Understanding complex scenes at multiple levels of abstraction remains a formidable challenge in computer vision. To address this, we introduce Nested Neural Feature Fields (N2F2), a novel approach that employs hierarchical supervision to learn a single feature field, wherein different dimensions within the same high-dimensional feature encode scene properties at varying granularities. Our method allows for a flexible definition of hierarchies, tailored to either the physical dimensions or semantics or both, thereby enabling a comprehensive and nuanced understanding of scenes. We leverage a 2D class-agnostic segmentation model to provide semantically meaningful pixel groupings at arbitrary scales in the image-space, and query the CLIP vision-encoder to obtain language-aligned embeddings for each of these segments. Our proposed hierarchical supervision method then assigns different nested dimensions of the feature field to distill the CLIP embeddings using deferred volumetric rendering at varying physical scales, creating a coarse-to-fine representation. Extensive experiments show that our approach outperforms the state-of-the-art feature field distillation methods on tasks such as such as open-vocabulary 3D segmentation and localization, demonstrating the effectiveness of the learned nested feature field.
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Language is never spoken in a vacuum. It is expressed, comprehended, and contextualized within the holistic backdrop of the speaker's history, actions, and environment. Since humans are used to communicating efficiently with situated language, the practicality of robotic assistants hinge on their ability to understand and act upon implicit and situated instructions. In traditional instruction following paradigms, the agent acts alone in an empty house, leading to language use that is both simplified and artificially "complete." In contrast, we propose situated instruction following, which embraces the inherent underspecification and ambiguity of real-world communication with the physical presence of a human speaker. The meaning of situated instructions naturally unfold through the past actions and the expected future behaviors of the human involved. Specifically, within our settings we have instructions that (1) are ambiguously specified, (2) have temporally evolving intent, (3) can be interpreted more precisely with the agent's dynamic actions. Our experiments indicate that state-of-the-art Embodied Instruction Following (EIF) models lack holistic understanding of situated human intention.
3D reverse engineering, in which a CAD model is inferred given a 3D scan of a physical object, is a research direction that offers many promising practical applications. This paper proposes TransCAD, an end-to-end transformer-based architecture that predicts the CAD sequence from a point cloud. TransCAD leverages the structure of CAD sequences by using a hierarchical learning strategy. A loop refiner is also introduced to regress sketch primitive parameters. Rigorous experimentation on the DeepCAD and Fusion360 datasets show that TransCAD achieves state-of-the-art results. The result analysis is supported with a proposed metric for CAD sequence, the mean Average Precision of CAD Sequence, that addresses the limitations of existing metrics.
Snapshot compressive spectral imaging reconstruction aims to reconstruct three-dimensional spatial-spectral images from a single-shot two-dimensional compressed measurement. Existing state-of-the-art methods are mostly based on deep unfolding structures but have intrinsic performance bottlenecks: i) the ill-posed problem of dealing with heavily degraded measurement, and ii) the regression loss-based reconstruction models being prone to recover images with few details. In this paper, we introduce a generative model, namely the latent diffusion model (LDM), to generate degradation-free prior to enhance the regression-based deep unfolding method by a two-stage training procedure. Furthermore, we propose a Trident Transformer (TT), which extracts correlations among prior knowledge, spatial, and spectral features, to integrate knowledge priors in deep unfolding denoiser, and guide the reconstruction for compensating high-quality spectral signal details. To our knowledge, this is the first approach to integrate physics-driven deep unfolding with generative LDM in the context of CASSI reconstruction. Numeric and visual comparisons on synthetic and real-world datasets illustrate the superiority of our proposed method in both reconstruction quality and computational efficiency. Code will be released.
Detecting and magnifying imperceptible high-frequency motions in real-world scenarios has substantial implications for industrial and medical applications. These motions are characterized by small amplitudes and high frequencies. Traditional motion magnification methods rely on costly high-speed cameras or active light sources, which limit the scope of their applications. In this work, we propose a dual-camera system consisting of an event camera and a conventional RGB camera for video motion magnification, providing temporally-dense information from the event stream and spatially-dense data from the RGB images. This innovative combination enables a broad and cost-effective amplification of high-frequency motions. By revisiting the physical camera model, we observe that estimating motion direction and magnitude necessitates the integration of event streams with additional image features. On this basis, we propose a novel deep network tailored for event-based motion magnification. Our approach utilizes the Second-order Recurrent Propagation module to proficiently interpolate multiple frames while addressing artifacts and distortions induced by magnified motions. Additionally, we employ a temporal filter to distinguish between noise and useful signals, thus minimizing the impact of noise. We also introduced the first event-based motion magnification dataset, which includes a synthetic subset and a real-captured subset for training and benchmarking. Through extensive experiments in magnifying small-amplitude, high-frequency motions, we demonstrate the effectiveness and accuracy of our dual-camera system and network, offering a cost-effective and flexible solution for motion detection and magnification. Both the code and dataset will be released upon publication.
This work addresses a new challenge of understanding human nonverbal interaction in social contexts. Nonverbal signals pervade virtually every communicative act. Our gestures, facial expressions, postures, gaze, even physical appearance all convey messages, without anything being said. Despite their critical role in social life, nonverbal signals receive very limited attention as compared to the linguistic counterparts, and existing solutions typically examine nonverbal cues in isolation. Our study marks the first systematic effort to enhance the interpretation of multifaceted nonverbal signals. First, we contribute a novel large-scale dataset, called NVI, which is meticulously annotated to include bounding boxes for humans and corresponding social groups, along with 22 atomic-level nonverbal behaviors under five broad interaction types. Second, we establish a new task NVI-DET for nonverbal interaction detection, which is formalized as identifying triplets in the form from images. Third, we propose a nonverbal interaction detection hypergraph (NVI-DEHR), a new approach that explicitly models high-order nonverbal interactions using hypergraphs. Central to the model is a dual multi-scale hypergraph that adeptly addresses individual-to-individual and group-to-group correlations across varying scales, facilitating interactional feature learning and eventually improving interaction prediction. Extensive experiments on NVI show that NVI-DEHR improves various baselines significantly in NVI-DET. It also exhibits leading performance on HOI-DET, confirming its versatility in supporting related tasks and strong generalization ability. We hope that our study will offer the community new avenues to explore nonverbal signals in more depth.
In this paper, we introduce a novel text-to-avatar generation method that separately generates the human body and the clothes and allows high-quality animation on the generated avatar. While recent advancements in text-to-avatar generation have yielded diverse human avatars from text prompts, these methods typically combine all elements—clothes, hair, and body—into a single 3D representation. Such an entangled approach poses challenges for downstream tasks like editing or animation. To overcome these limitations, we propose a novel disentangled 3D avatar representation named Sequentially Offset-SMPL (SO-SMPL), building upon the SMPL model. SO-SMPL represents the human body and clothes with two separate meshes but associates them with offsets to ensure the physical alignment between the body and the clothes. Then, we design a Score Distillation Sampling (SDS)-based distillation framework to generate the proposed SO-SMPL representation from text prompts. In comparison with existing text-to-avatar methods, our approach not only achieves higher texture and geometry quality and better semantic alignment with text prompts, but also significantly improves the visual quality of character animation, virtual try-on, and avatar editing. We further show that our method also allows for generating complex garments, such as multi-layered clothes and skirts.
Current Mixed Reality systems aim to estimate a user's full-body joint configurations from just the pose of the end effectors, primarily head and hand poses. Existing methods often involve solving inverse kinematics (IK) to obtain the full skeleton from just these sparse observations, usually directly optimizing the joint angle parameters of a human skeleton. Since this accumulates error through the kinematic tree, predicted end effector poses fail to align with the provided input pose, leading to discrepancies in predicted and actual hand positions or feet that penetrate the ground. In this paper, we first refine the commonly used SMPL parametric model by embedding anatomical constraints that reduce the degrees of freedom for specific parameters to more closely mirror human biomechanics. This ensures that our model leads to physically plausible pose predictions. We then propose NeCoIK, a fully differentiable neural constrained IK solver for full-body motion tracking using just a person's head and hand. NeCoIK is based on swivel angle prediction and perfectly matches input poses while avoiding ground penetration. We evaluate NeCoIK in extensive experiments on motion capture datasets and demonstrate that our method surpasses the state of the art in quantitative and qualitative results at fast inference speed.
Skeleton Action Recognition (SAR) has attracted significant interest for its efficient representation of the human skeletal structure. Despite its advancements, recent studies have raised security concerns in SAR models, particularly their vulnerability to adversarial attacks. However, such strategies are limited to digital scenarios and ineffective in physical attacks, limiting their real-world applicability. To investigate the vulnerabilities of SAR in the physical world, we introduce the Physical Skeleton Backdoor Attacks (PSBA), the first exploration of physical backdoor attacks against SAR. Considering the practicalities of physical execution, we introduce a novel trigger implantation method that integrates infrequent and imperceivable actions as triggers into the original skeleton data. By incorporating a minimal amount of this manipulated data into the training set, PSBA enables the system misclassify any skeleton sequences into the target class when the trigger action is present. We examine the resilience of PSBA in both poisoned and clean-label scenarios, demonstrating its efficacy across a range of datasets, poisoning ratios, and model architectures. Additionally, we introduce a trigger-enhancing strategy to strengthen attack performance in the clean label setting. The robustness of PSBA is tested against three distinct backdoor defenses, and the stealthiness of PSBA is evaluated using two quantitative metrics. Furthermore, by employing a Kinect V2 camera, we compile a dataset of human actions from the real world to mimic physical attack situations, with our findings confirming the effectiveness of our proposed attacks.
sRGB images are now the predominant choice for pre-training visual models in computer vision research, owing to their ease of acquisition and efficient storage. Meanwhile, the advantage of RAW images lies in their rich physical information under variable real-world lighting conditions. For computer vision tasks directly based on camera RAW data, most existing studies adopt methods of integrating image signal processor (ISP) with backend networks, yet often overlook the interaction capabilities between the ISP stages and subsequent networks. Drawing inspiration from ongoing adapter research in NLP and CV areas, we introduce RAW-Adapter, a novel approach aimed at adapting sRGB pre-trained models to camera RAW data. RAW-Adapter comprises input-level adapters that employ learnable ISP stages to adjust RAW inputs, as well as model-level adapters to build connections between ISP stages and subsequent high-level networks. Additionally, RAW-Adapter is a general framework that could be used in various computer vision frameworks. Abundant experiments under different lighting conditions have shown our algorithm's state-of-the-art (SOTA) performance, demonstrating its effectiveness and efficiency across a range of real-world and synthetic datasets. We would release our source code.
Autonomous driving demands high-quality LiDAR data, yet the cost of physical LiDAR sensors presents a significant scaling-up challenge. While recent efforts have explored deep generative models to address this issue, they often consume substantial computational resources with slow generation speeds while suffering from a lack of realism. To address these limitations, we introduce RangeLDM, a novel approach for rapidly generating high-quality range-view LiDAR point clouds via latent diffusion models. We achieve this by correcting range-view data distribution for accurate projection from point clouds to range images via Hough voting, which has a critical impact on generative learning. We then compress the range images into a latent space with a variational autoencoder, and leverage a diffusion model to enhance expressivity. Additionally, we instruct the model to preserve 3D structural fidelity by devising a range-guided discriminator. Experimental results on KITTI-360 and nuScenes datasets demonstrate both the robust expressiveness and fast speed of our LiDAR point cloud generation.
Animating stylized characters to match a reference motion sequence is a highly demanded task in film and gaming industries. Existing methods mostly focus on rigid deformations of characters' body, neglecting local deformations on the apparel driven by physical dynamics. They deform apparel the same way as the body, leading to results with limited details and unrealistic artifacts, e.g. body-apparel penetration. In contrast, we present a novel method aiming for high-quality motion transfer with realistic apparel animation. As existing datasets lack annotations necessary for generating realistic apparel animations, we build a new dataset named MMDMC, which combines stylized characters from the MikuMikuDance community with real-world Motion Capture data. We then propose a data-driven pipeline that learns to disentangle body and apparel deformations via two neural deformation modules. For body parts, we propose a geodesic attention block to effectively incorporate semantic priors into skeletal body deformation to tackle complex body shapes for stylized characters. Since apparel motion can significantly deviate from respective body joints, we propose to model apparel deformation in a non-linear vertex displacement field conditioned on its historic states. Extensive experiments show that our method not only produces superior results but also generalizes to various types of apparel.
The ability to distill object-centric abstractions from intricate visual scenes underpins human-level generalization. Despite the significant progress in object-centric learning methods, learning object-centric representations in the 3D physical world remains a crucial challenge. In this work, we propose SlotLifter, a novel object-centric radiance model that aims to address the challenges of scene reconstruction and decomposition via slot-guided feature lifting. Such a design unites object-centric learning representations and image-based rendering methods, offering state-of-the-art performance in scene decomposition and novel-view synthesis on four challenging synthetic and four complex real-world datasets, outperforming existing 3D object-centric learning methods by a large margin. Through extensive ablative studies, we showcase the efficacy of each design in SlotLifter, shedding light on key insights for potential future directions.
Accurately estimating energy expenditure (EE) is crucial for optimizing athletic training, monitoring daily activity levels, and preventing sports-related injuries. Estimating energy expenditure based on video (E$^\mathit{3}$V) is an appealing research direction. This paper introduces E3V-K5, an authentic dataset of sports videos that significantly enhances the accuracy of EE estimation. The dataset comprises 16,526 video clips from various categories and intensity of sports with continuous calorie readings obtained from the COSMED K5 indirect calorimeter, recognized as the most reliable standard in sports research. Augmented with the heart rate and physical attributes of each subject, the volume, diversity, and authenticity of E3V-K5 surpass all previous video datasets in E$^\mathit{3}$V, making E3V-K5 a cornerstone in this field and facilitating future research. Furthermore, we propose E3SFormer, a novel approach specifically designed for the E3V-K5 dataset, focusing on EE estimation using human skeleton data. E3SFormer consists of two Transformer branches for simultaneous action recognition and EE regression. The attention of joints from the action recognition branch is utilized in assisting the EE regression branch. Extensive experimentation validates E3SFormer's effectiveness, demonstrating its superior performance to existing skeleton-based action recognition models. Our dataset and code will be publicly accessible.
PoseAugment: Generative Human Pose Data Augmentation with Physical Plausibility for IMU-based Motion Capture
PDF ↗The data scarcity problem is a crucial factor that hampers the model performance of IMU-based human motion capture. However, effective data augmentation for IMU-based motion capture is challenging, since it has to capture the physical relations and constraints of human body, while maintaining the data distribution and quality. We propose PoseAugment, a novel pipeline incorporating VAE-based pose generation and physical optimization. Given a pose sequence, the VAE module generates infinite poses with both high fidelity and diversity, while keeping the data distribution. The physical module optimizes poses to satisfy physical constraints with minimal motion restrictions. High-quality IMU data are then synthesized from the augmented poses for training motion capture models. Experiments show that PoseAugment outperforms previous data augmentation and pose generation methods in terms of motion capture accuracy, revealing a strong potential of our method to alleviate the data collection burden for IMU-based motion capture and related tasks driven by human poses.
Realistic object interactions are crucial for creating immersive virtual experiences, yet synthesizing realistic 3D object dynamics in response to novel interactions remains a significant challenge. Unlike unconditional or text-conditioned dynamics generation, action-conditioned dynamics requires perceiving the physical material properties of objects and grounding the 3D motion prediction on these properties, such as object stiffness. However, estimating physical material properties is an open problem due to the lack of material ground-truth data, as measuring these properties for real objects is highly difficult. We present PhysDreamer, a physics-based approach that endows static 3D objects with interactive dynamics by leveraging the object dynamics priors learned by video generation models. By distilling these priors, PhysDreamer enables the synthesis of realistic object responses to novel interactions, such as external forces or agent manipulations. We demonstrate our approach on diverse examples of elastic objects and evaluate the realism of the synthesized interactions through a user study. PhysDreamer takes a step towards more engaging and realistic virtual experiences by enabling static 3D objects to dynamically respond to interactive stimuli in a physically plausible manner.
Generating realistic human grasps is a crucial yet challenging task for applications involving object manipulation in computer graphics and robotics. Existing methods often struggle with generating fine-grained realistic human grasps that ensure all fingers effectively interact with objects, as they focus on encoding hand with the whole representation and then estimating both hand posture and position in a single step. In this paper, we propose a novel Decomposed Vector-Quantized Variational Autoencoder (DVQ-VAE) to address this limitation by decomposing hand into several distinct parts and encoding them separately. This part-aware decomposed architecture facilitates more precise management of the interaction between each component of hand and object, enhancing the overall reality of generated human grasps. Furthermore, we design a newly dual-stage decoding strategy, by first determining the type of grasping under skeletal physical constraints, and then identifying the location of the grasp, which can greatly improve the verisimilitude as well as adaptability of the model to unseen hand-object interaction. In experiments, our model achieved about 14.1% relative improvement in the quality index compared to the state-of-the-art methods in four widely-adopted benchmarks. We will release the code and model.
Modeling the physical contacts between the hand and object is standard for refining inaccurate hand poses and generating novel human grasp in 3D hand-object reconstruction. However, existing methods rely on geometric constraints that cannot be specified or controlled. This paper introduces a novel task of controllable 3D hand-object contact modeling with natural language descriptions. Challenges include i) the complexity of cross-modal modeling from language to contact, and ii) a lack of descriptive text for contact patterns. To address these issues, we propose NL2Contact, a model that generates controllable contacts by leveraging staged diffusion models. Provided with a language description of the hand and contact, NL2Contact generates realistic and faithful 3D hand-object contacts. To train the model, we build ContactDescribe, the first dataset with hand-centered contact descriptions. It contains multi-level and diverse descriptions generated by large language models, based on carefully designed prompts (e.g. grasp action, grasp type, contact location, free finger status). We show applications of our model to grasp pose optimization and novel human grasp generation, both based on a textual contact description.
The stark contrast in the design philosophy of an event camera makes it particularly ideal for operating under high-speed, high dynamic range and low-light conditions, where standard cameras underperform. Nonetheless, event cameras still suffer from some amount of motion blur, especially under these challenging conditions, in contrary to what most think. This is attributed to the limited bandwidth of the event sensor pixel, which is mostly proportional to the light intensity. Thus, to ensure that event cameras can truly excel in such conditions where it has an edge over standard cameras, it is crucial to account for event motion blur in downstream applications, especially reconstruction. However, none of the recent works on reconstructing Neural Radiance Fields (NeRFs) from events, nor event simulators, have considered the full effects of event motion blur. To this end, we propose, Deblur e-NeRF, a novel method to directly and effectively reconstruct blur-minimal NeRFs from motion-blurred events generated under high-speed motion or low-light conditions. The core component of this work is a physically-accurate pixel bandwidth model proposed to account for event motion blur under arbitrary speed and lighting conditions. We also introduce a novel threshold-normalized total variation loss to improve the regularization of large textureless patches. Experiments on real and novel realistically simulated sequences verify our effectiveness. Our code, event simulator and synthetic event dataset will be open-sourced.
Novel-view synthesis based on visible light has been extensively studied. In comparison to visible light imaging, thermal infrared imaging offers the advantage of all-weather imaging and strong penetration, providing increased possibilities for reconstruction in nighttime and adverse weather scenarios. However, thermal infrared imaging is influenced by physical characteristics such as atmospheric transmission effects and thermal conduction, hindering the precise reconstruction of intricate details in thermal infrared scenes, manifesting as issues of floaters and indistinct edge features in synthesized images. To address these limitations, this paper introduces a physics-induced 3D Gaussian splatting method named Thermal3D-GS. Thermal3D-GS begins by modeling atmospheric transmission effects and thermal conduction in three-dimensional media using neural networks. Additionally, a temperature consistency constraint is incorporated into the optimization objective to enhance the reconstruction accuracy of thermal infrared images. Furthermore, to validate the effectiveness of our method, the first large-scale benchmark dataset for this field named Thermal Infrared Novel-view Synthesis Dataset (TI-NSD) is created. This dataset comprises 20 authentic thermal infrared video scenes, covering indoor, outdoor, and UAV(Unmanned Aerial Vehicle) scenarios, totaling 6,664 frames of thermal infrared image data. Based on this dataset, this paper experimentally verifies the effectiveness of Thermal3D-GS. The results indicate that our method outperforms the baseline method with a 3.03 dB improvement in PSNR and significantly addresses the issues of floaters and indistinct edge features present in the baseline method. Our dataset and codebase will be released soon.