Large language models (LLMs) have achieved impresx0002sive progress on several open-world tasks. Recently, usx0002ing LLMs to build embodied agents has been a hotspot. In this paper, we propose STEVE, a comprehensive and visionx0002ary embodied agent in the Minecraft virtual environment. STEVE consists of three key components: vision perception, language instruction, and code action. Vision perception involves the interpretation of visual information in the envix0002ronment, which is then integrated into the LLMs component with agent state and task instruction. Language instrucx0002tion is responsible for iterative reasoning and decomposx0002ing complex tasks into manageable guidelines. Code action generates executable skill actions based on retrieval in skill database, enabling the agent to interact effectively within the Minecraft environment. We also collect STEVE-21K dataset, which includes 600+ vision-environment pairs, 20K knowledge question-answering pairs, and 200+ skillx0002code pairs. We conduct continuous block search, knowledge question and answering, and tech tree mastery to evaluate the performance. Extensive experiments show that STEVE achieves at most 1.5× faster unlocking key tech trees and 2.5× quicker in block search tasks compared to previous state-of-the-art methods.
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Although great progress has been made in 3D visual grounding, current models still rely on explicit textual descriptions for grounding and lack the ability to reason human intentions from implicit instructions. We propose a new task called 3D reasoning grounding and introduce a new benchmark ScanReason which provides over 10K question-answer-location pairs from five reasoning types that require the synerization of reasoning and grounding. This benchmark challenges models to conduct joint reasoning on questions and the 3D environment before predicting the 3D locations of target objects. We further design our approach, ReGround3D, composed of the visual-centric reasoning module empowered by Multi-modal Large Language Model (MLLM) and the 3D grounding module to obtain accurate object locations by looking back to the enhanced geometry and fine-grained details from the 3D scenes. A chain-of-grounding mechanism is proposed to further boost the performance with interleaved reasoning and grounding steps during inference. Extensive experiments on the proposed benchmark validate the effectiveness of our proposed approach. Our code will be released to the community.
In this paper, we introduce Saliency-Based Adaptive Masking (SBAM), a novel and cost-effective approach that significantly enhances the pre-training performance of Masked Image Modeling (MIM) approaches by prioritizing token salience. Our method provides robustness against variations in masking ratios, effectively mitigating the performance instability issues common in existing methods. This relaxes the sensitivity of MIM-based pre-training to masking ratios, which in turn allows us to propose an adaptive strategy for `tailored' masking ratios for each data sample, which no existing method can provide. Toward this goal, we propose an Adaptive Masking Ratio (AMR) strategy that dynamically adjusts the proportion of masking for the unique content of each image based on token salience. We show that our method significantly improves over the state-of-the-art in mask-based pre-training on the ImageNet-1K dataset.
Domain shift significantly influences the performance of deep learning algorithms, particularly for object detection within volumetric 3D images. Annotated training data is essential for deep learning-based object detection. However, annotating densely packed objects is time-consuming and costly. Instead, we suggest training models on individually scanned objects, causing a domain shift between training and detection data. To address this challenge, we introduce the BugNIST dataset, comprising 9154 micro-CT volumes of 12 bug types and 388 volumes of tightly packed bug mixtures. This dataset is characterized by having objects with the same appearance in the source and target domain, which is uncommon for other benchmark datasets for domain shift. During training, individual bug volumes labeled by class are utilized, while testing employs mixtures with center point annotations and bug type labels. Together with the dataset, we provide a baseline detection analysis, aiming at advancing the field of 3D object detection methods.
Although multi-view 3D object detection based on the Bird's-Eye-View (BEV) paradigm has garnered widespread attention as an economical and deployment-friendly perception solution for autonomous driving, there is still a performance gap compared to LiDAR-based methods. In recent years, several cross-modal distillation methods have been proposed to transfer beneficial information from teacher models to student models, with the aim of enhancing performance. However, these methods face challenges due to discrepancies in feature distribution originating from different data modalities and network structures, making knowledge transfer exceptionally challenging. In this paper, we propose a Foreground Self-Distillation (FSD) scheme that effectively avoids the issue of distribution discrepancies, maintaining remarkable distillation effects without the need for pre-trained teacher models or cumbersome distillation strategies. Additionally, we design two Point Cloud Intensification (PCI) strategies to compensate for the sparsity of point clouds by frame combination and pseudo point assignment. Finally, we develop a Multi-Scale Foreground Enhancement (MSFE) module to extract and fuse multi-scale foreground features by predicted elliptical Gaussian heatmap, further improving the model's performance. We integrate all the above innovations into a unified framework named FSD-BEV. Extensive experiments on the nuScenes dataset exhibit that FSD-BEV achieves state-of-the-art performance, highlighting its effectiveness.
Multi-view 3D reconstruction, namely structure-from-motion and multi-view stereo, is an essential component in 3D computer vision. In general, multi-view 3D reconstruction suffers from unknown scale ambiguity unless a reference object of known size is recorded together with the scene, or the camera poses are pre-calibrated. In this paper, we show that multi-view images recorded by a dual-pixel (DP) sensor allow us to automatically resolve the scale ambiguity without requiring a reference object or pre-calibration. Specifically, the observed defocus blurs in DP images provide sufficient information for determining the scale when paired together with the depth maps (up to scale) recovered from the multi-view 3D reconstruction. Based on this observation, we develop a simple yet effective linear solution method to determine the absolute scale in multi-view 3D reconstruction. Experiments demonstrate the effectiveness of the proposed method with diverse scenes recorded with different cameras/lenses. Our code and data will be released upon acceptance.
SPVLoc: Semantic Panoramic Viewport Matching for 6D Camera Localization in Unseen Environments
PDF ↗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 compromises 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.
Text-to-motion synthesis is a crucial task in computer vision. Existing methods are limited in their universality, as they are tailored for single-person or two-person scenarios and can not be applied to generate motions for more individuals. To achieve the number-free motion synthesis, this paper reconsiders motion generation and proposes to unify the single and multi-person motion by the conditional motion distribution. Furthermore, a generation module and an interaction module are designed for our FreeMotion framework to decouple the process of conditional motion generation and finally support the number-free motion synthesis. Besides, based on our framework, the current single-person motion spatial control method could be seamlessly integrated, achieving precise control of multi-person motion. Extensive experiments demonstrate the superior performance of our method and our capability to infer single and multi-human motions simultaneously.
In recent years, 2D human pose estimation has made significant progress on public benchmarks. However, many of these approaches face challenges of less applicability in the industrial community due to the large number of parametric quantities and computational overhead. Efficient human pose estimation remains a hurdle, especially for whole-body pose estimation with numerous keypoints. While most current methods for efficient human pose estimation primarily rely on CNNs, we propose the Group-based Token Pruning Transformer (GTPT) that fully harnesses the advantages of the Transformer. GTPT alleviates the computational burden by gradually introducing keypoints in a coarse-to-fine manner. It minimizes the computation overhead while ensuring high performance. Besides, GTPT groups keypoint tokens and prunes visual tokens to improve model performance while reducing redundancy. We propose the Multi-Head Group Attention (MHGA) between different groups to achieve global interaction with little computational overhead. We conducted experiments on COCO and COCO-WholeBody. Compared to other methods, the experimental results show that GTPT can achieve higher performance with less computation, especially in whole-body with numerous keypoints.
Text-to-Image (T2I) generation has made significant advancements with the advent of diffusion models. These models exhibit remarkable ability to produce images based on textual prompts. Current T2I models allow users to specify object colors using linguistic color names. However, these labels encompass broad color ranges, making it difficult to achieve precise color matching. To tackle this challenging task, named as color prompt learning, we propose to learn specific color prompts tailored to user-selected colors. These prompts are finally employed to generate objects with the exact desired colors. Observing the existing T2I adaptation approaches cannot achieve satisfactory performance, we propose to generate basic geometric objects in the target color. Leveraging color and shape disentanglement, our method, denoted as ColorPeel, successfully assists the T2I models to peel off the novel color prompts from these colored shapes. In the experiments, we demonstrate the efficacy of ColorPeel in achieving precise color generation with T2I models and generalize ColorPeel to effectively learn abstract attribute concepts, including textures, materials, etc. Our findings provide a valuable step towards improving precision and versatility of T2I models, offering new opportunities for creative applications and design tasks.
Adversarially robust models are locally smooth around each data sample so that small perturbations cannot drastically change model outputs. In modern systems, such smoothness is usually obtained via Adversarial Training, which explicitly enforces models to perform well on perturbed examples. In this work, we show the surprising effectiveness of instead regularizing the gradient with respect to model inputs on natural examples only. Penalizing input Gradient Norm is commonly believed to be a much inferior approach. Our analyses identify that the performance of Gradient Norm regularization critically depends on the smoothness of activation functions, and are in fact extremely effective on modern vision transformers that adopt smooth activations over piecewise linear ones (eg, ReLU). On ImageNet-1k, Gradient Norm training achieves > 90% performance of state-of-the-art PGD-3 Adversarial Training (52% vs. 56%), while using only 60% computation cost of the state-of-the-art without complex adversarial optimization. Our analyses further highlight the relationship between model robustness and properties of natural input gradients, such as asymmetric channel statistics. Surprisingly, we also find model robustness can be significantly improved by simply regularizing its gradients to focus on image edges without explicit conditioning on the norm.
Multi-modality magnetic resonance imaging (MRI) is crucial for accurate disease diagnosis and surgical planning by comprehensively analyzing multi-modality information fusion. This fusion is characterized by unique patterns of information aggregation for each disease across modalities, influenced by distinct inter-dependencies and shifts in information flow. Existing fusion methods implicitly identify distinct aggregation patterns for various tasks, indicating the potential for developing a unified and explicit aggregation pattern. In this study, we propose a novel aggregation pattern, Energy-induced Explicit Propagation and Alignment (E2PA), to explicitly quantify and optimize the properties of multi-modality MRI fusion to adapt to different scenarios. In E2PA, (1) An energy-guided hierarchical fusion (EHF) uncovers the quantification and optimization of inter-dependencies propagation among multi-modalities by hierarchical same energy among patients. (2) An energy-regularized space alignment (ESA) measures the consistency of information flow in multi-modality aggregation by the alignment on space factorization and energy minimization. Through the extensive experiments on three public multi-modality MRI datasets (with different modality combinations and tasks), the superiority of E2PA can be demonstrated from the comparison with state-of-the-art methods.
3D Gaussian Splatting (3DGS) has emerged as a promising framework for novel view synthesis, boasting rapid rendering speed with high fidelity. However, the substantial Gaussians and their associated attributes necessitate effective compression techniques. Nevertheless, the sparse and unorganized nature of the point cloud of Gaussians (or anchors in our paper) presents challenges for compression. To address this, we make use of the relations between the unorganized anchors and the structured hash grid, leveraging their mutual information for context modeling, and propose a Hash-grid Assisted Context (HAC) framework for highly compact 3DGS representation. Our approach introduces a binary hash grid to establish continuous spatial consistencies, allowing us to unveil the inherent spatial relations of anchors through a carefully designed context model. To facilitate entropy coding, we utilize Gaussian distributions to accurately estimate the probability of each quantized attribute, where an adaptive quantization module is proposed to enable high-precision quantization of these attributes for improved fidelity restoration. Additionally, we incorporate an adaptive masking strategy to eliminate invalid Gaussians and anchors. Importantly, our work is the pioneer to explore context-based compression for 3DGS representation, resulting in a remarkable size reduction of over 75X compared to vanilla 3DGS, while simultaneously improving fidelity, and achieving over 11X size reduction over SOTA 3DGS compression approach Scaffold-GS. Our code will be publicly available.
Given an image and text description, visual grounding will find target region in the image explained by the text.It has two task settings: referring expression comprehension (REC) to estimate bounding-box and referring expression segmentation (RES) to predict segmentation mask. Currently the most promising visual grounding approaches are to learn REC and RES jointly by giving rich ground truth of both bounding-box and segmentation mask of the target object. However, we argue that a very simple but strong constraint has been overlooked by the existing approaches: given an image and a text description, REC and RES refer to the same object. We propose \textbf{Lo}cation \textbf{A}ware \textbf{Trans}former(LoA-Trans) making this constraint explicit by a {\it center prompt}, where the system first predicts the center of the target object by simple regression, and feeds it as a common prompt to both REC and RES. In this way, the system constrains that REC and RES refer to the same object. To mitigate possible inaccuracies in center estimation, we introduce a query selection mechanism. Instead of random initialization queries for bounding-box and segmentation mask decoding, the query selection mechanism generates possible object locations other than the estimated center and use them as location-aware queries as a remedy for possible inaccurate center estimation. We also introduce a TaskSyn Network in the decoder to better coordination between REC and RES. Our method achieved state-of-the-art performance on three commonly used datasets: Refcoco, Refcoco+, and Refcocog. Extensive ablation studies demonstrated the validity of each of the proposed components. We will release the code later.
Personalized 3D avatars require an animatable representation of digital humans. Doing so instantly from monocular videos offers scalability to broad class of users and wide-scale applications. In this paper, we present a fast, simple, yet effective method for creating animatable 3D digital humans from monocular videos. Our method utilizes the efficiency of Gaussian splatting to model both 3D geometry and appearance. However, we observed that naively optimizing Gaussian splats results in inaccurate geometry, thereby leading to poor animations. This work achieves and illustrates the need of accurate 3D mesh-type modelling of the human body for animatable digitization through Gaussian splats. This is achieved by developing a novel pipeline that benefits from three key aspects: (a) implicit modelling of surface's displacements and the color's spherical harmonics; (b) binding of 3D Gaussians to the respective triangular faces of the body template; (c) a novel technique to render normals followed by their auxiliary supervision. Our exhaustive experiments on three different benchmark datasets demonstrates the state-of-the-art results of our method, in limited time settings. In fact, our method is faster by an order of magnitude (in terms of training time) than its closest competitor. At the same time, we achieve superior rendering and 3D reconstruction performance under the change of poses. Our source code will be made publicly available.
Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motion
PDF ↗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.
Electromagnetic Inverse Scattering Problems (EISP) have gained wide applications in computational imaging. By solving EISP, the internal relative permittivity of the scatterer can be non-invasively determined based on the scattered electromagnetic fields. Despite previous efforts to address EISP, achieving better solutions to this problem has remained elusive, due to the challenges posed by inversion and discretization. This paper tackles those challenges in EISP via an implicit approach. By representing the scatterer's relative permittivity as a continuous implicit representation, our method is able to address the low-resolution problems arising from discretization. Further, optimizing this implicit representation within a forward framework allows us to conveniently circumvent the challenges posed by inverse estimation. Our approach outperforms existing methods on standard benchmark datasets.
Point-supervised temporal action localization pursues high-accuracy action detection under low-cost data annotation. Despite recent advances, a significant challenge remains: sparse labeling of individual frames leads to semantic ambiguity in determining action boundaries due to the lack of continuity in the highly sparse point-supervision scheme. We propose a Stepwise Multi-grained Boundary Detector(SMBD), which is comprised of a Background Anchor Generator(BAG) and a Dual Boundary Detector(DBD) to provide fine-grained supervision. Specifically, for each epoch in the training process, BAG computes the optimal background snippet between each pair of adjacent action labels, which we term Background Anchor. Subsequently, DBD leverages the background anchor and the action labels to locate the action boundaries from the perspectives of detecting action changes and scene changes. Then, the corresponding labels can be assigned to each side of the boundaries, with the boundaries continuously updated throughout the training process. Consequently, the proposed SMBD could ensure that more snippets contribute to the training process. Extensive experiments on the THUMOS’14, GTEA and BEOID datasets demonstrate that the proposed method outperforms existing state-of-the-art methods.
3D shape completion is traditionally solved using supervised training or by distribution learning on complete shape examples. Recently self-supervised learning approaches that do not require any complete 3D shape examples have gained more interests. In this paper, we propose a non-adversarial self-supervised approach for the shape completion task. Our first finding is that completion problems can be formulated as an involutory function trivially, which implies a special constraint on the completion function $f$, such that $f \circ f(x) = x$. Our second constraint on self-supervised shape completion relies on the fact that shape completion becomes easier to solve with correspondences and similarly, completion can simplify the correspondences problem. We formulate a consistency measure in the canonical space in order to supervise the completion function. We efficiently optimize the completion and correspondence modules using ``freeze and alternate'' strategy. The overall approach performs well for rigid shapes in a category as well as dynamic non-rigid shapes. We ablate our design choices and compare our solution against state-of-the-art methods, showing remarkable accuracy approaching supervised accuracy in some cases.
The high temporal variation of the point clouds is the key challenge of 3D single-object tracking (3D SOT). Existing approaches rely on the assumption that the shape variation of the point clouds and the motion of the objects across neighboring frames are smooth, failing to cope with high temporal variation data. In this paper, we present a novel framework for 3D SOT in point clouds with high temporal variation, called HVTrack. HVTrack proposes three novel components to tackle the challenges in the high temporal variation scenario: 1) A Relative-Pose-Aware Memory module to handle temporal point cloud shape variations; 2) a Base-Expansion Feature Cross-Attention module to deal with similar object distractions in expanded search areas; 3) a Contextual Point Guided Self-Attention module for suppressing heavy background noise. We construct a dataset with high temporal variation (KITTI-HV) by setting different frame intervals for sampling in the KITTI dataset. On the KITTI-HV with 5 frame intervals, our HVTrack surpasses the state-of-the-art tracker CXTracker by 11.3%/15.7% in Success/Precision.