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4,294篇论文匹配“Physics”
第 103 / 215 页

Qi Lv, Hao Li, Xiang Deng, Rui Shao, Yinchuan Li, Jianye Hao, Longxiang Gao, Michael Yu Wang, Liqiang Nie

Despite the significant success of imitation learning in robotic manipulation, its application to bimanual tasks remains highly challenging. Existing approaches mainly learn a policy to predict a distant next-best end-effector pose (NBP) and then compute the corresponding joint rotation angles for motion using inverse kinematics. However, they suffer from two important issues: (1) rarely considering the physical robotic structure , which may cause self-collisions or interferences, and (2) overlooking the kinematics constraint , which may result in the predicted poses not conforming to the actual limitations of the robot joints. In this paper, we propose Kinematics enhanced Spatial-TemporAl gRaph Diffuser (KStar Diffuser). Specifically, (1)to incorporate the physical robot structure information into action prediction, KStar Diffuser maintains a dynamic spatial-temporal graph according to the physical bimanual joint motions at continuous timesteps. This dynamic graph serves as the robot-structure condition for denoising the actions; (2) to make the NBP learning objective consistent with kinematics, we introduce the differentiable kinematics to provide the reference for optimizing KStar Diffuser. This module regularizes the policy to predict more reliable and kinematics-aware next end-effector poses. Experimental results show that our method effectively leverages the physical structural information and generates kinematics-aware actions in both simulation and real-world.

Michelle Guo, Matt Jen-Yuan Chiang, Igor Santesteban, Nikolaos Sarafianos, Hsiao-yu Chen, Oshri Halimi, Aljaž Božič, Shunsuke Saito, Jiajun Wu, C. Karen Liu 等

We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: phys-gaussian-clothing.github.io.

Jinchang Zhang, Guoyu Lu

Depth estimation is a core problem in robotic perception and vision tasks, but 3D reconstruction from a single image presents inherent uncertainties. Current depth estimation models primarily rely on inter-image relationships for supervised training, often overlooking the intrinsic information provided by the camera itself. We propose a method that embodies the camera model and its physical characteristics into a deep learning model, computing embodied scene depth through real-time interactions with road environments. The model can calculate embodied scene depth in real-time based on immediate environmental changes using only the intrinsic properties of the camera, without any additional equipment. By combining embodied scene depth with RGB image features, the model gains a comprehensive perspective on both geometric and visual details. Additionally, we incorporate text descriptions containing environmental content and depth information as priors for scene understanding, enriching the model's perception of objects. This integration of image and language -- two inherently ambiguous modalities -- leverages their complementary strengths for monocular depth estimation. The real-time nature of the embodied language and depth prior model ensures that the model can continuously adjust its perception and behavior in dynamic environments. Experimental results show that the embodied depth estimation method enhances model performance across different scenes.

Jingzhi Li, Zongwei Wu, Eduard Zamfir, Radu Timofte

Accurate 3D objects relighting in diverse unseen environments is crucial for realistic virtual object placement. Due to the albedo-lighting ambiguity, existing methods often fall short in producing faithful relights. Without proper constraints, observed training views can be explained by numerous combinations of lighting and material attributes, lacking physical correspondence with the actual environment maps used for relighting. In this work, we present ReCap, treating cross-environment captures as multi-task target to provide the missing supervision that cuts through the entanglement. Specifically, ReCap jointly optimizes multiple lighting representations that share a common set of material attributes. This naturally harmonizes a coherent set of lighting representations around the mutual material attributes, exploiting commonalities and differences across varied object appearances. Such coherence enables physically sound lighting reconstruction and robust material estimation -- both essential for accurate relighting. Together with a streamlined shading function and effective post-processing, ReCap outperforms all leading competitors on an expanded relighting benchmark.

Cheng-De Fan, Chen-Wei Chang, Yi-Ruei Liu, Jie-Ying Lee, Jiun-Long Huang, Yu-Chee Tseng, Yu-Lun Liu

We present SpectroMotion, a novel approach that combines 3D Gaussian Splatting (3DGS) with physically-based rendering (PBR) and deformation fields to reconstruct dynamic specular scenes. Previous methods extending 3DGS to model dynamic scenes have struggled to represent specular surfaces accurately. Our method addresses this limitation by introducing a residual correction technique for accurate surface normal computation during deformation, complemented by a deformable environment map that adapts to time-varying lighting conditions. We implement a coarse-to-fine training strategy significantly enhancing scene geometry and specular color prediction. It is the only existing 3DGS method capable of synthesizing photorealistic real-world dynamic specular scenes, outperforming state-of-the-art methods in rendering complex, dynamic, and specular scenes. Please see our project page at https://cdfan0627.github.io/spectromotion/.

Jesus Zarzar, Tom Monnier, Roman Shapovalov, Andrea Vedaldi, David Novotny

We present the first large reconstruction model, Twinner, capable of recovering a scene's illumination as well as an object's geometry and material properties from only a few posed images. Twinner is based on the Large Reconstruction Model and innovates in three key ways:1) We introduce a memory-efficient voxel-grid transformer whose memory scales only quadratically with the size of the voxel grid. 2) To deal with scarcity of high-quality ground-truth PBR-shaded models, we introduce a large fully-synthetic dataset of procedurally-generated PBR-textured objects lit with varied illumination.3) To narrow the synthetic-to-real gap, we finetune the model on real life datasets by means of a differentiable physically-based shading model, eschewing the need for ground-truth illumination or material properties which are challenging to obtain in real life. We demonstrate the efficacy of our model on the real life StanfordORB benchmark where, given few input views, we achieve reconstruction quality significantly superior to existing feed-forward reconstruction networks, and comparable to significantly slower per-scene optimization methods.

Xinrui Wang, Lanqing Guo, Xiyu Wang, Siyu Huang, Bihan Wen

Recent advancements in deep learning have yielded promising results for the image shadow removal task. However, most existing methods rely on binary pre-generated shadow masks. The binary nature of such masks could potentially lead to artifacts near the boundary between shadow and non-shadow areas. In view of this, inspired by the physical model of shadow formation, we introduce novel soft shadow masks specifically designed for shadow removal. To achieve such soft masks, we propose a SoftShadow framework by leveraging the prior knowledge of pretrained SAM and integrating physical constraints. Specifically, we jointly tune the SAM and the subsequent shadow removal network using penumbra formation constraint loss, mask reconstruction loss, and shadow removal loss. This framework enables accurate predictions of penumbra (partially shaded) and umbra (fully shaded) areas while simultaneously facilitating end-to-end shadow removal. Through extensive experiments on popular datasets, we found that our SoftShadow framework, which generates soft masks, can better restore boundary artifacts, achieve state-of-the-art performance, and demonstrate superior generalizability.

Daniel Geng, Charles Herrmann, Junhwa Hur, Forrester Cole, Serena Zhang, Tobias Pfaff, Tatiana Lopez-Guevara, Yusuf Aytar, Michael Rubinstein, Chen Sun 等

Motion control is crucial for generating expressive and compelling video content; however, most existing video generation models rely mainly on text prompts for control, which struggle to capture the nuances of dynamic actions and temporal compositions. To this end, we train a video generation model conditioned on spatio-temporally sparse or dense motion trajectories. In contrast to prior motion conditioning work, this flexible representation can encode any number of trajectories, object-specific or global scene motion, and temporally sparse motion; due to its flexibility we refer to this conditioning as motion prompts. While users may directly specify sparse trajectories, we also show how to translate high-level user requests into detailed, semi-dense motion prompts, a process we term motion prompt expansion. We demonstrate the versatility of our approach through various applications, including camera and object motion control, "interacting" with an image, motion transfer, and image editing. Our results showcase emergent behaviors, such as realistic physics, suggesting the potential of motion prompts for probing video models and interacting with future generative world models. Finally, we evaluate quantitatively, conduct a human study, and demonstrate strong performance.

Karan Dalal, Daniel Koceja, Jiarui Xu, Yue Zhao, Shihao Han, Ka Chun Cheung, Jan Kautz, Yejin Choi, Yu Sun, Xiaolong Wang

Transformers today still struggle to generate one-minute videos because self-attention layers are inefficient for long context. Alternatives such as Mamba layers struggle to produce coherent scenes because their hidden states are small and less expressive. We experiment with Test-Time Training (TTT) layers, whose hidden states themselves can be neural networks, therefore larger and more expressive. Adding TTT layers into a pre-trained Transformer enables it to generate one-minute videos from text storyboards. We curate a dataset based on Tom and Jerry cartoons as a proof-of-concept benchmark. Compared to baselines such as Mamba 2, Gated DeltaNet, and sliding-window attention layers, TTT layers generate much more coherent videos that tell complete stories, leading by 34 Elo points in a human evaluation of 100 videos per method. Although promising, our results are still limited in physical realism, and the efficiency of our implementation can be further improved. Sample videos, code and annotations are available at: https://test-time-training.github.io/video-dit

Shenghao Ren, Yi Lu, Jiayi Huang, Jiayi Zhao, He Zhang, Tao Yu, Qiu Shen, Xun Cao

Existing human Motion Capture (MoCap) methods mostly focus on the visual similarity while neglecting the physical plausibility. As a result, downstream tasks such as driving virtual human in 3D scene or humanoid robots in real world suffer from issues such as timing drift and jitter, spatial problems like sliding and penetration, and poor global trajectory accuracy. In this paper, we revisit human MoCap from the perspective of interaction between human body and physical world by exploring the role of pressure. Firstly, we construct a large-scale human Motion capture dataset with Pressure, RGB and Optical sensors (named MotionPRO), which comprises 70 volunteers performing 400 types of motion, encompassing a total of 12.4M pose frames. Secondly, we examine both the necessity and effectiveness of the pressure signal through two challenging tasks: (1) pose and trajectory estimation based solely on pressure: We propose a network that incorporates a small kernel decoder and a long-short-term attention module, and proof that pressure could provide accurate global trajectory and plausible lower body pose. (2) pose and trajectory estimation by fusing pressure and RGB: We impose constraints on orthographic similarity along the camera axis and whole-body contact along the vertical axis to enhance the cross-attention strategy to fuse pressure and RGB feature maps. Experiments demonstrate that fusing pressure with RGB features not only significantly improves performance in terms of objective metrics, but also plausibly drives virtual humans (SMPL) in 3D scene. Furthermore, we demonstrate that incorporating physical perception enables humanoid robots to perform more precise and stable actions, which is highly beneficial for the development of embodied artificial intelligence. Project page is available at: https://nju-cite-mocaphumanoid.github.io/MotionPRO/

Chinmay Talegaonkar, Yash Belhe, Ravi Ramamoorthi, Nicholas Antipa

Recently, 3D Gaussian Splatting (3DGS) has enabled photorealistic view synthesis at high inference speeds. However, its splatting-based rendering model makes several approximations to the rendering equation, reducing physical accuracy. We show that splatting and its approximations are unnecessary, even within a rasterizer; we instead volumetrically integrate 3D Gaussians directly to compute the transmittance across them analytically. We use this analytic transmittance to derive more physically accurate alpha values than 3DGS, which can directly be used within their framework. The result is a method that more closely follows the volume rendering equation (similar to ray tracing) while enjoying the speed benefits of rasterization. Our method represents opaque surfaces with higher accuracy and fewer points than 3DGS. This enables it to outperform 3DGS for view synthesis (measured in SSIM and LPIPS). Being volumetrically consistent also enables our method to work out of the box for tomography. We match the state-of-the-art 3DGS-based tomography method with fewer points. Our code is publicly available at: https://github.com/chinmay0301ucsd/Vol3DGS

Zhenghao Zhang, Junchao Liao, Menghao Li, ZuoZhuo Dai, Bingxue Qiu, Siyu Zhu, Long Qin, Weizhi Wang

Recent advancements in Diffusion Transformer (DiT) have demonstrated remarkable proficiency in producing high-quality video content. Nonetheless, the potential of transformer-based diffusion models for effectively generating videos with controllable motion remains an area of limited exploration. This paper introduces Tora, the first trajectory-oriented DiT framework that concurrently integrates textual, visual, and trajectory conditions, thereby enabling scalable video generation with effective motion guidance. Specifically, Tora consists of a Trajectory Extractor (TE), a Spatial-Temporal DiT, and a Motion-guidance Fuser (MGF). The TE encodes arbitrary trajectories into hierarchical spacetime motion patches with a 3D motion compression network. The MGF integrates the motion patches into the DiT blocks to generate consistent videos that accurately follow designated trajectories. Our design aligns seamlessly with DiT's scalability, allowing precise control of video content's dynamics with diverse durations, aspect ratios, and resolutions. Extensive experiments demonstrate that Tora excels in achieving high motion fidelity compared to the foundational DiT model, while also accurately simulating the complex movements of the physical world. Code is made available at https://github.com/alibaba/Tora .

Kumar Ashutosh, Tushar Nagarajan, Georgios Pavlakos, Kris Kitani, Kristen Grauman

Feedback is essential for learning a new skill or improving one's current skill-level. However, current methods for skill-assessment from video only provide scores or compare demonstrations, leaving the burden of knowing what to do differently on the user. We introduce a novel method to generate actionable feedback (AF) from video of a person doing a physical activity, such as basketball or soccer. Our method takes a video demonstration and its accompanying 3D body pose and generates (1) free-form expert commentary describing what the person is doing well and what they could improve, and (2) a visual expert demonstration that incorporates the required corrections. We show how to leverage Ego-Exo4D's videos of skilled activity and expert commentary together with a strong language model to create a weakly-supervised training dataset for this task, and we devise a multimodal video-language model to infer coaching feedback. Our method is able to reason across multi-modal input combinations to output full-spectrum, actionable coaching--expert commentary, expert video retrieval, and expert pose generation--outperforming strong vision-language models on both established metrics and human preference studies.

Xuan Li, Qianli Ma, Tsung-Yi Lin, Yongxin Chen, Chenfanfu Jiang, Ming-Yu Liu, Donglai Xiang

We present Articulated Kinematics Distillation (AKD), a framework for generating high-fidelity character animations by merging the strengths of skeleton-based animation and modern generative models. AKD uses a skeleton-based representation for rigged 3D assets, drastically reducing the Degrees of Freedom (DoFs) by focusing on joint-level control, which allows for efficient, consistent motion synthesis. Through Score Distillation Sampling (SDS) with pre-trained video diffusion models, AKD distills complex, articulated motions while maintaining structural integrity, overcoming challenges faced by 4D neural deformation fields in preserving shape consistency. This approach is naturally compatible with physics-based simulation, ensuring physically plausible interactions. Experiments show that AKD achieves superior 3D consistency and motion quality compared with existing works on text-to-4D generation.

Hesong Li, Ziqi Wu, Ruiwen Shao, Tao Zhang, Ying Fu

Scanning Transmission Electron Microscopy (STEM) enables the observation of atomic arrangements at sub-angstrom resolution, allowing for atomically resolved analysis of the physical and chemical properties of materials. However, due to the effects of noise, electron beam damage, sample thickness, etc, obtaining satisfactory atomic-level images is often challenging. Enhancing STEM images can reveal clearer structural details of materials. Nonetheless, existing STEM image enhancement methods usually overlook unique features in the frequency domain, and existing datasets lack realism and generality. To resolve these issues, in this paper, we develop noise calibration, data synthesis, and enhancement methods for STEM images. We first present a STEM noise calibration method, which is used to synthesize more realistic STEM images. The parameters of background noise, scan noise, and pointwise noise are obtained by statistical analysis and fitting of real STEM images containing atoms. Then we use these parameters to develop a more general dataset that considers both regular and random atomic arrangements and includes both HAADF and BF mode images. Finally, we design a spatial-frequency interactive network for STEM image enhancement, which can explore the information in the frequency domain formed by the periodicity of atomic arrangement. Experimental results show that our data is closer to real STEM images and achieves better enhancement performances together with our network. Code will be available at https://github.com/HeasonLee/SFIN.

Ziyang Xie, Zhizheng Liu, Zhenghao Peng, Wayne Wu, Bolei Zhou

Sim-to-real gap has long posed a significant challenge for robot learning in simulation, preventing the deployment of learned models in the real world. Previous work has primarily focused on domain randomization and system identification to mitigate this gap. However, these methods are often limited by the realism of the simulation and graphics engines. In this work, we propose Vid2Sim, a novel framework that effectively bridges the sim2real gap through a scalable and cost-efficient real2sim pipeline for neural 3D scene reconstruction and simulation. Given a monocular video as input, Vid2Sim can generate photo-realistic and physically interactable 3D simulation environments to enable the reinforcement learning of visual navigation agents in complex urban environments. Extensive experiments demonstrate that Vid2Sim significantly improves the performance of urban navigation in the digital twins and real world by 31.2% and 68.3% in success rate compared with agents trained with prior simulation methods. Code and data will be made publicly available.

He Zhu, Quyu Kong, Kechun Xu, Xunlong Xia, Bing Deng, Jieping Ye, Rong Xiong, Yue Wang

Grounding 3D object affordance is a task that locates objects in 3D space where they can be manipulated, which links perception and action for embodied intelligence. For example, for an intelligent robot, it is necessary to accurately ground the affordance of an object and grasp it according to human instructions. In this paper, we introduce a novel task that grounds 3D object affordance based on language instructions, visual observations and interactions, which is inspired by cognitive science. We collect an Affordance Grounding dataset with Points, Images and Language instructions (AGPIL) to support the proposed task. In the 3D physical world, due to observation orientation, object rotation, or spatial occlusion, we can only get a partial observation of the object. So this dataset includes affordance estimations of objects from full-view, partial-view, and rotation-view perspectives. To accomplish this task, we propose LMAffordance3D, the first multi-modal, language-guided 3D affordance grounding network, which applies a vision-language model to fuse 2D and 3D spatial features with semantic features. Comprehensive experiments on AGPIL demonstrate the effectiveness and superiority of our method on this task, even in unseen experimental settings.

Zhenyang Liu, Yikai Wang, Sixiao Zheng, Tongying Pan, Longfei Liang, Yanwei Fu, Xiangyang Xue

Open-vocabulary 3D visual grounding and reasoning aim to localize objects in a scene based on implicit language descriptions, even when they are occluded. This ability is crucial for tasks such as vision-language navigation and autonomous robotics. However, current methods struggle because they rely heavily on fine-tuning with 3D annotations and mask proposals, which limits their ability to handle diverse semantics and common knowledge required for effective reasoning. To address this, we propose ReasonGrounder, an LVLM-guided framework that uses hierarchical 3D feature Gaussian fields for adaptive grouping based on physical scale, enabling open-vocabulary 3D grounding and reasoning. ReasonGrounder interprets implicit instructions using large vision-language models (LVLM) and localizes occluded objects through 3D Gaussian splatting. By incorporating 2D segmentation masks from the Segment Anything Model (SAM) and multi-view CLIP embeddings, ReasonGrounder selects Gaussian groups based on object scale, enabling accurate localization through both explicit and implicit language understanding, even in novel, occluded views. We also contribute ReasoningGD, a new dataset containing over 10K scenes and 2 million annotations for evaluating open-vocabulary 3D grounding and amodal perception under occlusion. Experiments show that ReasonGrounder significantly improves 3D grounding accuracy in real-world scenarios.

Liang Pan, Zeshi Yang, Zhiyang Dou, Wenjia Wang, Buzhen Huang, Bo Dai, Taku Komura, Jingbo Wang

Synthesizing diverse and physically plausible Human-Scene Interactions (HSI) is pivotal for both computer animation and embodied AI. Despite encouraging progress, current methods mainly focus on developing separate controllers, each specialized for a specific interaction task. This significantly hinders the ability to tackle a wide variety of challenging HSI tasks that require the integration of multiple skills, e.g., sitting down while carrying an object (see Fig. 1). To address this issue, we present TokenHSI, a single, unified transformer-based policy capable of multi-skill unification and flexible adaptation. The key insight is to model the humanoid proprioception as a separate shared token and combine it with distinct task tokens via a masking mechanism. Such a unified policy enables effective knowledge sharing across skills, thereby facilitating the multi-task training. Moreover, our policy architecture supports variable length inputs, enabling flexible adaptation of learned skills to new scenarios. By training additional task tokenizers, we can not only modify the geometries of interaction targets but also coordinate multiple skills to address complex tasks. The experiments demonstrate that our approach can significantly improve versatility, adaptability, and extensibility in various HSI tasks.

Xin Huang, Tengfei Wang, Ziwei Liu, Qing Wang

We present **Material Anything**, a fully-automated, unified diffusion framework designed to generate physically-based materials for 3D objects. Unlike existing methods that rely on complex pipelines or case-specific optimizations, Material Anything offers a robust, end-to-end solution adaptable to objects under diverse lighting conditions. Our approach leverages a pre-trained image diffusion model, enhanced with a triple-head architecture and rendering loss to improve stability and material quality. Additionally, we introduce confidence masks as a dynamic switcher within the diffusion model, enabling it to effectively handle both textured and texture-less objects across varying lighting conditions. By employing a progressive material generation strategy guided by these confidence masks, along with a UV-space material refiner, our method ensures consistent, UV-ready material outputs. Extensive experiments demonstrate our approach outperforms existing methods across a wide range of object categories and lighting conditions.