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4,294篇论文匹配“Physics”
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Muchen Li, Sammy Christen, Chengde Wan, Yujun Cai, Renjie Liao, Leonid Sigal, Shugao Ma

Current research on generating 3D hand-object interaction motion primarily focuses on in-domain objects. Generalization to unseen objects is essential for practical applications, yet it remains both challenging and largely unexplored.In this paper, we propose LatentHOI, a novel approach designed to tackle the challenges of generalizing hand-object interaction to unseen objects.Our main insight lies in decoupling high-level temporal motion from fine-grained spatial hand-object interactions with a latent diffusion model coupled with a Grasping Variational Autoencoder (GraspVAE). This configuration not only enhances the conditional dependency between spatial grasp and temporal motion but also improves data utilization and reduces overfitting through regularization in the latent space. We conducted extensive experiments in an unseen-object setting on both single-hand grasping and bi-manual motion datasets, including GRAB, DexYCB, and OakInk.Quantitative and qualitative evaluations demonstrate that our method significantly enhances the realism and physical plausibility of generated motions for unseen objects, both in single and bimanual manipulations, compared to the state-of-the-art.

Dingcheng Zhen, Shunshun Yin, Shiyang Qin, Hou Yi, Ziwei Zhang, Siyuan Liu, Gan Qi, Ming Tao

In this work, we introduce the first autoregressive framework for real-time, audio-driven portrait animation, a.k.a, talking head. Beyond the challenge of lengthy animation times, a critical challenge in realistic talking head generation lies in preserving the natural movement of diverse body parts. To this end, we propose Teller, the first streaming audio-driven protrait animation framework with autoregressive motion generation. Specifically, Teller first decomposes facial and body detail animation into two components: Facial Motion Latent Generation (FMLG) based on an autoregressive transfromer, and movement authenticity refinement using a Efficient Temporal Module (ETM).Concretely, FMLG employs a Residual VQ model to map the facial motion latent from the implicit keypoint-based model into discrete motion tokens, which are then temporally sliced with audio embeddings. This enables the AR tranformer to learn real-time, stream-based mappings from audio to motion.Furthermore, Teller incorporate ETM to capture finer motion details. This module ensures the physical consistency of body parts and accessories, such as neck muscles and earrings, improving the realism of these movements.Teller is designed to be efficient, surpassing the inference speed of diffusion-based models (Hallo 20.93s vs. Teller 0.92s for one second video generation), and achieves a real-time streaming performance of up to 25 FPS. Extensive experiments demonstrate that our method outperforms recent audio-driven portrait animation models, especially in small movements, as validated by human evaluations with a significant margin in quality and realism.

Qi Zang, Dong Zhao, Shuang Wang, Dou Quan, Zhun Zhong

Change detection (CD) holds significant implications for Earth observation, in which pseudo-changes between bitemporal images induced by imaging environmental factors are key challenges. Existing methods mainly regard pseudo-changes as a kind of style shift and alleviate it by transforming bitemporal images into the same style using generative adversarial networks (GANs). Nevertheless, their efforts are limited by the complexity of optimizing GANs and the absence of guidance from physical properties. This paper finds that the spectrum transformation (ST) has the potential to mitigate pseudo-changes by aligning in the frequency domain carrying the style. However, the benefit of ST is largely constrained by two drawbacks: 1) limited transformation space and 2) inefficient parameter search. To address these limitations, we propose a Feature Spectrum learning (FeaSpect) that adaptively eliminate pseudo-changes in the latent space. For the drawback 1), FeaSpect directs the transformation towards style-aligned discriminative features via feature spectrum transformation (FST). For the drawback 2), FeaSpect allows FST to be trainable, efficiently discovering optimal parameters via extraction box with adaptive attention and extraction box with learnable strides. Extensive experiments on challenging datasets demonstrate that our method remarkably outperforms existing methods and achieves a commendable trade-off between accuracy and efficiency. Importantly, our method can be easily injected into other frameworks, achieving consistent improvements.

Sirui Xu, Hung Yu Ling, Yu-Xiong Wang, Liang-Yan Gui

Achieving realistic simulations of humans interacting with a wide range of objects has long been a fundamental goal. Extending physics-based motion imitation to complex human-object interactions (HOIs) is challenging due to intricate human-object coupling, variability in object geometries, and artifacts in motion capture data, such as inaccurate contacts and limited hand detail. We introduce InterMimic, a framework that enables a single policy to robustly learn from hours of imperfect MoCap data covering diverse full-body interactions with dynamic and varied objects. Our key insight is to employ a curriculum strategy -- perfect first, then scale up. We first train subject-specific teacher policies to mimic, retarget, and refine motion capture data. Next, we distill these teachers into a student policy, with the teachers acting as online experts providing direct supervision, as well as high-quality references. Notably, we incorporate RL fine-tuning on the student policy to surpass mere demonstration replication and achieve higher-quality solutions. Our experiments demonstrate that InterMimic produces realistic and diverse interactions across multiple HOI datasets. The learned policy generalizes in a zero-shot manner and seamlessly integrates with kinematic generators, elevating the framework from mere imitation to generative modeling of complex human-object interactions.

Yitang Li, Mingxian Lin, Zhuo Lin, Yipeng Deng, Yue Cao, Li Yi

Existing motion generation methods based on mocap data are often limited by data quality and coverage. In this work, we propose a framework that generates diverse, physically feasible full-body human reaching and grasping motions using only brief walking mocap data. Base on the observation that walking data captures valuable movement patterns transferable across tasks and, on the other hand, the advanced kinematic methods can generate diverse grasping poses, which can then be interpolated into motions to serve as task-specific guidance. Our approach incorporates an active data generation strategy to maximize the utility of the generated motions, along with a local feature alignment mechanism that transfers natural movement patterns from walking data to enhance both the success rate and naturalness of the synthesized motions. By combining the fidelity and stability of natural walking with the flexibility and generalizability of task-specific generated data, our method demonstrates strong performance and robust adaptability in diverse scenes and with unseen objects.

Briac Toussaint, Diego Thomas, Jean-Sébastien Franco

SDF-based differential rendering frameworks have achieved state-of-the-art multiview 3D shape reconstruction. In this work, we re-examine this family of approaches by minimally reformulating its core appearance model in a way that simultaneously yields faster computation and increased performance. To this goal, we exhibit a physically-inspired minimal radiance parametrization decoupling angular and spatial contributions, by encoding them with a small number of features stored in two respective volumetric grids of different resolutions. Requiring as little as four parameters per voxel, and a tiny MLP call inside a single fully fused kernel, our approach allows to enhance performance with both surface and image (PSNR) metrics, while providing a significant training speedup and real-time rendering. We show this performance to be consistently achieved on real data over two widely different and popular application fields, generic object and human subject shape reconstruction, using four representative and challenging datasets.

Lu Sang, Zehranaz Canfes, Dongliang Cao, Riccardo Marin, Florian Bernard, Daniel Cremers

Generating realistic intermediate shapes between non-rigidly deformed shapes is a challenging task in computer vision, especially with unstructured data (e.g., point clouds) where temporal consistency across frames is lacking, and topologies are changing. Most interpolation methods are designed for structured data (i.e., meshes) and do not apply to real-world point clouds. In contrast, our approach leverages neural implicit representation (NIR) to enable free-topology changing shape deformation. Unlike previous mesh-based methods, which model learns vertex-based deformation fields, our method learns a continuous velocity field in Euclidean space, making it suitable for less structured data such as point clouds.Additionally, our method does not require intermediate-shape supervision during training; instead, we incorporate physical and geometrical constraints to regularize the velocity field. We reconstruct intermediate surfaces using a modified level-set equation, directly linking our NIR with the velocity field. Experiments show that our method significantly outperforms previous NIR approaches across various scenarios (e.g., noisy, partial, topology-changing, non-isometric shapes) and, for the first time, enables new applications like 4D Kinect sequence upsampling and real-world high-resolution mesh deformation.

Yiming Zhong, Qi Jiang, Jingyi Yu, Yuexin Ma

A dexterous hand capable of grasping any object is essential for the development of general-purpose embodied intelligent robots. However, due to the high degree of freedom in dexterous hands and the vast diversity of objects, generating high-quality, usable grasping poses in a robust manner is a significant challenge. In this paper, we introduce DexGrasp Anything, a method that effectively integrates physical constraints into both the training and sampling phases of a diffusion-based generative model, achieving state-of-the-art performance across nearly all open datasets. Additionally, we present a new dexterous grasping dataset containing over 3.4 million diverse grasping poses for more than 15k different objects, demonstrating its potential to advance universal dexterous grasping. The code of our method and our dataset will be publicly released soon.

Alejandro Castañeda Garcia, Jan Warchocki, Jan van Gemert, Daan Brinks, Nergis Tomen

Extracting physical dynamical system parameters from recorded observations is key in natural science. Current methods for automatic parameter estimation from video train supervised deep networks on large datasets. Such datasets require labels, which are difficult to acquire. While some unsupervised techniques--which depend on frame prediction--exist, they suffer from long training times, initialization instabilities, only consider motion-based dynamical systems, and are evaluated mainly on synthetic data. In this work, we propose an unsupervised method to estimate the physical parameters of known, continuous governing equations from single videos suitable for different dynamical systems beyond motion and robust to initialization. Moreover, we remove the need for frame prediction by implementing a KL-divergence-based loss function in the latent space, which avoids convergence to trivial solutions and reduces model size and compute. We first evaluate our model on synthetic data, as commonly done. After which, we take the field closer to reality by recording Delfys75: our own real-world dataset of 75 videos for five different types of dynamical systems to evaluate our method and others. Our method compares favorably to others. Code and data are available online: https://github.com/Alejandro-neuro/Learning_physics_from_video.

Jungho Lee, Suhwan Cho, Taeoh Kim, Ho-Deok Jang, Minhyeok Lee, Geonho Cha, Dongyoon Wee, Dogyoon Lee, Sangyoun Lee

3D Gaussian Splatting (3DGS) has attracted significant attention for its high-quality novel view rendering, inspiring research to address real-world challenges. While conventional methods depend on sharp images for accurate scene reconstruction, real-world scenarios are often affected by defocus blur due to finite depth of field, making it essential to account for realistic 3D scene representation. In this study, we propose CoCoGaussian, a Circle of Confusion-aware Gaussian Splatting that enables precise 3D scene representation using only defocused images. CoCoGaussian addresses the challenge of defocus blur by modeling the Circle of Confusion (CoC) through a physically grounded approach based on the principles of photographic defocus. Exploiting 3D Gaussians, we compute the CoC diameter from depth and learnable aperture information, generating multiple Gaussians to precisely capture the CoC shape. Furthermore, we introduce a learnable scaling factor to enhance robustness and provide more flexibility in handling unreliable depth in scenes with reflective or refractive surfaces. Experiments on both synthetic and real-world datasets demonstrate that CoCoGaussian achieves state-of-the-art performance across multiple benchmarks.

Théo Bodrito, Olivier Flasseur, Julien Mairal, Jean Ponce, Maud Langlois, Anne-Marie Lagrange

The search for exoplanets is an active field in astronomy, with direct imaging as one of the most challenging methods due to faint exoplanet signals buried within stronger residual starlight. Successful detection requires advanced image processing to separate the exoplanet signal from this nuisance component. This paper presents a novel statistical model that captures nuisance fluctuations using a multi-scale approach, leveraging problem symmetries and a joint spectral channel representation grounded in physical principles. Our model integrates into an interpretable, end-to-end learnable framework for simultaneous exoplanet detection and flux estimation. The proposed algorithm is evaluated against the state of the art using datasets from the SPHERE instrument operating at the Very Large Telescope (VLT). It significantly improves the precision-recall trade-off, notably on challenging datasets that are otherwise unusable by astronomers. The proposed approach is computationally efficient, robust to varying data quality, and well suited for large-scale observational surveys.

Jinliang Zheng, Jianxiong Li, Dongxiu Liu, Yinan Zheng, Zhihao Wang, Zhonghong Ou, Yu Liu, Jingjing Liu, Ya-Qin Zhang, Xianyuan Zhan

Training on diverse, internet-scale data is a key factor in the success of recent large foundation models. Yet, using the same recipe for building embodied agents has faced noticeable difficulties. Despite the availability of many crowd-sourced embodied datasets, their action spaces often exhibit significant heterogeneity due to distinct physical embodiment and control interfaces for different robots, causing substantial challenges in developing embodied foundation models using cross-embodiment data. In this paper, we introduce UniAct, a new embodied foundation modeling framework operating in the Universal Action Space. Our learned universal actions capture the generic behaviors across diverse robots by exploiting their shared structural features, and enable enhanced cross-domain data utilization and cross-embodiment generalizations by eliminating the notorious heterogeneity. Moreover, the universal actions can be efficiently translated back to heterogeneous actionable commands by simply adding embodiment-specific details, from which fast adaptation to new robots becomes simple and straightforward. Our 0.5B instantiation of UniAct outperforms 14X larger SOTA embodied foundation models in extensive evaluations on various real-world and simulation robots, showcasing exceptional cross-embodiment control and adaptation capability, highlighting the crucial benefit of adopting universal actions.

Ting Yu, Yi Lin, Jun Yu, Zhenyu Lou, Qiongjie Cui

Recent advances in human motion prediction (HMP) have shifted focus from isolated motion data to integrating human-scene correlations. In particular, the latest methods leverage human gaze points, using their spatial coordinates to indicate intent--where a person might move within a 3D environment. Despite promising trajectory results, these methods often produce inaccurate poses by overlooking the semantic implications of gaze, specifically the affordances of observed objects, which indicate the possible interactions. To address this, we propose GAP3DS, an affordance-aware HMP model that utilizes gaze-informed object affordances to improve HMP in complex 3D environments. GAP3DS incorporates a gaze-guided affordance learner to identify relevant objects in the scene and infer their affordances based on human gaze, thus contextualizing future human-object interactions. This affordance information, enriched with visual features and gaze data, conditions the generation of multiple human-object interaction poses, which are subsequently decoded into final motion predictions. Extensive experiments on two real-world datasets demonstrate that GAP3DS outperforms state-of-the-art methods in both trajectory and pose accuracy, producing more physically consistent and contextually grounded predictions. For more details and code, please refer to the project page.

Haoyuan Wang, Zhenwei Wang, Xiaoxiao Long, Cheng Lin, Gerhard Hancke, Rynson W.H. Lau

With advances in deep learning models and the availability of large-scale 3D datasets, we have recently witnessed significant progress in single-view 3D reconstruction. However, existing methods often fail to reconstruct physically based material properties given a single image, limiting their applicability in complicated scenarios. This paper presents a novel approach (named MAGE) for generating 3D geometry with realistic decomposed material properties given a single image as input. Our method leverages inspiration from traditional computer graphics deferred rendering pipelines to introduce a multi-view G-buffer estimation model. The proposed model estimates G-buffers for various views as multi-domain images, including XYZ coordinates, normals, albedo, roughness, and metallic properties from a single-view RGB image. To address the inherent ambiguity and inconsistency in generating G-buffers simultaneously, we also formulate a deterministic network from the pretrained diffusion models and propose a lighting response loss that enforces consistency across these domains using PBR principles. Finally, we propose a large-scale synthetic dataset rich in material diversity for our model training. Experimental results demonstrate the effectiveness of our method in producing high-quality 3D meshes with rich material properties. Our code and dataset can be found at https://www.whyy.site/paper/mage.

Zeyi Xu, Jinfan Liu, Kuangxu Chen, Ye Chen, Zhangli Hu, Bingbing Ni

Accurately and efficiently simulating complex fluid dynamics is a challenging task that has traditionally relied on computationally intensive methods. Neural network-based approaches, such as convolutional and graph neural networks, have partially alleviated this burden by enabling efficient local feature extraction. However, they struggle to capture long-range dependencies due to limited receptive fields, and Transformer-based models, while providing global context, incur prohibitive computational costs. To tackle these challenges, we propose AMR-Transformer, an efficient and accurate neural CFD-solving pipeline that integrates a novel adaptive mesh refinement scheme with a Navier-Stokes constraint-aware fast pruning module. This design encourages long-range interactions between simulation cells and facilitates the modeling of global fluid wave patterns, such as turbulence and shockwaves. Experiments show that our approach achieves significant gains in efficiency while preserving critical details, making it suitable for high-resolution physical simulations with long-range dependencies. On CFDBench, PDEBench and a new shockwave dataset, our pipeline demonstrates up to an order-of-magnitude improvement in accuracy over baseline models. Additionally, compared to ViT, our approach achieves a reduction in FLOPs of up to 60 times.

Bojian Wu, Yifan Peng, Ruizhen Hu, Xiaowei Zhou

The challenge of image-based 3D reconstruction for glossy objects lies in separating diffuse and specular components on glossy surfaces from captured images, a task complicated by the ambiguity in discerning lighting conditions and material properties using RGB data alone. While state-of-the-art methods rely on tailored and/or high-end equipment for data acquisition, which can be cumbersome and time-consuming, this work introduces a scalable polarization-aided approach that employs cost-effective acquisition tools. By attaching a linear polarizer to readily available RGB cameras, multi-view polarization images can be captured without the need for advance calibration or precise measurements of the polarizer angle, substantially reducing system construction costs. The proposed approach represents polarimetric BRDF, Stokes vectors, and polarization states of object surfaces as neural implicit fields. These fields, combined with the polarizer angle, are retrieved by optimizing the rendering loss of input polarized images. By leveraging fundamental physical principles for the implicit representation of polarization rendering, our method demonstrates superiority over existing techniques through experiments in public datasets and real captured images on both reconstruction and novel view synthesis.

Benquan Wang, Ruyi An, Jin-Kyu So, Sergei Kurdiumov, Eng Aik Chan, Giorgio Adamo, Yuhan Peng, Yewen Li, Bo An

Optical imaging capable of resolving nanoscale features would revolutionize scientific research and engineering applications across biomedicine, smart manufacturing, and semiconductor quality control. However, due to the physical phenomenon of diffraction, the optical resolution is limited to approximately half the wavelength of light, which impedes the observation of subwavelength objects such as the native state coronavirus, typically smaller than 200 nm. Fortunately, deep learning methods have shown remarkable potential in uncovering underlying patterns within data, promising to overcome the diffraction limit by revealing the mapping pattern between diffraction images and their corresponding ground truth object images. However, the absence of suitable datasets has hindered progress in this field--collecting high-quality optical data of subwavelength objects is highly difficult as these objects are inherently invisible under conventional microscopy, making it impossible to perform standard visual calibration and drift correction. Therefore, we provide the first general optical imaging dataset based on the "building block" concept for challenging the diffraction limit. Drawing an analogy to modular construction principles, we construct a comprehensive optical imaging dataset comprising subwavelength fundamental elements, i.e., small square units that can be assembled into larger and more complex objects. We then frame the task as an image-to-image translation task and evaluate various vision methods. Experimental results validate our "building block" concept, demonstrating that models trained on basic square units can effectively generalize to realistic, more complex unseen objects. Most importantly, by highlighting this underexplored AI-for-science area and its potential, we aspire to advance optical science by fostering collaboration with the vision and machine learning communities.

Lee Chae-Yeon, Oh Hyun-Bin, Han EunGi, Kim Sung-Bin, Suekyeong Nam, Tae-Hyun Oh

Recent advancements in speech-driven 3D talking head generation have made significant progress in lip synchronization. However, existing models still struggle to capture the perceptual alignment between varying speech characteristics and corresponding lip movements. In this work, we claim that three criteria--Temporal Synchronization, Lip Readability, and Expressiveness--are crucial for achieving perceptually accurate lip movements. Motivated by our hypothesis that a desirable representation space exists to meet these three criteria, we introduce a speech-mesh synchronized representation that captures intricate correspondences between speech signals and 3D face meshes. We found that our learned representation exhibits desirable characteristics, and we plug it into existing models as a perceptual loss to better align lip movements to the given speech. In addition, we utilize this representation as a perceptual metric and introduce two other physically grounded lip synchronization metrics to assess how well the generated 3D talking heads align with these three criteria. Experiments show that training 3D talking head generation models with our perceptual loss significantly improve all three aspects of perceptually accurate lip synchronization. Codes and datasets are available at https://perceptual-3d-talking-head.github.io/.

Hiromu Taketsugu, Takeru Oba, Takahiro Maeda, Shohei Nobuhara, Norimichi Ukita

Humans can predict future human trajectories even from momentary observations by using human pose-related cues. However, previous Human Trajectory Prediction (HTP) methods leverage the pose cues implicitly, resulting in implausible predictions. To address this, we propose Locomotion Embodiment, a framework that explicitly evaluates the physical plausibility of the predicted trajectory by locomotion generation under the laws of physics. While the plausibility of locomotion is learned with an indifferentiable physics simulator, it is replaced by our differentiable Locomotion Value function to train an HTP network in a data-driven manner. In particular, our proposed Embodied Locomotion loss is beneficial for efficiently training a stochastic HTP network using multiple heads. Furthermore, the Locomotion Value filter is proposed to filter out implausible trajectories at inference. Experiments demonstrate that our method enhances even the state-of-the-art HTP methods across diverse datasets and problem settings. Our code is available at: https://github.com/ImIntheMiddle/EmLoco.

Mengqing Xue, Yifei Liu, Ling Guo, Shaoli Huang, Changxing Ding

Human-object interaction (HOI) synthesis is crucial for creating immersive and realistic experiences for applications such as virtual reality. Existing methods often rely on simplified object representations, such as the object's centroid or the nearest point to a human, to achieve physically plausible motions. However, these approaches may overlook geometric complexity, resulting in suboptimal interaction fidelity. To address this limitation, we introduce ROG, a novel diffusion-based framework that models the spatiotemporal relationships inherent in HOIs with rich geometric detail. For efficient object representation, we select boundary-focused and fine-detail key points from the object mesh, ensuring a comprehensive depiction of the object's geometry. This representation is used to construct an interactive distance field (IDF), capturing the robust HOI dynamics. Furthermore, we develop a diffusion-based relation model that integrates spatial and temporal attention mechanisms, enabling a better understanding of intricate HOI relationships. This relation model refines the generated motion's IDF, guiding the motion generation process to produce relation-aware and semantically aligned movements. Experimental evaluations demonstrate that ROG significantly outperforms state-of-the-art methods in the realism and semantic accuracy of synthesized HOIs. This paper's code will be released.