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4,294篇论文匹配“Physics”
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Tuur Stuyck, Gene Wei-Chin Lin, Egor Larionov, Hsiao-yu Chen, Aljaz Bozic, Nikolaos Sarafianos, Doug Roble

Realistic hair motion is crucial for high-quality avatars, but it is often limited by the computational resources available for real-time applications. To address this challenge, we propose a novel neural approach to predict physically plausible hair deformations that generalizes to various body poses, shapes, and hair styles. Our model is trained using a self-supervised loss, eliminating the need for expensive data generation and storage. We demonstrate our method's effectiveness through numerous results across a wide range of pose and shape variations, showcasing its robust generalization capabilities and temporally smooth results. Our approach is highly suitable for real-time applications with an inference time of only a few milliseconds on consumer hardware and its ability to scale to predicting 1000 grooms in 0.3 seconds. Code will be released.

Liqun Chen, Yuxuan Li, Jun Dai, Jinwei Gu, Tianfan Xue

Accurate blur estimation is essential for high-performance imaging across various applications. Blur is typically represented by the point spread function (PSF). In this paper, we propose a physics-informed PSF learning framework for imaging systems, consisting of a simple calibration followed by a learning process. Our framework could achieve both high accuracy and universal applicability. Inspired by the Seidel PSF model for representing spatially varying PSF, we identify its limitations in optimization and introduce a novel wavefront-based PSF model accompanied by an optimization strategy, both reducing optimization complexity and improving estimation accuracy. Moreover, our wavefront-based PSF model is independent of lens parameters, eliminate the need for prior knowledge of the lens. To validate our approach, we compare it with recent PSF estimation methods (Degradation Transfer and Fast Two-step) through a deblurring task, where all the estimated PSFs are used to train state-of-the-art deblurring algorithms. Our approach demonstrates improvements in image quality in simulation and also showcases noticeable visual quality improvements on real captured images.

Ziyuan Yang, Yingyu Chen, Zhiwen Wang, Hongming Shan, Yang Chen, Yi Zhang

Reducing radiation doses benefits patients, but the resultant low-dose computed tomography (LDCT) images often suffer from clinically unacceptable noise and artifacts. While deep learning (DL) has shown promise in LDCT reconstruction, it requires large-scale data collection from multiple clients, raising privacy concerns. Federated learning (FL) has been introduced to mitigate these privacy concerns; however, current methods are typically tailored to specific scanning protocols, which limits their generalizability and makes them less effective for unseen protocols. To address these issues, we propose SCAN-PhysFed, a novel SCanning- and ANatomy-level personalized Physics-Driven Federated learning paradigm for LDCT reconstruction. Since the noise distribution in LDCT data is closely tied to scanning protocols and anatomical structures, we propose a dual-level physics-informed way to address these challenges. Specifically, we incorporate physical and anatomical prompts into our physics-informed hypernetworks to capture scanning- and anatomy-specific information, enabling dual-level physics-driven personalization of imaging features. These prompts are derived from the scanning protocol and the radiology report generated by a medical large language model (MLLM). Subsequently, client-specific decoders project these dual-level personalized imaging features back into the image domain. Besides, to tackle the challenge of unseen data, we introduce a novel protocol vector-quantization strategy (PVQS), which ensures consistent performance across new clients by quantifying unseen scanning codes to the closest match in the scanning codebook. Extensive experimental results demonstrate the superior performance of SCAN-PhysFed on public datasets.

Yun Chang, Leonor Fermoselle, Duy Ta, Bernadette Bucher, Luca Carlone, Jiuguang Wang

While recent work in scene reconstruction and understanding has made strides in grounding natural language to physical 3D environments, it is still challenging to ground abstract, high-level instructions to a 3D scene. High-level instructions might not explicitly invoke semantic elements in the scene, and even the process of breaking a high-level task into a set of more concrete subtasks --a process called hierarchical task analysis-- is environment-dependent. In this work, we propose ASHiTA, the first framework that generates a task hierarchy grounded to a 3D scene graph by breaking down high-level tasks into grounded subtasks. ASHiTA alternates LLM-assisted hierarchical task analysis --to generate the task breakdown-- with task-driven scene graph construction to generate a suitable representation of the environment. Our experiments show that ASHiTA performs significantly better than LLM baselines in breaking down high-level tasks into environment-dependent subtasks and is additionally able to achieve grounding performance comparable to state-of-the-art methods

Zhixuan Liang, Yao Mu, Yixiao Wang, Tianxing Chen, Wenqi Shao, Wei Zhan, Masayoshi Tomizuka, Ping Luo, Mingyu Ding

Dexterous manipulation with contact-rich interactions is crucial for advanced robotics. While recent diffusion-based planning approaches show promise for simple manipulation tasks, they often produce unrealistic ghost states (e.g., the object automatically moves without hand contact) or lack adaptability when handling complex sequential interactions. In this work, we introduce DexHandDiff, an interaction-aware diffusion planning framework for adaptive dexterous manipulation. DexHandDiff models joint state-action dynamics through a dual-phase diffusion process which consists of pre-interaction contact alignment and post-contact goal-directed control, enabling goal-adaptive generalizable dexterous manipulation. Additionally, we incorporate dynamics model-based dual guidance and leverage large language models for automated guidance function generation, enhancing generalizability for physical interactions and facilitating diverse goal adaptation through language cues. Experiments on physical interaction tasks such as door opening, pen and block re-orientation, object relocation, and hammer striking demonstrate DexHandDiff's effectiveness on goals outside training distributions, achieving over twice the average success rate (59.2% vs. 29.5%) compared to existing methods. Our framework achieves an average of 70.7% success rate on goal adaptive dexterous tasks, highlighting its robustness and flexibility in contact-rich manipulation.

Navami Kairanda, Marc Habermann, Shanthika Naik, Christian Theobalt, Vladislav Golyanik

3D reconstruction of highly deformable surfaces (e.g. cloths) from monocular RGB videos is a challenging problem, and no solution provides a consistent and accurate recovery of fine-grained surface details. To account for the ill-posed nature of the setting, existing methods use deformation models with statistical, neural, or physical priors. They also predominantly rely on nonadaptive discrete surface representations (e.g. polygonal meshes), perform frame-by-frame optimisation leading to error propagation, and suffer from poor gradients of the mesh-based differentiable renderers. Consequently, fine surface details such as cloth wrinkles are often not recovered with the desired accuracy. In response to these limitations, we propose Thin-Shell-SfT, a new method for non-rigid 3D tracking that represents a surface as an implicit and continuous spatiotemporal neural field. We incorporate continuous thin shell physics prior based on the Kirchhoff-Love model for spatial regularisation, which starkly contrasts the discretised alternatives of earlier works. Lastly, we leverage 3D Gaussian splatting to differentiably render the surface into image space and optimise the deformations based on analysis-by-synthesis principles. Our Thin-Shell-SfT outperforms prior works qualitatively and quantitatively thanks to our continuous surface formulation in conjunction with a specially tailored simulation prior and surface-induced 3D Gaussians. See our project page at https://4dqv.mpi-inf.mpg.de/ThinShellSfT.

Neerja Thakkar, Tara Sadjadpour, Jathushan Rajasegeran, Shiry Ginosar, Jitendra Malik

We introduce a simple framework for predicting the behavior of an agent in multi-agent settings. In contrast to autoregressive (AR) tasks, such as language processing, our focus is on scenarios with multiple agents whose interactions are shaped by physical constraints and internal motivations. To this end, we propose Poly-Autoregressive (PAR) modeling, which forecasts an ego agent's future behavior by reasoning about the ego agent's state history and the past and current states of other interacting agents. At its core, PAR represents the behavior of all agents as a sequence of tokens, each representing an agent's state at a specific timestep. With minimal data pre-processing changes, we show that PAR can be applied to three different problems: human action forecasting in social situations, trajectory prediction for autonomous vehicles, and object pose forecasting during hand-object interaction. Using a small proof-of-concept transformer backbone, PAR outperforms AR across these three scenarios.

Buzhen Huang, Chen Li, Chongyang Xu, Dongyue Lu, Jinnan Chen, Yangang Wang, Gim Hee Lee

Due to visual ambiguities and inter-person occlusions, existing human pose estimation methods cannot recover plausible close interactions from in-the-wild videos. Even state-of-the-art large foundation models (e.g., SAM) cannot accurately distinguish human semantics in such challenging scenarios. In this work, we find that human appearance can provide a straightforward cue to address these obstacles. Based on this observation, we propose a dual-branch optimization framework to reconstruct accurate interactive motions with plausible body contacts constrained by human appearances, social proxemics, and physical laws. Specifically, we first train a diffusion model to learn the human proxemic behavior and pose prior knowledge. The trained network and two optimizable tensors are then incorporated into a dual-branch optimization framework to reconstruct human motions and appearances. Several constraints based on 3D Gaussians, 2D keypoints, and mesh penetrations are also designed to assist the optimization. With the proxemics prior and diverse constraints, our method is capable of estimating accurate interactions from in-the-wild videos captured in complex environments. We further build a dataset with pseudo ground-truth interaction annotations, which may promote future research on pose estimation and human behavior understanding. Experimental results on several benchmarks demonstrate that our method outperforms existing approaches. The code and data are available at https://www.buzhenhuang.com/works/CloseApp.html.

Zhuoran Du, Shaodi You, Cheng Cheng, Shikui Wei

Hyperspectral images (HSI) densely sample the world in both the space and frequency domains and, therefore, are more distinctive than RGB images. Usually, HSI needs to be calibrated to minimize the impact of various illumination conditions. The traditional way to calibrate HSI utilizes a physical reference, which involves manual operations, occlusions, and/or limits camera mobility. These limitations inspire this paper to automatically calibrate HSIs using a learning-based method. Towards this goal, a large-scale HSI calibration dataset, which has 765 high-quality HSI pairs covering diversified natural scenes and illuminations, is created. The dataset is further expanded to 7650 pairs by combining with 10 different physically measured illuminations. A spectral illumination transformer (SIT) together with an illumination attention module is proposed. Extensive benchmarks demonstrate the SoTA performance of the proposed SIT. The benchmarks also indicate that low-light conditions are more challenging than normal conditions. The dataset and codes are available online: https://github.com/duranze/Automatic-spectral-calibration-of-HSI.

Feixiang He, Jiangbei Yue, Jialin Zhu, Armin Seyfried, Dan Casas, Julien Pettré, He Wang

Video-based high-density crowd analysis and prediction has been a long-standing topic in computer vision. It is notoriously difficult due to, but not limited to, the lack of high-quality data and complex crowd dynamics. Consequently, it has been relatively under studied. In this paper, we propose a new approach that aims to learn from in-the-wild videos, often with low quality where it is difficult to track individuals or count heads. The key novelty is a new physics prior to model crowd dynamics. We model high-density crowds as active matter, a continumm with active particles subject to stochastic forces, named `crowd material'. Our physics model is combined with neural networks, resulting in a neural stochastic differential equation system which can mimic the complex crowd dynamics. Due to the lack of similar research, we adapt a range of existing methods which are close to ours, and other possible alternatives for comparison. Through exhaustive evaluation, we show our model outperforms existing methods in analyzing and forecasting extremely high-density crowds. Furthermore, since our model is a continuous-time physics model, it can be used for simulation and analysis, providing strong interpretability. This is categorically different from most deep learning methods, which are discrete-time models and black-boxes.

Kwan-Yee Lin, Stella X. Yu

Hiking on complex trails demands balance, agility, and adaptive decision-making over unpredictable terrain. Current humanoid research remains fragmented and inadequate for hiking: locomotion focuses on motor skills without long-term goals or situational awareness, while semantic navigation overlooks real-world embodiment and local terrain variability. We propose training humanoids to hike on complex trails, fostering integrative skill development across visual perception, decision making, and motor execution. We develop LEGO-H, a learning framework that enables a humanoid with vision to hike complex trails independently. It has two key innovations. (1) A Temporal Vision Transformer anticipates future steps to guide locomotion, unifying local movement and goal-directed navigation. (2) Latent representations of joint movement patterns combined with hierarchical metric learning allow smooth policy transfer from privileged training to real-world training. These techniques enable LEGO-H to handle diverse physical and environmental challenges without relying on predefined motion patterns. Experiments on diverse simulated hiking trails and humanoids with different morphologies demonstrate LEGO-H's robustness and versatility, establishing a strong foundation for future humanoid development.

Ziqi Cai, Shuchen Weng, Yifei Xia, Boxin Shi

Achieving joint control over material properties, lighting, and high-level semantics in images is essential for applications in digital media, advertising, and interactive design. Existing methods often isolate these properties, lacking a cohesive approach to manipulating materials, lighting, and semantics simultaneously. We introduce PhyS-EdiT, a novel diffusion-based model that enables precise control over four critical material properties: roughness, metallicity, albedo, and transparency while integrating lighting and semantic adjustments within a single framework. To facilitate this disentangled control, we present PR-TIPS, a large and diverse synthetic dataset designed to improve the disentanglement of material and lighting effects. PhyS-EdiT incorporates a dual-network architecture and robust training strategies to balance low-level physical realism with high-level semantic coherence, supporting localized and continuous property adjustments. Extensive experiments demonstrate the superiority of PhyS-EdiT in editing both synthetic and real-world images, achieving state-of-the-art performance on material, lighting, and semantic editing tasks.

Yang Zheng, Menglei Chai, Delio Vicini, Yuxiao Zhou, Yinghao Xu, Leonidas Guibas, Gordon Wetzstein, Thabo Beeler

We present GroomLight, a novel method for relightable hair appearance modeling from multi-view images. Existing hair capture methods struggle to balance photorealistic rendering with relighting capabilities. Analytical material models, while physically grounded, often fail to fully capture appearance details. Conversely, neural rendering approaches excel at view synthesis but generalize poorly to novel lighting conditions. GroomLight addresses this challenge by combining the strengths of both paradigms. It employs an extended hair BSDF model to capture primary light transport and a light-aware residual model to reconstruct the remaining details. We further propose a hybrid inverse rendering pipeline to optimize both components, enabling high-fidelity relighting, view synthesis, and material editing. Extensive evaluations on real-world hair data demonstrate state-of-the-art performance of our method. Our project website is at: https://syntec-research.github.io/GroomLight.

Steeven Janny, Hervé Poirier, Leonid Antsfeld, Guillaume Bono, Gianluca Monaci, Boris Chidlovskii, Francesco Giuliari, Alessio Del Bue, Christian Wolf

Progress in Embodied AI has made it possible for end-to-end-trained agents to navigate in photo-realistic environments with high-level reasoning and zero-shot or language-conditioned behavior, but evaluations and benchmarks are still dominated by simulation. In this work, we focus on the fine-grained behavior of fast-moving real robots and present a large-scale experimental study involving \numepisodes navigation episodes in a real environment with a physical robot, where we analyze the type of reasoning emerging from end-to-end training. In particular, we study the presence of realistic dynamics which the agent learned for open-loop forecasting, and their interplay with sensing. We analyze the way the agent uses latent memory to hold elements of the scene structure and information gathered during exploration. We probe the planning capabilities of the agent, and find in its memory evidence for somewhat precise plans over a limited horizon. Furthermore, we show in a post-hoc analysis that the value function learned by the agent relates to long-term planning. Put together, our experiments paint a new picture on how using tools from computer vision and sequential decision making have led to new capabilities in robotics and control. An interactive tool is available at https://visual-navigation-reasoning.github.io

Hyunseop Kim, Hyo-Jun Lee, Yonguk Lee, Jinu Lee, Hanul Kim, Yeong Jun Koh

Recently, 3D multi-object tracking (MOT) has widely adopted the standard tracking-by-detection paradigm, which solves the association problem between detections and tracks. Many tracking-by-detection approaches establish constrained relationships between detections and tracks using a distance threshold to reduce confusion during association. However, this approach does not effectively and comprehensively utilize the information regarding objects due to the constraints of the distance threshold. In this paper, we propose GRAE-3DMOT, Geometry Relation-Aware Encoder 3D Multi-Object Tracking, which contains a geometric relation-aware encoder to produce informative features for association. The geometric relation-aware encoder consists of three components: a spatial relation-aware encoder, a spatiotemporal relation-aware encoder, and a distance-aware feature fusion layer. The spatial relation-aware encoder effectively aggregates detection features by comprehensively exploiting as many detections as possible. The spatiotemporal relation-aware encoder provides spatiotemporal relation-aware features by combing spatial and temporal relation features, where the spatiotemporal relation-aware features are transformed into association scores for MOT. The distance-aware feature fusion layer is integrated into both encoders to enhance the relation features of physically proximate objects. Experimental results demonstrate that the proposed GRAE-3DMOT outperforms the state-of-the-art on the nuScenes. Our approach achieves 73.7% and 70.2% AMOTA on the nuScenes validation and test sets using CenterPoint detections.

Bo Wang, Dingwei Tan, Yen-Ling Kuo, Zhaowei Sun, Jeremy M. Wolfe, Tat-Jen Cham, Mengmi Zhang

Imagine searching a collection of coins for quarters (0.25), dimes (0.10), nickels (0.05), and pennies (0.01)--a hybrid foraging task where observers search for multiple instances of multiple target types. In such tasks, how do target values and their prevalence influence foraging and eye movement behaviors (e.g., should you prioritize rare quarters or common nickels)? To explore this, we conducted human psychophysics experiments, revealing that humans are proficient reward foragers. Their eye fixations are drawn to regions with higher average rewards, fixation durations are longer on more valuable targets, and their cumulative rewards exceed chance, approaching the upper bound of optimal foragers. To probe these decision making process of humans, we developed a transformer-based Visual Forager (VF) model trained via reinforcement learning. Our VF model takes a series of targets, their corresponding values, and the search image as inputs, processes the images using foveated vision, and produces a sequence of eye movements along with decisions on whether to click on each fixated item. Our model outperforms all baselines, achieves cumulative rewards comparable to those of humans, and closely mirrors human foraging behavior in eye movements and click biases. Furthermore, stress tests on out-of-distribution tasks with novel targets, unseen values, and varying set sizes demonstrate the VF model's effective generalization. Our work offers valuable insights into the relationship between eye movements and decision-making, with our model serving as a powerful tool for further exploration of this connection. All data, code, and models are available at https://github.com/ZhangLab-DeepNeuroCogLab/visual-forager.

Felix Vogel, Walid Bousselham, Anna Kukleva, Nina Shvetsova, Hilde Kuehne

Vision-language foundation models have shown impressive capabilities across various zero-shot tasks, including training-free localization and grounding, primarily focusing on localizing objects in images. However, leveraging those capabilities to localize actions and events in videos is challenging, as actions have less physical outline and are usually described by higher-level concepts.In this work, we propose VideoGEM, the first training-free spatial action grounding method based on pretrained image- and video-language backbones. Namely, we adapt the self-self attention formulation of GEM to spatial activity grounding. We observe that high-level semantic concepts, such as actions, usually emerge in the higher layers of the image- and video-language models. We, therefore, propose a layer weighting in the self-attention path to prioritize higher layers. Additionally, we introduce a dynamic weighting method to automatically tune layer weights to capture each layer's relevance to a specific prompt. Finally, we introduce a prompt decomposition, processing action, verb, and object prompts separately, resulting in a better spatial localization of actions. We evaluate the proposed approach on three image- and video-language backbones, CLIP, OpenCLIP, and ViCLIP, and on four video grounding datasets, V-HICO, DALY, YouCook-Interactions, and GroundingYouTube, showing that the proposed training-free approach is able to outperform current trained state-of-the-art approaches for spatial video grounding.

Chenhao Li, Taishi Ono, Takeshi Uemori, Sho Nitta, Hajime Mihara, Alexander Gatto, Hajime Nagahara, Yusuke Moriuchi

Recent inverse rendering methods have improved shape, material, and illumination reconstruction using polarization cues. However, they only support dielectrics, ignoring conductors, which are common in everyday life. Since conductors and dielectrics have different reflection properties, using previous dielectrics-based methods will lead to obvious errors. In addition, conductors are glossy, which may cause strong specular reflection and is hard to reconstruct. To solve the above issues, we propose NeISF++, an inverse rendering pipeline that supports conductors and dielectrics. The key ingredient for our proposal is a general pBRDF that describes both conductors and dielectrics. As for the strong specular reflection problem, we propose a novel geometry initialization method using DoLP images. This physical cue is invariant to intensities and thus robust to strong specular reflections. Experimental results on our synthetic and real datasets show that our method surpasses the existing polarized inverse rendering methods for geometry and material decomposition as well as downstream tasks like relighting.

Yu Yuan, Xijun Wang, Yichen Sheng, Prateek Chennuri, Xingguang Zhang, Stanley Chan

Image generation today can produce somewhat realistic images from text prompts. However, if one asks the generator to synthesize a specific camera setting such as creating different fields of view using a 24mm lens versus a 70mm lens, the generator will not be able to interpret and generate scene-consistent images. This limitation not only hinders the adoption of generative tools in professional photography but also highlights the broader challenge of aligning data-driven models with real-world physical settings. In this paper, we introduce Generative Photography, a framework that allows controlling camera intrinsic settings during content generation. The core innovation of this work are the concepts of Dimensionality Lifting and Differential Camera Intrinsics Learning, enabling smooth and consistent transitions across different camera settings. Experimental results show that our method produces significantly more scene-consistent photorealistic images than state-of-the-art models such as Stable Diffusion 3 and FLUX. Our code and additional results are available at https://generative-photography.github.io/project.

Ludwic Leonard, Nils Thurey, Rüdiger Westermann

We introduce a single-view reconstruction technique of volumetric fields in which multiple light scattering effects are omnipresent, such as in clouds. We model the unknown distribution of volumetric fields using an unconditional diffusion model trained on a novel benchmark dataset comprising 1,000 synthetically simulated volumetric density fields. The neural diffusion model is trained on the latent codes of a novel, diffusion-friendly, monoplanar representation. The generative model is used to incorporate a tailored parametric diffusion posterior sampling technique into different reconstruction tasks. A physically-based differentiable volume renderer is employed to provide gradients with respect to light transport in the latent space. This stands in contrast to classic NeRF approaches and makes the reconstructions better aligned with observed data. Through various experiments, we demonstrate single-view reconstruction of volumetric clouds at a previously unattainable quality.