges, we introduce LM-Gaussian, a method capable of generating high-quality reconstructions from a limited number of images. Specifically, we propose a robust initialization module that leverages stereo priors to aid in the recovery of camera poses and the reliable point clouds. Additionally, a diffusion-based refinement is iteratively applied to incorporate image diffusion priors into the Gaussian optimization process to preserve intricate scene details. Finally, we utilize video diffusion priors to further enhance the rendered images for realistic visual effects. Overall, our approach significantly reduces the data acquisition requirements compared to previous 3DGS methods. We validate the effectiveness of our framework through experiments on various public datasets, demonstrating its potential for high-quality 360-degree scene reconstruction. Visual results are on our website.
Mobile Robot Oriented Large-Scale Indoor Dataset for Dynamic Scene Understanding
Most existing robotic datasets capture static scene data and thus are limited in evaluating robots' dynamic performance. To address this, we present a mobile robot oriented large-scale indoor dataset, denoted as THUD (Tsinghua University Dynamic) robotic dataset, for training and evaluating their dynamic scene understanding algorithms. Specifically, the THUD dataset construction is first detailed, including organization, acquisition, and annotation methods. It comprises both real-world and synthetic data, collected with a real robot platform and a physical simulation platform, respectively. Our current dataset includes 13 larges-scale dynamic scenarios, 90K image frames, 20M 2D/3D bounding boxes of static and dynamic objects, camera poses, and IMU. The dataset is still continuously expanding. Then, the performance of mainstream indoor scene understanding tasks, e.g. 3D object detection, semantic segmentation, and robot relocalization, is evaluated on our THUD dataset. These experiments reveal serious challenges for some robot scene understanding tasks in dynamic scenes. By sharing this dataset, we aim to foster and iterate new mobile robot algorithms quickly for robot actual working dynamic environment, i.e. complex crowded dynamic scenes.
EvaGaussians: Event Stream Assisted Gaussian Splatting from Blurry Images
3D Gaussian Splatting (3D-GS) has demonstrated exceptional capabilities in 3D scene reconstruction and novel view synthesis. However, its training heavily depends on high-quality, sharp images and accurate camera poses. Fulfilling these requirements can be challenging in non-ideal real-world scenarios, where motion-blurred images are commonly encountered in high-speed moving cameras or low-light environments that require long exposure times. To address these challenges, we introduce Event Stream Assisted Gaussian Splatting (EvaGaussians), a novel approach that integrates event streams captured by an event camera to assist in reconstructing high-quality 3D-GS from blurry images. Capitalizing on the high temporal resolution and dynamic range offered by the event camera, we leverage the event streams to explicitly model the formation process of motion-blurred images and guide the deblurring reconstruction of 3D-GS. By jointly optimizing the 3D-GS parameters and recovering camera motion trajectories during the exposure time, our method can robustly facilitate the acquisition of high-fidelity novel views with intricate texture details. We comprehensively evaluated our method and compared it with previous state-of-the-art deblurring rendering methods. Both qualitative and quantitative comparisons demonstrate that our method surpasses existing techniques in restoring fine details from blurry images and producing high-fidelity novel views.
Gaga: Group Any Gaussians via 3D-aware Memory Bank
We introduce Gaga, a framework that reconstructs and segments open-world 3D scenes by leveraging inconsistent 2D masks predicted by zero-shot segmentation models. Contrasted to prior 3D scene segmentation approaches that heavily rely on video object tracking, Gaga utilizes spatial information and effectively associates object masks across diverse camera poses. By eliminating the assumption of continuous view changes in training images, Gaga demonstrates robustness to variations in camera poses, particularly beneficial for sparsely sampled images, ensuring precise mask label consistency. Furthermore, Gaga accommodates 2D segmentation masks from diverse sources and demonstrates robust performance with different open-world zero-shot segmentation models, enhancing its versatility. Extensive qualitative and quantitative evaluations demonstrate that Gaga performs favorably against state-of-the-art methods, emphasizing its potential for real-world applications such as scene understanding and manipulation.
BAD-Gaussians: Bundle Adjusted Deblur Gaussian Splatting
While neural rendering has demonstrated impressive capabilities in 3D scene reconstruction and novel view synthesis, it heavily relies on high-quality sharp images and accurate camera poses. Numerous approaches have been proposed to train Neural Radiance Fields (NeRF) with motion-blurred images, commonly encountered in real-world scenarios such as low-light or long-exposure conditions. However, the implicit representation of NeRF struggles to accurately recover intricate details from severely motion-blurred images and cannot achieve real-time rendering. In contrast, recent advancements in 3D Gaussian Splatting achieve high-quality 3D scene reconstruction and real-time rendering by explicitly optimizing point clouds as Gaussian spheres. In this paper, we introduce a novel approach, named BAD-Gaussians (Bundle Adjusted Deblur Gaussian Splatting), which leverages explicit Gaussian representation and handles severe motion-blurred images with inaccurate camera poses to achieve high-quality scene reconstruction. Our method models the physical image formation process of motion-blurred images and jointly learns the parameters of Gaussians while recovering camera motion trajectories during exposure time. In our experiments, we demonstrate that BAD-Gaussians not only achieves superior rendering quality compared to previous state-of-the-art deblur neural rendering methods on both synthetic and real datasets but also enables real-time rendering capabilities. Our project page and source code is available at https://lingzhezhao.github.io/BAD-Gaussians/
Face2Diffusion for Fast and Editable Face Personalization
Face personalization aims to insert specific faces, taken from images, into pretrained text-to-image diffusion models. However, it is still challenging for previous methods to preserve both the identity similarity and editability due to overfitting to training samples. In this paper, we propose Face2Diffusion (F2D) for high-editability face personalization. The core idea behind F2D is that removing identity-irrelevant information from the training pipeline prevents the overfitting problem and improves editability of encoded faces. F2D consists of the following three novel components: 1) Multi-scale identity encoder provides well-disentangled identity features while keeping the benefits of multi-scale information, which improves the diversity of camera poses. 2) Expression guidance disentangles face expressions from identities and improves the controllability of face expressions. 3) Class-guided denoising regularization encourages models to learn how faces should be denoised, which boosts the text-alignment of backgrounds. Extensive experiments on the FaceForensics++ dataset and diverse prompts demonstrate our method greatly improves the trade-off between the identity- and text-fidelity compared to previous state-of-the-art methods.
Denoising Diffusion via Image-Based Rendering
Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.
Visual Geometry Grounded Deep Structure From Motion
Structure-from-motion (SfM) is a long-standing problem in the computer vision community, which aims to reconstruct the camera poses and 3D structure of a scene from a set of unconstrained 2D images. Classical frameworks solve this problem in an incremental manner by detecting and matching keypoints, registering images, triangulating 3D points, and conducting bundle adjustment. Recent research efforts have predominantly revolved around harnessing the power of deep learning techniques to enhance specific elements (e.g., keypoint matching), but are still based on the original, non-differentiable pipeline. Instead, we propose a new deep pipeline VGGSfM, where each component is fully differentiable and thus can be trained in an end-to-end manner. To this end, we introduce new mechanisms and simplifications. First, we build on recent advances in deep 2D point tracking to extract reliable pixel-accurate tracks, which eliminates the need for chaining pairwise matches. Furthermore, we recover all cameras simultaneously based on the image and track features instead of gradually registering cameras. Finally, we optimise the cameras and triangulate 3D points via a differentiable bundle adjustment layer. We attain state-of-the-art performance on three popular datasets, CO3D, IMC Phototourism, and ETH3D.
ColonNeRF: High-Fidelity Neural Reconstruction of Long Colonoscopy
Colonoscopy reconstruction is pivotal for diagnosing colorectal cancer. However, accurate long-sequence colonoscopy reconstruction faces three major challenges: (1) dissimilarity among segments of the colon due to its meandering and convoluted shape; (2) co-existence of simple and intricately folded geometry structures; (3) sparse viewpoints due to constrained camera trajectories. To tackle these challenges, we introduce a new reconstruction framework based on neural radiance field (NeRF), named ColonNeRF, which leverages neural rendering for novel view synthesis of long-sequence colonoscopy. Specifically, to reconstruct the entire colon in a piecewise manner, our ColonNeRF introduces a region division and integration module, effectively reducing shape dissimilarity and ensuring geometric consistency in each segment. To learn both the simple and complex geometry in a unified framework, our ColonNeRF incorporates a multi-level fusion module that progressively models the colon regions from easy to hard. Additionally, to overcome the challenges from sparse views, we devise a DensiNet module for densifying camera poses under the guidance of semantic consistency. We conduct extensive experiments on both synthetic and real-world datasets to evaluate our ColonNeRF. Quantitatively, ColonNeRF exhibits a 67%-85% increase in LPIPS-ALEX scores. Qualitatively, our reconstruction visualizations show much clearer textures and more accurate geometric details. These sufficiently demonstrate our superior performance over the state-of-the-art methods.
DyST: Towards Dynamic Neural Scene Representations on Real-World Videos
Visual understanding of the world goes beyond the semantics and flat structure of individual images. In this work, we aim to capture both the 3D structure and dynamics of real-world scenes from monocular real-world videos. Our Dynamic Scene Transformer (DyST) model leverages recent work in neural scene representation to learn a latent decomposition of monocular real-world videos into scene content, per-view scene dynamics, and camera pose. This separation is achieved through a novel co-training scheme on monocular videos and our new synthetic dataset DySO. DyST learns tangible latent representations for dynamic scenes that enable view generation with separate control over the camera and the content of the scene.
Replay: Multi-modal Multi-view Acted Videos for Casual Holography
We introduce Replay, a collection of multi-view, multi-modal videos of humans interacting socially. Each scene is filmed in high production quality, from different viewpoints with several static cameras, as well as wearable action cameras, and recorded with a large array of microphones at different positions in the room. Overall, the dataset contains over 4000 minutes of footage and over 7 million timestamped high-resolution frames annotated with camera poses and partially with foreground masks. The Replay dataset has many potential applications, such as novel-view synthesis, 3D reconstruction, novel-view acoustic synthesis, human body and face analysis, and training generative models. We provide a benchmark for training and evaluating novel-view synthesis, with two scenarios of different difficulty. Finally, we evaluate several baseline state-of-the-art methods on the new benchmark.
Lighting up NeRF via Unsupervised Decomposition and Enhancement
Neural Radiance Field (NeRF) is a promising approach for synthesizing novel views, given a set of images and the corresponding camera poses of a scene. However, images photographed from a low-light scene can hardly be used to train a NeRF model to produce high-quality results, due to their low pixel intensities, heavy noise, and color distortion. Combining existing low-light image enhancement methods with NeRF methods also does not work well due to the view inconsistency caused by the individual 2D enhancement process. In this paper, we propose a novel approach, called Low-Light NeRF (or LLNeRF), to enhance the scene representation and synthesize normal-light novel views directly from sRGB low-light images in an unsupervised manner. The core of our approach is a decomposition of radiance field learning, which allows us to enhance the illumination, reduce noise and correct the distorted colors jointly with the NeRF optimization process. Our method is able to produce novel view images with proper lighting and vivid colors and details, given a collection of camera-finished low dynamic range (8-bits/channel) images from a low-light scene. Experiments demonstrate that our method outperforms existing low-light enhancement methods and NeRF methods.
In-Hand 3D Object Scanning from an RGB Sequence
We propose a method for in-hand 3D scanning of an unknown object with a monocular camera. Our method relies on a neural implicit surface representation that captures both the geometry and the appearance of the object, however, by contrast with most NeRF-based methods, we do not assume that the camera-object relative poses are known. Instead, we simultaneously optimize both the object shape and the pose trajectory. As direct optimization over all shape and pose parameters is prone to fail without coarse-level initialization, we propose an incremental approach that starts by splitting the sequence into carefully selected overlapping segments within which the optimization is likely to succeed. We reconstruct the object shape and track its poses independently within each segment, then merge all the segments before performing a global optimization. We show that our method is able to reconstruct the shape and color of both textured and challenging texture-less objects, outperforms classical methods that rely only on appearance features, and that its performance is close to recent methods that assume known camera poses.
BAD-NeRF: Bundle Adjusted Deblur Neural Radiance Fields
Neural Radiance Fields (NeRF) have received considerable attention recently, due to its impressive capability in photo-realistic 3D reconstruction and novel view synthesis, given a set of posed camera images. Earlier work usually assumes the input images are of good quality. However, image degradation (e.g. image motion blur in low-light conditions) can easily happen in real-world scenarios, which would further affect the rendering quality of NeRF. In this paper, we present a novel bundle adjusted deblur Neural Radiance Fields (BAD-NeRF), which can be robust to severe motion blurred images and inaccurate camera poses. Our approach models the physical image formation process of a motion blurred image, and jointly learns the parameters of NeRF and recovers the camera motion trajectories during exposure time. In experiments, we show that by directly modeling the real physical image formation process, BAD-NeRF achieves superior performance over prior works on both synthetic and real datasets. Code and data are available at https://github.com/WU-CVGL/BAD-NeRF.
DiffDreamer: Towards Consistent Unsupervised Single-view Scene Extrapolation with Conditional Diffusion Models
Scene extrapolation -- the idea of generating novel views by flying into a given image -- is a promising, yet challenging task. For each predicted frame, a joint inpainting and 3D refinement problem has to be solved, which is ill posed and includes a high level of ambiguity. Moreover, training data for long-range scenes is difficult to obtain and usually lacks sufficient views to infer accurate camera poses. We introduce DiffDreamer, an unsupervised framework capable of synthesizing novel views depicting a long camera trajectory while training solely on internet-collected images of nature scenes. Utilizing the stochastic nature of the guided denoising steps, we train the diffusion models to refine projected RGBD images but condition the denoising steps on multiple past and future frames for inference. We demonstrate that image-conditioned diffusion models can effectively perform long-range scene extrapolation while preserving consistency significantly better than prior GAN-based methods. DiffDreamer is a powerful and efficient solution for scene extrapolation, producing impressive results despite limited supervision. Project page: https://primecai.github.io/diffdreamer.
AI Choreographer: Music Conditioned 3D Dance Generation with AIST++
We present AIST++, a new multi-modal dataset of 3D dance motion and music, along with FACT, a Full-Attention Cross-modal Transformer network for generating 3D dance motion conditioned on music. The proposed AIST++ dataset contains 5.2 hours of 3D dance motion in 1408 sequences, covering 10 dance genres with multi-view videos with known camera poses -- the largest dataset of this kind to our knowledge. We show that naively applying sequence models such as transformers to this dataset for the task of music conditioned 3D motion generation does not produce satisfactory 3D motion that is well correlated with the input music. We overcome these shortcomings by introducing key changes in its architecture design and supervision: FACT model involves a deep cross-modal transformer block with full-attention that is trained to predict N future motions. We empirically show that these changes are key factors in generating long sequences of realistic dance motion that are well-attuned to the input music. We conduct extensive experiments on AIST++ with user studies, where our method outperforms recent state-of-the-art methods both qualitatively and quantitatively.
GIRAFFE: Representing Scenes as Compositional Generative Neural Feature Fields
Deep generative models allow for photorealistic image synthesis at high resolutions. But for many applications, this is not enough: content creation also needs to be controllable. While several recent works investigate how to disentangle underlying factors of variation in the data, most of them operate in 2D and hence ignore that our world is three-dimensional. Further, only few works consider the compositional nature of scenes. Our key hypothesis is that incorporating a compositional 3D scene representation into the generative model leads to more controllable image synthesis. Representing scenes as compositional generative neural feature fields allows us to disentangle one or multiple objects from the background as well as individual objects' shapes and appearances while learning from unstructured and unposed image collections without any additional supervision. Combining this scene representation with a neural rendering pipeline yields a fast and realistic image synthesis model. As evidenced by our experiments, our model is able to disentangle individual objects and allows for translating and rotating them in the scene as well as changing the camera pose.
GRF: Learning a General Radiance Field for 3D Representation and Rendering
We present a simple yet powerful neural network that implicitly represents and renders 3D objects and scenes only from 2D observations. The network models 3D geometries as a general radiance field, which takes a set of 2D images with camera poses and intrinsics as input, constructs an internal representation for each point of the 3D space, and then renders the corresponding appearance and geometry of that point viewed from an arbitrary position. The key to our approach is to learn local features for each pixel in 2D images and to then project these features to 3D points, thus yielding general and rich point representations. We additionally integrate an attention mechanism to aggregate pixel features from multiple 2D views, such that visual occlusions are implicitly taken into account. Extensive experiments demonstrate that our method can generate high-quality and realistic novel views for novel objects, unseen categories and challenging real-world scenes.
Any2Caption:Interpreting Any Condition to Caption for Controllable Video Generation
To address the bottleneck of accurate user intent interpretation within the current video generation community, we present Any2Caption, a novel framework for controllable video generation under any condition. The key idea is to decouple various condition interpretation steps from the video synthesis step. By leveraging modern multimodal large language models (MLLMs), Any2Caption interprets diverse inputs--text, images, videos, and specialized cues such as region, motion, and camera poses--into dense, structured captions that offer backbone video generators with better guidance. We also introduce Any2CapIns, a large-scale dataset with 337K instances and 407K conditions for any-condition-to-caption instruction tuning. Comprehensive evaluations demonstrate significant improvements of our system in controllability and video quality across various aspects of existing video generation models. Project Page: https://sqwu.top/Any2Cap/
THE COLOSSEUM: A Benchmark for Evaluating Generalization for Robotic Manipulation
To realize effective large-scale, real-world robotic applications, we must evaluate how well our robot policies adapt to changes in environmental conditions. Unfortunately, a majority of studies evaluate robot performance in environments closely resembling or even identical to the training setup. We present THE COLOSSEUM, a novel simulation benchmark, with 20 diverse manipulation tasks, that enables systematical evaluation of models across 14 axes of environmental perturbations. These perturbations include changes in color, texture, and size of objects, table-tops, and backgrounds; we also vary lighting, distractors, physical properties perturbations and camera pose. Using THE COLOSSEUM, we compare 5 state-of-the-art manipulation models to reveal that their success rate degrades between 30-50% across these perturbation factors. When multiple perturbations are applied in unison, the success rate degrades geq75%. We identify that changing the number of distractor objects, target object color, or lighting conditions are the perturbations that reduce model performance the most. To verify the ecological validity of our results, we show that our results in simulation are correlated (R^2 = 0.614) to similar perturbations in real-world experiments. We open source code for others to use THE COLOSSEUM, and also release code to 3D print the objects used to replicate the real-world perturbations. Ultimately, we hope that THE COLOSSEUM will serve as a benchmark to identify modeling decisions that systematically improve generalization for manipulation. See https://robot-colosseum.github.io/ for more details.
Platypose: Calibrated Zero-Shot Multi-Hypothesis 3D Human Motion Estimation
Single camera 3D pose estimation is an ill-defined problem due to inherent ambiguities from depth, occlusion or keypoint noise. Multi-hypothesis pose estimation accounts for this uncertainty by providing multiple 3D poses consistent with the 2D measurements. Current research has predominantly concentrated on generating multiple hypotheses for single frame static pose estimation. In this study we focus on the new task of multi-hypothesis motion estimation. Motion estimation is not simply pose estimation applied to multiple frames, which would ignore temporal correlation across frames. Instead, it requires distributions which are capable of generating temporally consistent samples, which is significantly more challenging. To this end, we introduce Platypose, a framework that uses a diffusion model pretrained on 3D human motion sequences for zero-shot 3D pose sequence estimation. Platypose outperforms baseline methods on multiple hypotheses for motion estimation. Additionally, Platypose also achieves state-of-the-art calibration and competitive joint error when tested on static poses from Human3.6M, MPI-INF-3DHP and 3DPW. Finally, because it is zero-shot, our method generalizes flexibly to different settings such as multi-camera inference.
360 in the Wild: Dataset for Depth Prediction and View Synthesis
The large abundance of perspective camera datasets facilitated the emergence of novel learning-based strategies for various tasks, such as camera localization, single image depth estimation, or view synthesis. However, panoramic or omnidirectional image datasets, including essential information, such as pose and depth, are mostly made with synthetic scenes. In this work, we introduce a large scale 360^{circ} videos dataset in the wild. This dataset has been carefully scraped from the Internet and has been captured from various locations worldwide. Hence, this dataset exhibits very diversified environments (e.g., indoor and outdoor) and contexts (e.g., with and without moving objects). Each of the 25K images constituting our dataset is provided with its respective camera's pose and depth map. We illustrate the relevance of our dataset for two main tasks, namely, single image depth estimation and view synthesis.
FusionVision: A comprehensive approach of 3D object reconstruction and segmentation from RGB-D cameras using YOLO and fast segment anything
In the realm of computer vision, the integration of advanced techniques into the processing of RGB-D camera inputs poses a significant challenge, given the inherent complexities arising from diverse environmental conditions and varying object appearances. Therefore, this paper introduces FusionVision, an exhaustive pipeline adapted for the robust 3D segmentation of objects in RGB-D imagery. Traditional computer vision systems face limitations in simultaneously capturing precise object boundaries and achieving high-precision object detection on depth map as they are mainly proposed for RGB cameras. To address this challenge, FusionVision adopts an integrated approach by merging state-of-the-art object detection techniques, with advanced instance segmentation methods. The integration of these components enables a holistic (unified analysis of information obtained from both color RGB and depth D channels) interpretation of RGB-D data, facilitating the extraction of comprehensive and accurate object information. The proposed FusionVision pipeline employs YOLO for identifying objects within the RGB image domain. Subsequently, FastSAM, an innovative semantic segmentation model, is applied to delineate object boundaries, yielding refined segmentation masks. The synergy between these components and their integration into 3D scene understanding ensures a cohesive fusion of object detection and segmentation, enhancing overall precision in 3D object segmentation. The code and pre-trained models are publicly available at https://github.com/safouaneelg/FusionVision/.
SRPose: Two-view Relative Pose Estimation with Sparse Keypoints
Two-view pose estimation is essential for map-free visual relocalization and object pose tracking tasks. However, traditional matching methods suffer from time-consuming robust estimators, while deep learning-based pose regressors only cater to camera-to-world pose estimation, lacking generalizability to different image sizes and camera intrinsics. In this paper, we propose SRPose, a sparse keypoint-based framework for two-view relative pose estimation in camera-to-world and object-to-camera scenarios. SRPose consists of a sparse keypoint detector, an intrinsic-calibration position encoder, and promptable prior knowledge-guided attention layers. Given two RGB images of a fixed scene or a moving object, SRPose estimates the relative camera or 6D object pose transformation. Extensive experiments demonstrate that SRPose achieves competitive or superior performance compared to state-of-the-art methods in terms of accuracy and speed, showing generalizability to both scenarios. It is robust to different image sizes and camera intrinsics, and can be deployed with low computing resources.
HumanVid: Demystifying Training Data for Camera-controllable Human Image Animation
Human image animation involves generating videos from a character photo, allowing user control and unlocking potential for video and movie production. While recent approaches yield impressive results using high-quality training data, the inaccessibility of these datasets hampers fair and transparent benchmarking. Moreover, these approaches prioritize 2D human motion and overlook the significance of camera motions in videos, leading to limited control and unstable video generation.To demystify the training data, we present HumanVid, the first large-scale high-quality dataset tailored for human image animation, which combines crafted real-world and synthetic data. For the real-world data, we compile a vast collection of copyright-free real-world videos from the internet. Through a carefully designed rule-based filtering strategy, we ensure the inclusion of high-quality videos, resulting in a collection of 20K human-centric videos in 1080P resolution. Human and camera motion annotation is accomplished using a 2D pose estimator and a SLAM-based method. For the synthetic data, we gather 2,300 copyright-free 3D avatar assets to augment existing available 3D assets. Notably, we introduce a rule-based camera trajectory generation method, enabling the synthetic pipeline to incorporate diverse and precise camera motion annotation, which can rarely be found in real-world data. To verify the effectiveness of HumanVid, we establish a baseline model named CamAnimate, short for Camera-controllable Human Animation, that considers both human and camera motions as conditions. Through extensive experimentation, we demonstrate that such simple baseline training on our HumanVid achieves state-of-the-art performance in controlling both human pose and camera motions, setting a new benchmark. Code and data will be publicly available at https://github.com/zhenzhiwang/HumanVid/.
UPGPT: Universal Diffusion Model for Person Image Generation, Editing and Pose Transfer
Existing person image generative models can do either image generation or pose transfer but not both. We propose a unified diffusion model, UPGPT to provide a universal solution to perform all the person image tasks - generative, pose transfer, and editing. With fine-grained multimodality and disentanglement capabilities, our approach offers fine-grained control over the generation and the editing process of images using a combination of pose, text, and image, all without needing a semantic segmentation mask which can be challenging to obtain or edit. We also pioneer the parameterized body SMPL model in pose-guided person image generation to demonstrate new capability - simultaneous pose and camera view interpolation while maintaining a person's appearance. Results on the benchmark DeepFashion dataset show that UPGPT is the new state-of-the-art while simultaneously pioneering new capabilities of edit and pose transfer in human image generation.
Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning
Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.
Self-Supervised Learning of 3D Human Pose using Multi-view Geometry
Training accurate 3D human pose estimators requires large amount of 3D ground-truth data which is costly to collect. Various weakly or self supervised pose estimation methods have been proposed due to lack of 3D data. Nevertheless, these methods, in addition to 2D ground-truth poses, require either additional supervision in various forms (e.g. unpaired 3D ground truth data, a small subset of labels) or the camera parameters in multiview settings. To address these problems, we present EpipolarPose, a self-supervised learning method for 3D human pose estimation, which does not need any 3D ground-truth data or camera extrinsics. During training, EpipolarPose estimates 2D poses from multi-view images, and then, utilizes epipolar geometry to obtain a 3D pose and camera geometry which are subsequently used to train a 3D pose estimator. We demonstrate the effectiveness of our approach on standard benchmark datasets i.e. Human3.6M and MPI-INF-3DHP where we set the new state-of-the-art among weakly/self-supervised methods. Furthermore, we propose a new performance measure Pose Structure Score (PSS) which is a scale invariant, structure aware measure to evaluate the structural plausibility of a pose with respect to its ground truth. Code and pretrained models are available at https://github.com/mkocabas/EpipolarPose
HumanGif: Single-View Human Diffusion with Generative Prior
While previous single-view-based 3D human reconstruction methods made significant progress in novel view synthesis, it remains a challenge to synthesize both view-consistent and pose-consistent results for animatable human avatars from a single image input. Motivated by the success of 2D character animation, we propose <strong>HumanGif</strong>, a single-view human diffusion model with generative prior. Specifically, we formulate the single-view-based 3D human novel view and pose synthesis as a single-view-conditioned human diffusion process, utilizing generative priors from foundational diffusion models. To ensure fine-grained and consistent novel view and pose synthesis, we introduce a Human NeRF module in HumanGif to learn spatially aligned features from the input image, implicitly capturing the relative camera and human pose transformation. Furthermore, we introduce an image-level loss during optimization to bridge the gap between latent and image spaces in diffusion models. Extensive experiments on RenderPeople and DNA-Rendering datasets demonstrate that HumanGif achieves the best perceptual performance, with better generalizability for novel view and pose synthesis.
WildFusion: Learning 3D-Aware Latent Diffusion Models in View Space
Modern learning-based approaches to 3D-aware image synthesis achieve high photorealism and 3D-consistent viewpoint changes for the generated images. Existing approaches represent instances in a shared canonical space. However, for in-the-wild datasets a shared canonical system can be difficult to define or might not even exist. In this work, we instead model instances in view space, alleviating the need for posed images and learned camera distributions. We find that in this setting, existing GAN-based methods are prone to generating flat geometry and struggle with distribution coverage. We hence propose WildFusion, a new approach to 3D-aware image synthesis based on latent diffusion models (LDMs). We first train an autoencoder that infers a compressed latent representation, which additionally captures the images' underlying 3D structure and enables not only reconstruction but also novel view synthesis. To learn a faithful 3D representation, we leverage cues from monocular depth prediction. Then, we train a diffusion model in the 3D-aware latent space, thereby enabling synthesis of high-quality 3D-consistent image samples, outperforming recent state-of-the-art GAN-based methods. Importantly, our 3D-aware LDM is trained without any direct supervision from multiview images or 3D geometry and does not require posed images or learned pose or camera distributions. It directly learns a 3D representation without relying on canonical camera coordinates. This opens up promising research avenues for scalable 3D-aware image synthesis and 3D content creation from in-the-wild image data. See https://katjaschwarz.github.io/wildfusion for videos of our 3D results.
Semantic MapNet: Building Allocentric Semantic Maps and Representations from Egocentric Views
We study the task of semantic mapping - specifically, an embodied agent (a robot or an egocentric AI assistant) is given a tour of a new environment and asked to build an allocentric top-down semantic map ("what is where?") from egocentric observations of an RGB-D camera with known pose (via localization sensors). Towards this goal, we present SemanticMapNet (SMNet), which consists of: (1) an Egocentric Visual Encoder that encodes each egocentric RGB-D frame, (2) a Feature Projector that projects egocentric features to appropriate locations on a floor-plan, (3) a Spatial Memory Tensor of size floor-plan length x width x feature-dims that learns to accumulate projected egocentric features, and (4) a Map Decoder that uses the memory tensor to produce semantic top-down maps. SMNet combines the strengths of (known) projective camera geometry and neural representation learning. On the task of semantic mapping in the Matterport3D dataset, SMNet significantly outperforms competitive baselines by 4.01-16.81% (absolute) on mean-IoU and 3.81-19.69% (absolute) on Boundary-F1 metrics. Moreover, we show how to use the neural episodic memories and spatio-semantic allocentric representations build by SMNet for subsequent tasks in the same space - navigating to objects seen during the tour("Find chair") or answering questions about the space ("How many chairs did you see in the house?"). Project page: https://vincentcartillier.github.io/smnet.html.
Improving 2D Human Pose Estimation in Rare Camera Views with Synthetic Data
Methods and datasets for human pose estimation focus predominantly on side- and front-view scenarios. We overcome the limitation by leveraging synthetic data and introduce RePoGen (RarE POses GENerator), an SMPL-based method for generating synthetic humans with comprehensive control over pose and view. Experiments on top-view datasets and a new dataset of real images with diverse poses show that adding the RePoGen data to the COCO dataset outperforms previous approaches to top- and bottom-view pose estimation without harming performance on common views. An ablation study shows that anatomical plausibility, a property prior research focused on, is not a prerequisite for effective performance. The introduced dataset and the corresponding code are available on https://mirapurkrabek.github.io/RePoGen-paper/ .
Gyroscope-aided Relative Pose Estimation for Rolling Shutter Cameras
The rolling shutter camera has received great attention due to its low cost imaging capability, however, the estimation of relative pose between rolling shutter cameras still remains a difficult problem owing to its line-by-line image capturing characteristics. To alleviate this problem, we exploit gyroscope measurements, angular velocity, along with image measurement to compute the relative pose between rolling shutter cameras. The gyroscope measurements provide the information about instantaneous motion that causes the rolling shutter distortion. Having gyroscope measurements in one hand, we simplify the relative pose estimation problem and find a minimal solution for the problem based on the Grobner basis polynomial solver. The proposed method requires only five points to compute relative pose between rolling shutter cameras, whereas previous methods require 20 or 44 corresponding points for linear and uniform rolling shutter geometry models, respectively. Experimental results on synthetic and real data verify the superiority of the proposed method over existing relative pose estimation methods.
NeRF-based Point Cloud Reconstruction using a Stationary Camera for Agricultural Applications
This paper presents a NeRF-based framework for point cloud (PCD) reconstruction, specifically designed for indoor high-throughput plant phenotyping facilities. Traditional NeRF-based reconstruction methods require cameras to move around stationary objects, but this approach is impractical for high-throughput environments where objects are rapidly imaged while moving on conveyors or rotating pedestals. To address this limitation, we develop a variant of NeRF-based PCD reconstruction that uses a single stationary camera to capture images as the object rotates on a pedestal. Our workflow comprises COLMAP-based pose estimation, a straightforward pose transformation to simulate camera movement, and subsequent standard NeRF training. A defined Region of Interest (ROI) excludes irrelevant scene data, enabling the generation of high-resolution point clouds (10M points). Experimental results demonstrate excellent reconstruction fidelity, with precision-recall analyses yielding an F-score close to 100.00 across all evaluated plant objects. Although pose estimation remains computationally intensive with a stationary camera setup, overall training and reconstruction times are competitive, validating the method's feasibility for practical high-throughput indoor phenotyping applications. Our findings indicate that high-quality NeRF-based 3D reconstructions are achievable using a stationary camera, eliminating the need for complex camera motion or costly imaging equipment. This approach is especially beneficial when employing expensive and delicate instruments, such as hyperspectral cameras, for 3D plant phenotyping. Future work will focus on optimizing pose estimation techniques and further streamlining the methodology to facilitate seamless integration into automated, high-throughput 3D phenotyping pipelines.
Real-time Holistic Robot Pose Estimation with Unknown States
Estimating robot pose from RGB images is a crucial problem in computer vision and robotics. While previous methods have achieved promising performance, most of them presume full knowledge of robot internal states, e.g. ground-truth robot joint angles. However, this assumption is not always valid in practical situations. In real-world applications such as multi-robot collaboration or human-robot interaction, the robot joint states might not be shared or could be unreliable. On the other hand, existing approaches that estimate robot pose without joint state priors suffer from heavy computation burdens and thus cannot support real-time applications. This work introduces an efficient framework for real-time robot pose estimation from RGB images without requiring known robot states. Our method estimates camera-to-robot rotation, robot state parameters, keypoint locations, and root depth, employing a neural network module for each task to facilitate learning and sim-to-real transfer. Notably, it achieves inference in a single feed-forward pass without iterative optimization. Our approach offers a 12-time speed increase with state-of-the-art accuracy, enabling real-time holistic robot pose estimation for the first time. Code and models are available at https://github.com/Oliverbansk/Holistic-Robot-Pose-Estimation.
PreF3R: Pose-Free Feed-Forward 3D Gaussian Splatting from Variable-length Image Sequence
We present PreF3R, Pose-Free Feed-forward 3D Reconstruction from an image sequence of variable length. Unlike previous approaches, PreF3R removes the need for camera calibration and reconstructs the 3D Gaussian field within a canonical coordinate frame directly from a sequence of unposed images, enabling efficient novel-view rendering. We leverage DUSt3R's ability for pair-wise 3D structure reconstruction, and extend it to sequential multi-view input via a spatial memory network, eliminating the need for optimization-based global alignment. Additionally, PreF3R incorporates a dense Gaussian parameter prediction head, which enables subsequent novel-view synthesis with differentiable rasterization. This allows supervising our model with the combination of photometric loss and pointmap regression loss, enhancing both photorealism and structural accuracy. Given a sequence of ordered images, PreF3R incrementally reconstructs the 3D Gaussian field at 20 FPS, therefore enabling real-time novel-view rendering. Empirical experiments demonstrate that PreF3R is an effective solution for the challenging task of pose-free feed-forward novel-view synthesis, while also exhibiting robust generalization to unseen scenes.
LRDif: Diffusion Models for Under-Display Camera Emotion Recognition
This study introduces LRDif, a novel diffusion-based framework designed specifically for facial expression recognition (FER) within the context of under-display cameras (UDC). To address the inherent challenges posed by UDC's image degradation, such as reduced sharpness and increased noise, LRDif employs a two-stage training strategy that integrates a condensed preliminary extraction network (FPEN) and an agile transformer network (UDCformer) to effectively identify emotion labels from UDC images. By harnessing the robust distribution mapping capabilities of Diffusion Models (DMs) and the spatial dependency modeling strength of transformers, LRDif effectively overcomes the obstacles of noise and distortion inherent in UDC environments. Comprehensive experiments on standard FER datasets including RAF-DB, KDEF, and FERPlus, LRDif demonstrate state-of-the-art performance, underscoring its potential in advancing FER applications. This work not only addresses a significant gap in the literature by tackling the UDC challenge in FER but also sets a new benchmark for future research in the field.
Novel Object 6D Pose Estimation with a Single Reference View
Existing novel object 6D pose estimation methods typically rely on CAD models or dense reference views, which are both difficult to acquire. Using only a single reference view is more scalable, but challenging due to large pose discrepancies and limited geometric and spatial information. To address these issues, we propose a Single-Reference-based novel object 6D (SinRef-6D) pose estimation method. Our key idea is to iteratively establish point-wise alignment in the camera coordinate system based on state space models (SSMs). Specifically, iterative camera-space point-wise alignment can effectively handle large pose discrepancies, while our proposed RGB and Points SSMs can capture long-range dependencies and spatial information from a single view, offering linear complexity and superior spatial modeling capability. Once pre-trained on synthetic data, SinRef-6D can estimate the 6D pose of a novel object using only a single reference view, without requiring retraining or a CAD model. Extensive experiments on six popular datasets and real-world robotic scenes demonstrate that we achieve on-par performance with CAD-based and dense reference view-based methods, despite operating in the more challenging single reference setting. Code will be released at https://github.com/CNJianLiu/SinRef-6D.
Free-Form Motion Control: A Synthetic Video Generation Dataset with Controllable Camera and Object Motions
Controlling the movements of dynamic objects and the camera within generated videos is a meaningful yet challenging task. Due to the lack of datasets with comprehensive motion annotations, existing algorithms can not simultaneously control the motions of both camera and objects, resulting in limited controllability over generated contents. To address this issue and facilitate the research in this field, we introduce a Synthetic Dataset for Free-Form Motion Control (SynFMC). The proposed SynFMC dataset includes diverse objects and environments and covers various motion patterns according to specific rules, simulating common and complex real-world scenarios. The complete 6D pose information facilitates models learning to disentangle the motion effects from objects and the camera in a video. To validate the effectiveness and generalization of SynFMC, we further propose a method, Free-Form Motion Control (FMC). FMC enables independent or simultaneous control of object and camera movements, producing high-fidelity videos. Moreover, it is compatible with various personalized text-to-image (T2I) models for different content styles. Extensive experiments demonstrate that the proposed FMC outperforms previous methods across multiple scenarios.
Free-viewpoint Human Animation with Pose-correlated Reference Selection
Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.
TokenHMR: Advancing Human Mesh Recovery with a Tokenized Pose Representation
We address the problem of regressing 3D human pose and shape from a single image, with a focus on 3D accuracy. The current best methods leverage large datasets of 3D pseudo-ground-truth (p-GT) and 2D keypoints, leading to robust performance. With such methods, we observe a paradoxical decline in 3D pose accuracy with increasing 2D accuracy. This is caused by biases in the p-GT and the use of an approximate camera projection model. We quantify the error induced by current camera models and show that fitting 2D keypoints and p-GT accurately causes incorrect 3D poses. Our analysis defines the invalid distances within which minimizing 2D and p-GT losses is detrimental. We use this to formulate a new loss Threshold-Adaptive Loss Scaling (TALS) that penalizes gross 2D and p-GT losses but not smaller ones. With such a loss, there are many 3D poses that could equally explain the 2D evidence. To reduce this ambiguity we need a prior over valid human poses but such priors can introduce unwanted bias. To address this, we exploit a tokenized representation of human pose and reformulate the problem as token prediction. This restricts the estimated poses to the space of valid poses, effectively providing a uniform prior. Extensive experiments on the EMDB and 3DPW datasets show that our reformulated keypoint loss and tokenization allows us to train on in-the-wild data while improving 3D accuracy over the state-of-the-art. Our models and code are available for research at https://tokenhmr.is.tue.mpg.de.
Diffusion-Based 3D Human Pose Estimation with Multi-Hypothesis Aggregation
In this paper, a novel Diffusion-based 3D Pose estimation (D3DP) method with Joint-wise reProjection-based Multi-hypothesis Aggregation (JPMA) is proposed for probabilistic 3D human pose estimation. On the one hand, D3DP generates multiple possible 3D pose hypotheses for a single 2D observation. It gradually diffuses the ground truth 3D poses to a random distribution, and learns a denoiser conditioned on 2D keypoints to recover the uncontaminated 3D poses. The proposed D3DP is compatible with existing 3D pose estimators and supports users to balance efficiency and accuracy during inference through two customizable parameters. On the other hand, JPMA is proposed to assemble multiple hypotheses generated by D3DP into a single 3D pose for practical use. It reprojects 3D pose hypotheses to the 2D camera plane, selects the best hypothesis joint-by-joint based on the reprojection errors, and combines the selected joints into the final pose. The proposed JPMA conducts aggregation at the joint level and makes use of the 2D prior information, both of which have been overlooked by previous approaches. Extensive experiments on Human3.6M and MPI-INF-3DHP datasets show that our method outperforms the state-of-the-art deterministic and probabilistic approaches by 1.5% and 8.9%, respectively. Code is available at https://github.com/paTRICK-swk/D3DP.
ImagePairs: Realistic Super Resolution Dataset via Beam Splitter Camera Rig
Super Resolution is the problem of recovering a high-resolution image from a single or multiple low-resolution images of the same scene. It is an ill-posed problem since high frequency visual details of the scene are completely lost in low-resolution images. To overcome this, many machine learning approaches have been proposed aiming at training a model to recover the lost details in the new scenes. Such approaches include the recent successful effort in utilizing deep learning techniques to solve super resolution problem. As proven, data itself plays a significant role in the machine learning process especially deep learning approaches which are data hungry. Therefore, to solve the problem, the process of gathering data and its formation could be equally as vital as the machine learning technique used. Herein, we are proposing a new data acquisition technique for gathering real image data set which could be used as an input for super resolution, noise cancellation and quality enhancement techniques. We use a beam-splitter to capture the same scene by a low resolution camera and a high resolution camera. Since we also release the raw images, this large-scale dataset could be used for other tasks such as ISP generation. Unlike current small-scale dataset used for these tasks, our proposed dataset includes 11,421 pairs of low-resolution high-resolution images of diverse scenes. To our knowledge this is the most complete dataset for super resolution, ISP and image quality enhancement. The benchmarking result shows how the new dataset can be successfully used to significantly improve the quality of real-world image super resolution.
3D Hand Pose Estimation in Egocentric Images in the Wild
We present WildHands, a method for 3D hand pose estimation in egocentric images in the wild. This is challenging due to (a) lack of 3D hand pose annotations for images in the wild, and (b) a form of perspective distortion-induced shape ambiguity that arises in the analysis of crops around hands. For the former, we use auxiliary supervision on in-the-wild data in the form of segmentation masks & grasp labels in addition to 3D supervision available in lab datasets. For the latter, we provide spatial cues about the location of the hand crop in the camera's field of view. Our approach achieves the best 3D hand pose on the ARCTIC leaderboard and outperforms FrankMocap, a popular and robust approach for estimating hand pose in the wild, by 45.3% when evaluated on 2D hand pose on our EPIC-HandKps dataset.
CROSSFIRE: Camera Relocalization On Self-Supervised Features from an Implicit Representation
Beyond novel view synthesis, Neural Radiance Fields are useful for applications that interact with the real world. In this paper, we use them as an implicit map of a given scene and propose a camera relocalization algorithm tailored for this representation. The proposed method enables to compute in real-time the precise position of a device using a single RGB camera, during its navigation. In contrast with previous work, we do not rely on pose regression or photometric alignment but rather use dense local features obtained through volumetric rendering which are specialized on the scene with a self-supervised objective. As a result, our algorithm is more accurate than competitors, able to operate in dynamic outdoor environments with changing lightning conditions and can be readily integrated in any volumetric neural renderer.
HuPR: A Benchmark for Human Pose Estimation Using Millimeter Wave Radar
This paper introduces a novel human pose estimation benchmark, Human Pose with Millimeter Wave Radar (HuPR), that includes synchronized vision and radio signal components. This dataset is created using cross-calibrated mmWave radar sensors and a monocular RGB camera for cross-modality training of radar-based human pose estimation. There are two advantages of using mmWave radar to perform human pose estimation. First, it is robust to dark and low-light conditions. Second, it is not visually perceivable by humans and thus, can be widely applied to applications with privacy concerns, e.g., surveillance systems in patient rooms. In addition to the benchmark, we propose a cross-modality training framework that leverages the ground-truth 2D keypoints representing human body joints for training, which are systematically generated from the pre-trained 2D pose estimation network based on a monocular camera input image, avoiding laborious manual label annotation efforts. The framework consists of a new radar pre-processing method that better extracts the velocity information from radar data, Cross- and Self-Attention Module (CSAM), to fuse multi-scale radar features, and Pose Refinement Graph Convolutional Networks (PRGCN), to refine the predicted keypoint confidence heatmaps. Our intensive experiments on the HuPR benchmark show that the proposed scheme achieves better human pose estimation performance with only radar data, as compared to traditional pre-processing solutions and previous radio-frequency-based methods.
Category-Level Metric Scale Object Shape and Pose Estimation
Advances in deep learning recognition have led to accurate object detection with 2D images. However, these 2D perception methods are insufficient for complete 3D world information. Concurrently, advanced 3D shape estimation approaches focus on the shape itself, without considering metric scale. These methods cannot determine the accurate location and orientation of objects. To tackle this problem, we propose a framework that jointly estimates a metric scale shape and pose from a single RGB image. Our framework has two branches: the Metric Scale Object Shape branch (MSOS) and the Normalized Object Coordinate Space branch (NOCS). The MSOS branch estimates the metric scale shape observed in the camera coordinates. The NOCS branch predicts the normalized object coordinate space (NOCS) map and performs similarity transformation with the rendered depth map from a predicted metric scale mesh to obtain 6d pose and size. Additionally, we introduce the Normalized Object Center Estimation (NOCE) to estimate the geometrically aligned distance from the camera to the object center. We validated our method on both synthetic and real-world datasets to evaluate category-level object pose and shape.
MVOR: A Multi-view RGB-D Operating Room Dataset for 2D and 3D Human Pose Estimation
Person detection and pose estimation is a key requirement to develop intelligent context-aware assistance systems. To foster the development of human pose estimation methods and their applications in the Operating Room (OR), we release the Multi-View Operating Room (MVOR) dataset, the first public dataset recorded during real clinical interventions. It consists of 732 synchronized multi-view frames recorded by three RGB-D cameras in a hybrid OR. It also includes the visual challenges present in such environments, such as occlusions and clutter. We provide camera calibration parameters, color and depth frames, human bounding boxes, and 2D/3D pose annotations. In this paper, we present the dataset, its annotations, as well as baseline results from several recent person detection and 2D/3D pose estimation methods. Since we need to blur some parts of the images to hide identity and nudity in the released dataset, we also present a comparative study of how the baselines have been impacted by the blurring. Results show a large margin for improvement and suggest that the MVOR dataset can be useful to compare the performance of the different methods.
Multi-view Video-Pose Pretraining for Operating Room Surgical Activity Recognition
Understanding the workflow of surgical procedures in complex operating rooms requires a deep understanding of the interactions between clinicians and their environment. Surgical activity recognition (SAR) is a key computer vision task that detects activities or phases from multi-view camera recordings. Existing SAR models often fail to account for fine-grained clinician movements and multi-view knowledge, or they require calibrated multi-view camera setups and advanced point-cloud processing to obtain better results. In this work, we propose a novel calibration-free multi-view multi-modal pretraining framework called Multiview Pretraining for Video-Pose Surgical Activity Recognition PreViPS, which aligns 2D pose and vision embeddings across camera views. Our model follows CLIP-style dual-encoder architecture: one encoder processes visual features, while the other encodes human pose embeddings. To handle the continuous 2D human pose coordinates, we introduce a tokenized discrete representation to convert the continuous 2D pose coordinates into discrete pose embeddings, thereby enabling efficient integration within the dual-encoder framework. To bridge the gap between these two modalities, we propose several pretraining objectives using cross- and in-modality geometric constraints within the embedding space and incorporating masked pose token prediction strategy to enhance representation learning. Extensive experiments and ablation studies demonstrate improvements over the strong baselines, while data-efficiency experiments on two distinct operating room datasets further highlight the effectiveness of our approach. We highlight the benefits of our approach for surgical activity recognition in both multi-view and single-view settings, showcasing its practical applicability in complex surgical environments. Code will be made available at: https://github.com/CAMMA-public/PreViPS.
XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera
We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.
HR-INR: Continuous Space-Time Video Super-Resolution via Event Camera
Continuous space-time video super-resolution (C-STVSR) aims to simultaneously enhance video resolution and frame rate at an arbitrary scale. Recently, implicit neural representation (INR) has been applied to video restoration, representing videos as implicit fields that can be decoded at an arbitrary scale. However, the highly ill-posed nature of C-STVSR limits the effectiveness of current INR-based methods: they assume linear motion between frames and use interpolation or feature warping to generate features at arbitrary spatiotemporal positions with two consecutive frames. This restrains C-STVSR from capturing rapid and nonlinear motion and long-term dependencies (involving more than two frames) in complex dynamic scenes. In this paper, we propose a novel C-STVSR framework, called HR-INR, which captures both holistic dependencies and regional motions based on INR. It is assisted by an event camera, a novel sensor renowned for its high temporal resolution and low latency. To fully utilize the rich temporal information from events, we design a feature extraction consisting of (1) a regional event feature extractor - taking events as inputs via the proposed event temporal pyramid representation to capture the regional nonlinear motion and (2) a holistic event-frame feature extractor for long-term dependence and continuity motion. We then propose a novel INR-based decoder with spatiotemporal embeddings to capture long-term dependencies with a larger temporal perception field. We validate the effectiveness and generalization of our method on four datasets (both simulated and real data), showing the superiority of our method.
InstantSplat: Unbounded Sparse-view Pose-free Gaussian Splatting in 40 Seconds
While novel view synthesis (NVS) has made substantial progress in 3D computer vision, it typically requires an initial estimation of camera intrinsics and extrinsics from dense viewpoints. This pre-processing is usually conducted via a Structure-from-Motion (SfM) pipeline, a procedure that can be slow and unreliable, particularly in sparse-view scenarios with insufficient matched features for accurate reconstruction. In this work, we integrate the strengths of point-based representations (e.g., 3D Gaussian Splatting, 3D-GS) with end-to-end dense stereo models (DUSt3R) to tackle the complex yet unresolved issues in NVS under unconstrained settings, which encompasses pose-free and sparse view challenges. Our framework, InstantSplat, unifies dense stereo priors with 3D-GS to build 3D Gaussians of large-scale scenes from sparseview & pose-free images in less than 1 minute. Specifically, InstantSplat comprises a Coarse Geometric Initialization (CGI) module that swiftly establishes a preliminary scene structure and camera parameters across all training views, utilizing globally-aligned 3D point maps derived from a pre-trained dense stereo pipeline. This is followed by the Fast 3D-Gaussian Optimization (F-3DGO) module, which jointly optimizes the 3D Gaussian attributes and the initialized poses with pose regularization. Experiments conducted on the large-scale outdoor Tanks & Temples datasets demonstrate that InstantSplat significantly improves SSIM (by 32%) while concurrently reducing Absolute Trajectory Error (ATE) by 80%. These establish InstantSplat as a viable solution for scenarios involving posefree and sparse-view conditions. Project page: instantsplat.github.io.
Dynamic Appearance Modeling of Clothed 3D Human Avatars using a Single Camera
The appearance of a human in clothing is driven not only by the pose but also by its temporal context, i.e., motion. However, such context has been largely neglected by existing monocular human modeling methods whose neural networks often struggle to learn a video of a person with large dynamics due to the motion ambiguity, i.e., there exist numerous geometric configurations of clothes that are dependent on the context of motion even for the same pose. In this paper, we introduce a method for high-quality modeling of clothed 3D human avatars using a video of a person with dynamic movements. The main challenge comes from the lack of 3D ground truth data of geometry and its temporal correspondences. We address this challenge by introducing a novel compositional human modeling framework that takes advantage of both explicit and implicit human modeling. For explicit modeling, a neural network learns to generate point-wise shape residuals and appearance features of a 3D body model by comparing its 2D rendering results and the original images. This explicit model allows for the reconstruction of discriminative 3D motion features from UV space by encoding their temporal correspondences. For implicit modeling, an implicit network combines the appearance and 3D motion features to decode high-fidelity clothed 3D human avatars with motion-dependent geometry and texture. The experiments show that our method can generate a large variation of secondary motion in a physically plausible way.
6DOPE-GS: Online 6D Object Pose Estimation using Gaussian Splatting
Efficient and accurate object pose estimation is an essential component for modern vision systems in many applications such as Augmented Reality, autonomous driving, and robotics. While research in model-based 6D object pose estimation has delivered promising results, model-free methods are hindered by the high computational load in rendering and inferring consistent poses of arbitrary objects in a live RGB-D video stream. To address this issue, we present 6DOPE-GS, a novel method for online 6D object pose estimation \& tracking with a single RGB-D camera by effectively leveraging advances in Gaussian Splatting. Thanks to the fast differentiable rendering capabilities of Gaussian Splatting, 6DOPE-GS can simultaneously optimize for 6D object poses and 3D object reconstruction. To achieve the necessary efficiency and accuracy for live tracking, our method uses incremental 2D Gaussian Splatting with an intelligent dynamic keyframe selection procedure to achieve high spatial object coverage and prevent erroneous pose updates. We also propose an opacity statistic-based pruning mechanism for adaptive Gaussian density control, to ensure training stability and efficiency. We evaluate our method on the HO3D and YCBInEOAT datasets and show that 6DOPE-GS matches the performance of state-of-the-art baselines for model-free simultaneous 6D pose tracking and reconstruction while providing a 5times speedup. We also demonstrate the method's suitability for live, dynamic object tracking and reconstruction in a real-world setting.
Benchmarks and Challenges in Pose Estimation for Egocentric Hand Interactions with Objects
We interact with the world with our hands and see it through our own (egocentric) perspective. A holistic 3Dunderstanding of such interactions from egocentric views is important for tasks in robotics, AR/VR, action recognition and motion generation. Accurately reconstructing such interactions in 3D is challenging due to heavy occlusion, viewpoint bias, camera distortion, and motion blur from the head movement. To this end, we designed the HANDS23 challenge based on the AssemblyHands and ARCTIC datasets with carefully designed training and testing splits. Based on the results of the top submitted methods and more recent baselines on the leaderboards, we perform a thorough analysis on 3D hand(-object) reconstruction tasks. Our analysis demonstrates the effectiveness of addressing distortion specific to egocentric cameras, adopting high-capacity transformers to learn complex hand-object interactions, and fusing predictions from different views. Our study further reveals challenging scenarios intractable with state-of-the-art methods, such as fast hand motion, object reconstruction from narrow egocentric views, and close contact between two hands and objects. Our efforts will enrich the community's knowledge foundation and facilitate future hand studies on egocentric hand-object interactions.
3D-MuPPET: 3D Multi-Pigeon Pose Estimation and Tracking
Markerless methods for animal posture tracking have been rapidly developing recently, but frameworks and benchmarks for tracking large animal groups in 3D are still lacking. To overcome this gap in the literature, we present 3D-MuPPET, a framework to estimate and track 3D poses of up to 10 pigeons at interactive speed using multiple camera views. We train a pose estimator to infer 2D keypoints and bounding boxes of multiple pigeons, then triangulate the keypoints to 3D. For identity matching of individuals in all views, we first dynamically match 2D detections to global identities in the first frame, then use a 2D tracker to maintain IDs across views in subsequent frames. We achieve comparable accuracy to a state of the art 3D pose estimator in terms of median error and Percentage of Correct Keypoints. Additionally, we benchmark the inference speed of 3D-MuPPET, with up to 9.45 fps in 2D and 1.89 fps in 3D, and perform quantitative tracking evaluation, which yields encouraging results. Finally, we showcase two novel applications for 3D-MuPPET. First, we train a model with data of single pigeons and achieve comparable results in 2D and 3D posture estimation for up to 5 pigeons. Second, we show that 3D-MuPPET also works in outdoors without additional annotations from natural environments. Both use cases simplify the domain shift to new species and environments, largely reducing annotation effort needed for 3D posture tracking. To the best of our knowledge we are the first to present a framework for 2D/3D animal posture and trajectory tracking that works in both indoor and outdoor environments for up to 10 individuals. We hope that the framework can open up new opportunities in studying animal collective behaviour and encourages further developments in 3D multi-animal posture tracking.
Normalizing Flows for Human Pose Anomaly Detection
Video anomaly detection is an ill-posed problem because it relies on many parameters such as appearance, pose, camera angle, background, and more. We distill the problem to anomaly detection of human pose, thus decreasing the risk of nuisance parameters such as appearance affecting the result. Focusing on pose alone also has the side benefit of reducing bias against distinct minority groups. Our model works directly on human pose graph sequences and is exceptionally lightweight (~1K parameters), capable of running on any machine able to run the pose estimation with negligible additional resources. We leverage the highly compact pose representation in a normalizing flows framework, which we extend to tackle the unique characteristics of spatio-temporal pose data and show its advantages in this use case. The algorithm is quite general and can handle training data of only normal examples as well as a supervised setting that consists of labeled normal and abnormal examples. We report state-of-the-art results on two anomaly detection benchmarks - the unsupervised ShanghaiTech dataset and the recent supervised UBnormal dataset.
AcinoSet: A 3D Pose Estimation Dataset and Baseline Models for Cheetahs in the Wild
Animals are capable of extreme agility, yet understanding their complex dynamics, which have ecological, biomechanical and evolutionary implications, remains challenging. Being able to study this incredible agility will be critical for the development of next-generation autonomous legged robots. In particular, the cheetah (acinonyx jubatus) is supremely fast and maneuverable, yet quantifying its whole-body 3D kinematic data during locomotion in the wild remains a challenge, even with new deep learning-based methods. In this work we present an extensive dataset of free-running cheetahs in the wild, called AcinoSet, that contains 119,490 frames of multi-view synchronized high-speed video footage, camera calibration files and 7,588 human-annotated frames. We utilize markerless animal pose estimation to provide 2D keypoints. Then, we use three methods that serve as strong baselines for 3D pose estimation tool development: traditional sparse bundle adjustment, an Extended Kalman Filter, and a trajectory optimization-based method we call Full Trajectory Estimation. The resulting 3D trajectories, human-checked 3D ground truth, and an interactive tool to inspect the data is also provided. We believe this dataset will be useful for a diverse range of fields such as ecology, neuroscience, robotics, biomechanics as well as computer vision.
HANDAL: A Dataset of Real-World Manipulable Object Categories with Pose Annotations, Affordances, and Reconstructions
We present the HANDAL dataset for category-level object pose estimation and affordance prediction. Unlike previous datasets, ours is focused on robotics-ready manipulable objects that are of the proper size and shape for functional grasping by robot manipulators, such as pliers, utensils, and screwdrivers. Our annotation process is streamlined, requiring only a single off-the-shelf camera and semi-automated processing, allowing us to produce high-quality 3D annotations without crowd-sourcing. The dataset consists of 308k annotated image frames from 2.2k videos of 212 real-world objects in 17 categories. We focus on hardware and kitchen tool objects to facilitate research in practical scenarios in which a robot manipulator needs to interact with the environment beyond simple pushing or indiscriminate grasping. We outline the usefulness of our dataset for 6-DoF category-level pose+scale estimation and related tasks. We also provide 3D reconstructed meshes of all objects, and we outline some of the bottlenecks to be addressed for democratizing the collection of datasets like this one.
Mo2Cap2: Real-time Mobile 3D Motion Capture with a Cap-mounted Fisheye Camera
We propose the first real-time approach for the egocentric estimation of 3D human body pose in a wide range of unconstrained everyday activities. This setting has a unique set of challenges, such as mobility of the hardware setup, and robustness to long capture sessions with fast recovery from tracking failures. We tackle these challenges based on a novel lightweight setup that converts a standard baseball cap to a device for high-quality pose estimation based on a single cap-mounted fisheye camera. From the captured egocentric live stream, our CNN based 3D pose estimation approach runs at 60Hz on a consumer-level GPU. In addition to the novel hardware setup, our other main contributions are: 1) a large ground truth training corpus of top-down fisheye images and 2) a novel disentangled 3D pose estimation approach that takes the unique properties of the egocentric viewpoint into account. As shown by our evaluation, we achieve lower 3D joint error as well as better 2D overlay than the existing baselines.
Boost 3D Reconstruction using Diffusion-based Monocular Camera Calibration
In this paper, we present DM-Calib, a diffusion-based approach for estimating pinhole camera intrinsic parameters from a single input image. Monocular camera calibration is essential for many 3D vision tasks. However, most existing methods depend on handcrafted assumptions or are constrained by limited training data, resulting in poor generalization across diverse real-world images. Recent advancements in stable diffusion models, trained on massive data, have shown the ability to generate high-quality images with varied characteristics. Emerging evidence indicates that these models implicitly capture the relationship between camera focal length and image content. Building on this insight, we explore how to leverage the powerful priors of diffusion models for monocular pinhole camera calibration. Specifically, we introduce a new image-based representation, termed Camera Image, which losslessly encodes the numerical camera intrinsics and integrates seamlessly with the diffusion framework. Using this representation, we reformulate the problem of estimating camera intrinsics as the generation of a dense Camera Image conditioned on an input image. By fine-tuning a stable diffusion model to generate a Camera Image from a single RGB input, we can extract camera intrinsics via a RANSAC operation. We further demonstrate that our monocular calibration method enhances performance across various 3D tasks, including zero-shot metric depth estimation, 3D metrology, pose estimation and sparse-view reconstruction. Extensive experiments on multiple public datasets show that our approach significantly outperforms baselines and provides broad benefits to 3D vision tasks. Code is available at https://github.com/JunyuanDeng/DM-Calib.
SelfPose3d: Self-Supervised Multi-Person Multi-View 3d Pose Estimation
We present a new self-supervised approach, SelfPose3d, for estimating 3d poses of multiple persons from multiple camera views. Unlike current state-of-the-art fully-supervised methods, our approach does not require any 2d or 3d ground-truth poses and uses only the multi-view input images from a calibrated camera setup and 2d pseudo poses generated from an off-the-shelf 2d human pose estimator. We propose two self-supervised learning objectives: self-supervised person localization in 3d space and self-supervised 3d pose estimation. We achieve self-supervised 3d person localization by training the model on synthetically generated 3d points, serving as 3d person root positions, and on the projected root-heatmaps in all the views. We then model the 3d poses of all the localized persons with a bottleneck representation, map them onto all views obtaining 2d joints, and render them using 2d Gaussian heatmaps in an end-to-end differentiable manner. Afterwards, we use the corresponding 2d joints and heatmaps from the pseudo 2d poses for learning. To alleviate the intrinsic inaccuracy of the pseudo labels, we propose an adaptive supervision attention mechanism to guide the self-supervision. Our experiments and analysis on three public benchmark datasets, including Panoptic, Shelf, and Campus, show the effectiveness of our approach, which is comparable to fully-supervised methods. Code: https://github.com/CAMMA-public/SelfPose3D. Video demo: https://youtu.be/GAqhmUIr2E8.
SUP-NeRF: A Streamlined Unification of Pose Estimation and NeRF for Monocular 3D Object Reconstruction
Monocular 3D reconstruction for categorical objects heavily relies on accurately perceiving each object's pose. While gradient-based optimization in a NeRF framework updates the initial pose, this paper highlights that scale-depth ambiguity in monocular object reconstruction causes failures when the initial pose deviates moderately from the true pose. Consequently, existing methods often depend on a third-party 3D object to provide an initial object pose, leading to increased complexity and generalization issues. To address these challenges, we present SUP-NeRF, a Streamlined Unification of object Pose estimation and NeRF-based object reconstruction. SUP-NeRF decouples the object's dimension estimation and pose refinement to resolve the scale-depth ambiguity, and introduces a camera-invariant projected-box representation that generalizes cross different domains. While using a dedicated pose estimator that smoothly integrates into an object-centric NeRF, SUP-NeRF is free from external 3D detectors. SUP-NeRF achieves state-of-the-art results in both reconstruction and pose estimation tasks on the nuScenes dataset. Furthermore, SUP-NeRF exhibits exceptional cross-dataset generalization on the KITTI and Waymo datasets, surpassing prior methods with up to 50\% reduction in rotation and translation error.
EffLoc: Lightweight Vision Transformer for Efficient 6-DOF Camera Relocalization
Camera relocalization is pivotal in computer vision, with applications in AR, drones, robotics, and autonomous driving. It estimates 3D camera position and orientation (6-DoF) from images. Unlike traditional methods like SLAM, recent strides use deep learning for direct end-to-end pose estimation. We propose EffLoc, a novel efficient Vision Transformer for single-image camera relocalization. EffLoc's hierarchical layout, memory-bound self-attention, and feed-forward layers boost memory efficiency and inter-channel communication. Our introduced sequential group attention (SGA) module enhances computational efficiency by diversifying input features, reducing redundancy, and expanding model capacity. EffLoc excels in efficiency and accuracy, outperforming prior methods, such as AtLoc and MapNet. It thrives on large-scale outdoor car-driving scenario, ensuring simplicity, end-to-end trainability, and eliminating handcrafted loss functions.
MultiCorrupt: A Multi-Modal Robustness Dataset and Benchmark of LiDAR-Camera Fusion for 3D Object Detection
Multi-modal 3D object detection models for automated driving have demonstrated exceptional performance on computer vision benchmarks like nuScenes. However, their reliance on densely sampled LiDAR point clouds and meticulously calibrated sensor arrays poses challenges for real-world applications. Issues such as sensor misalignment, miscalibration, and disparate sampling frequencies lead to spatial and temporal misalignment in data from LiDAR and cameras. Additionally, the integrity of LiDAR and camera data is often compromised by adverse environmental conditions such as inclement weather, leading to occlusions and noise interference. To address this challenge, we introduce MultiCorrupt, a comprehensive benchmark designed to evaluate the robustness of multi-modal 3D object detectors against ten distinct types of corruptions. We evaluate five state-of-the-art multi-modal detectors on MultiCorrupt and analyze their performance in terms of their resistance ability. Our results show that existing methods exhibit varying degrees of robustness depending on the type of corruption and their fusion strategy. We provide insights into which multi-modal design choices make such models robust against certain perturbations. The dataset generation code and benchmark are open-sourced at https://github.com/ika-rwth-aachen/MultiCorrupt.
3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body Poses
3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data, and as such, they are unable to construct one-quarter headshot 3D portraits with complete head, neck, and shoulder geometry. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset 360{\deg}-Portrait-HQ (360{\deg}PHQ for short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360{\deg} range) and body poses. We then propose 3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the 360{\deg}PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles.
CCDN: Checkerboard Corner Detection Network for Robust Camera Calibration
Aiming to improve the checkerboard corner detection robustness against the images with poor quality, such as lens distortion, extreme poses, and noise, we propose a novel detection algorithm which can maintain high accuracy on inputs under multiply scenarios without any prior knowledge of the checkerboard pattern. This whole algorithm includes a checkerboard corner detection network and some post-processing techniques. The network model is a fully convolutional network with improvements of loss function and learning rate, which can deal with the images of arbitrary size and produce correspondingly-sized output with a corner score on each pixel by efficient inference and learning. Besides, in order to remove the false positives, we employ three post-processing techniques including threshold related to maximum response, non-maximum suppression, and clustering. Evaluations on two different datasets show its superior robustness, accuracy and wide applicability in quantitative comparisons with the state-of-the-art methods, like MATE, ChESS, ROCHADE and OCamCalib.
Global Adaptation meets Local Generalization: Unsupervised Domain Adaptation for 3D Human Pose Estimation
When applying a pre-trained 2D-to-3D human pose lifting model to a target unseen dataset, large performance degradation is commonly encountered due to domain shift issues. We observe that the degradation is caused by two factors: 1) the large distribution gap over global positions of poses between the source and target datasets due to variant camera parameters and settings, and 2) the deficient diversity of local structures of poses in training. To this end, we combine global adaptation and local generalization in PoseDA, a simple yet effective framework of unsupervised domain adaptation for 3D human pose estimation. Specifically, global adaptation aims to align global positions of poses from the source domain to the target domain with a proposed global position alignment (GPA) module. And local generalization is designed to enhance the diversity of 2D-3D pose mapping with a local pose augmentation (LPA) module. These modules bring significant performance improvement without introducing additional learnable parameters. In addition, we propose local pose augmentation (LPA) to enhance the diversity of 3D poses following an adversarial training scheme consisting of 1) a augmentation generator that generates the parameters of pre-defined pose transformations and 2) an anchor discriminator to ensure the reality and quality of the augmented data. Our approach can be applicable to almost all 2D-3D lifting models. PoseDA achieves 61.3 mm of MPJPE on MPI-INF-3DHP under a cross-dataset evaluation setup, improving upon the previous state-of-the-art method by 10.2\%.
Representing 3D sparse map points and lines for camera relocalization
Recent advancements in visual localization and mapping have demonstrated considerable success in integrating point and line features. However, expanding the localization framework to include additional mapping components frequently results in increased demand for memory and computational resources dedicated to matching tasks. In this study, we show how a lightweight neural network can learn to represent both 3D point and line features, and exhibit leading pose accuracy by harnessing the power of multiple learned mappings. Specifically, we utilize a single transformer block to encode line features, effectively transforming them into distinctive point-like descriptors. Subsequently, we treat these point and line descriptor sets as distinct yet interconnected feature sets. Through the integration of self- and cross-attention within several graph layers, our method effectively refines each feature before regressing 3D maps using two simple MLPs. In comprehensive experiments, our indoor localization findings surpass those of Hloc and Limap across both point-based and line-assisted configurations. Moreover, in outdoor scenarios, our method secures a significant lead, marking the most considerable enhancement over state-of-the-art learning-based methodologies. The source code and demo videos of this work are publicly available at: https://thpjp.github.io/pl2map/
Back to Optimization: Diffusion-based Zero-Shot 3D Human Pose Estimation
Learning-based methods have dominated the 3D human pose estimation (HPE) tasks with significantly better performance in most benchmarks than traditional optimization-based methods. Nonetheless, 3D HPE in the wild is still the biggest challenge of learning-based models, whether with 2D-3D lifting, image-to-3D, or diffusion-based methods, since the trained networks implicitly learn camera intrinsic parameters and domain-based 3D human pose distributions and estimate poses by statistical average. On the other hand, the optimization-based methods estimate results case-by-case, which can predict more diverse and sophisticated human poses in the wild. By combining the advantages of optimization-based and learning-based methods, we propose the Zero-shot Diffusion-based Optimization (ZeDO) pipeline for 3D HPE to solve the problem of cross-domain and in-the-wild 3D HPE. Our multi-hypothesis ZeDO achieves state-of-the-art (SOTA) performance on Human3.6M as minMPJPE 51.4mm without training with any 2D-3D or image-3D pairs. Moreover, our single-hypothesis ZeDO achieves SOTA performance on 3DPW dataset with PA-MPJPE 42.6mm on cross-dataset evaluation, which even outperforms learning-based methods trained on 3DPW.
Mocap Everyone Everywhere: Lightweight Motion Capture With Smartwatches and a Head-Mounted Camera
We present a lightweight and affordable motion capture method based on two smartwatches and a head-mounted camera. In contrast to the existing approaches that use six or more expert-level IMU devices, our approach is much more cost-effective and convenient. Our method can make wearable motion capture accessible to everyone everywhere, enabling 3D full-body motion capture in diverse environments. As a key idea to overcome the extreme sparsity and ambiguities of sensor inputs, we integrate 6D head poses obtained from the head-mounted cameras for motion estimation. To enable capture in expansive indoor and outdoor scenes, we propose an algorithm to track and update floor level changes to define head poses, coupled with a multi-stage Transformer-based regression module. We also introduce novel strategies leveraging visual cues of egocentric images to further enhance the motion capture quality while reducing ambiguities. We demonstrate the performance of our method on various challenging scenarios, including complex outdoor environments and everyday motions including object interactions and social interactions among multiple individuals.
World-Grounded Human Motion Recovery via Gravity-View Coordinates
We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/.
rSVDdpd: A Robust Scalable Video Surveillance Background Modelling Algorithm
A basic algorithmic task in automated video surveillance is to separate background and foreground objects. Camera tampering, noisy videos, low frame rate, etc., pose difficulties in solving the problem. A general approach that classifies the tampered frames, and performs subsequent analysis on the remaining frames after discarding the tampered ones, results in loss of information. Several robust methods based on robust principal component analysis (PCA) have been introduced to solve this problem. To date, considerable effort has been expended to develop robust PCA via Principal Component Pursuit (PCP) methods with reduced computational cost and visually appealing foreground detection. However, the convex optimizations used in these algorithms do not scale well to real-world large datasets due to large matrix inversion steps. Also, an integral component of these foreground detection algorithms is singular value decomposition which is nonrobust. In this paper, we present a new video surveillance background modelling algorithm based on a new robust singular value decomposition technique rSVDdpd which takes care of both these issues. We also demonstrate the superiority of our proposed algorithm on a benchmark dataset and a new real-life video surveillance dataset in the presence of camera tampering. Software codes and additional illustrations are made available at the accompanying website rSVDdpd Homepage (https://subroy13.github.io/rsvddpd-home/)
MotionHint: Self-Supervised Monocular Visual Odometry with Motion Constraints
We present a novel self-supervised algorithm named MotionHint for monocular visual odometry (VO) that takes motion constraints into account. A key aspect of our approach is to use an appropriate motion model that can help existing self-supervised monocular VO (SSM-VO) algorithms to overcome issues related to the local minima within their self-supervised loss functions. The motion model is expressed with a neural network named PPnet. It is trained to coarsely predict the next pose of the camera and the uncertainty of this prediction. Our self-supervised approach combines the original loss and the motion loss, which is the weighted difference between the prediction and the generated ego-motion. Taking two existing SSM-VO systems as our baseline, we evaluate our MotionHint algorithm on the standard KITTI benchmark. Experimental results show that our MotionHint algorithm can be easily applied to existing open-sourced state-of-the-art SSM-VO systems to greatly improve the performance by reducing the resulting ATE by up to 28.73%.
DUSt3R: Geometric 3D Vision Made Easy
Multi-view stereo reconstruction (MVS) in the wild requires to first estimate the camera parameters e.g. intrinsic and extrinsic parameters. These are usually tedious and cumbersome to obtain, yet they are mandatory to triangulate corresponding pixels in 3D space, which is the core of all best performing MVS algorithms. In this work, we take an opposite stance and introduce DUSt3R, a radically novel paradigm for Dense and Unconstrained Stereo 3D Reconstruction of arbitrary image collections, i.e. operating without prior information about camera calibration nor viewpoint poses. We cast the pairwise reconstruction problem as a regression of pointmaps, relaxing the hard constraints of usual projective camera models. We show that this formulation smoothly unifies the monocular and binocular reconstruction cases. In the case where more than two images are provided, we further propose a simple yet effective global alignment strategy that expresses all pairwise pointmaps in a common reference frame. We base our network architecture on standard Transformer encoders and decoders, allowing us to leverage powerful pretrained models. Our formulation directly provides a 3D model of the scene as well as depth information, but interestingly, we can seamlessly recover from it, pixel matches, relative and absolute camera. Exhaustive experiments on all these tasks showcase that the proposed DUSt3R can unify various 3D vision tasks and set new SoTAs on monocular/multi-view depth estimation as well as relative pose estimation. In summary, DUSt3R makes many geometric 3D vision tasks easy.
ACE: A Cross-Platform Visual-Exoskeletons System for Low-Cost Dexterous Teleoperation
Learning from demonstrations has shown to be an effective approach to robotic manipulation, especially with the recently collected large-scale robot data with teleoperation systems. Building an efficient teleoperation system across diverse robot platforms has become more crucial than ever. However, there is a notable lack of cost-effective and user-friendly teleoperation systems for different end-effectors, e.g., anthropomorphic robot hands and grippers, that can operate across multiple platforms. To address this issue, we develop ACE, a cross-platform visual-exoskeleton system for low-cost dexterous teleoperation. Our system utilizes a hand-facing camera to capture 3D hand poses and an exoskeleton mounted on a portable base, enabling accurate real-time capture of both finger and wrist poses. Compared to previous systems, which often require hardware customization according to different robots, our single system can generalize to humanoid hands, arm-hands, arm-gripper, and quadruped-gripper systems with high-precision teleoperation. This enables imitation learning for complex manipulation tasks on diverse platforms.
R3D3: Dense 3D Reconstruction of Dynamic Scenes from Multiple Cameras
Dense 3D reconstruction and ego-motion estimation are key challenges in autonomous driving and robotics. Compared to the complex, multi-modal systems deployed today, multi-camera systems provide a simpler, low-cost alternative. However, camera-based 3D reconstruction of complex dynamic scenes has proven extremely difficult, as existing solutions often produce incomplete or incoherent results. We propose R3D3, a multi-camera system for dense 3D reconstruction and ego-motion estimation. Our approach iterates between geometric estimation that exploits spatial-temporal information from multiple cameras, and monocular depth refinement. We integrate multi-camera feature correlation and dense bundle adjustment operators that yield robust geometric depth and pose estimates. To improve reconstruction where geometric depth is unreliable, e.g. for moving objects or low-textured regions, we introduce learnable scene priors via a depth refinement network. We show that this design enables a dense, consistent 3D reconstruction of challenging, dynamic outdoor environments. Consequently, we achieve state-of-the-art dense depth prediction on the DDAD and NuScenes benchmarks.