The ability to understand physical dynamics is critical for agents to act in the world. Here, we use Counterfactual World Modeling (CWM) to extract vision structures for dynamics understanding. CWM uses a temporally-factored masking policy for masked prediction of video data without annotations. This policy enables highly effective ``counterfactual prompting'' of the predictor, allowing a spectrum of visual structures to be extracted from a single pre-trained predictor in a zero-shot manner. We demonstrate that these structures are useful for physical dynamics understanding, allowing CWM to achieve the state-of-the-art performance on the Physion benchmark.
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The correct insertion of virtual objects in images of real-world scenes requires a deep understanding of the scene's lighting, geometry and materials, as well as the image formation process. While recent large-scale diffusion models have shown strong generative and inpainting capabilities, we find that current models do not sufficiently ``understand'' the scene shown in a single picture to generate consistent lighting effects (shadows, bright reflections, etc.) while preserving the identity and details of the composited object. We propose using a personalized large diffusion model as guidance to a physically based inverse rendering process. Our method recovers scene lighting and tone-mapping parameters, allowing the photorealistic composition of arbitrary virtual objects in single frames or videos of indoor or outdoor scenes. Our physically based pipeline further enables automatic materials and tone-mapping refinement.
Conventional imaging requires a line of sight to create accurate visual representations of a scene. In certain circumstances, however, obtaining a suitable line of sight may be impractical, dangerous, or even impossible. Non-line-of-sight (NLOS) imaging addresses this challenge by reconstructing the scene from indirect measurements. Recently, passive NLOS methods that use an ordinary photograph of the subtle shadow cast onto a visible wall by the hidden scene have gained interest. These methods are currently limited to 1D or low-resolution 2D color imaging, or localization of a hidden object whose shape is approximately known. Here, we generalize this class of methods and demonstrate a 3D reconstruction of a hidden scene from an ordinary NLOS photograph. To achieve this, we propose a novel reformulation of the light transport model that conveniently decomposes the hidden scene into light-occluding and non-light-occluding components to yield a separable non-linear least squares (SNLLS) inverse problem for reconstructing the hidden scene. We develop two solutions: A gradient-based optimization method and a physics-inspired neural network approach, which we call Soft Shadow diffusion (SSD). Despite the challenging ill-conditioned inverse problem encountered here, our approaches are effective on numerous 3D scenes in real experimental scenarios. Although SSD is trained in simulation only, it generalizes well to both unseen classes and real-world NLOS scenes.
We propose a novel neural network approach, LARP (Learned Articulated Rigid body Physics), to model the dynamics of articulated human motion with contact. Our goal is to develop a faster and more convenient methodological alternative to traditional physics simulators for use in computer vision tasks such as human motion reconstruction from video. To that end we introduce a training procedure and model components that support the construction of a recurrent neural architecture to accurately simulate articulated rigid body dynamics. Our neural architecture supports features typically found in traditional physics simulators, such as modeling of joint motors, variable dimensions of body parts, contact between body parts and objects, and is an order of magnitude faster than traditional systems when multiple simulations are run in parallel. To demonstrate the value of LARP we use it as a drop-in replacement for a state of the art classical non-differentiable simulator in an existing video-based reconstruction framework and show comparative or better 3D human pose reconstruction accuracy.
Localizing and recognizing objects in the open-ended physical world poses a long-standing challenge within the domain of machine perception. Recent methods have endeavored to address the issue by employing a class-agnostic mask (or box) proposal model, complemented by an open-vocabulary classifier (e.g., CLIP) using pre-extracted text embeddings. However, it is worth noting that these open-vocabulary recognition models still exhibit limitations in practical applications. On one hand, they rely on the provision of class names during testing, where the recognition performance heavily depends on this predefined set of semantic classes by users. On the other hand, when training with multiple datasets, human intervention is required to alleviate the label definition conflict between them. In this paper, we introduce the OmniScient Model (OSM), a novel Large Language Model (LLM) based mask classifier, as a straightforward and effective solution to the aforementioned challenges. Specifically, OSM predicts class labels in a generative manner, thus removing the supply of class names during both training and testing. It also enables cross-dataset training without any human interference, exhibiting robust generalization capabilities due to the world knowledge acquired from the LLM. By combining OSM with an off-the-shelf mask proposal model, we present promising results on various benchmarks, and demonstrate its effectiveness in handling novel concepts. Code will be made available.
Spectral imaging offers the capability to unveil hidden details within the world around us. However, to fully harness this potential, it is imperative to develop effective spectral demosaicing techniques. Despite the success of learning based spectral demosaicing methods, three challenges hinder their practical use. Firstly, existing convolutional neural networks and attention-based models, struggle to capture spectral similarities and long-range dependencies. Secondly, their performance is unstable when optical characteristics, like multispectral filter array (MSFA) arrangement and wavelength distribution, change. Lastly, they lack a structured approach to incorporating imaging system physics, such as MSFA pattern. Addressing these challenges, our paper introduces the Wavelength Embedding guided Filter Array Attention Transformer (WeFAT) for effective spectral demosaicing. Specifically, akin to timestep embedding in denoising diffusion models, we propose a Wavelength Embedding guided Multi-head Self-Attention (We-MSA) mechanism to imbue our model with wavelength memory, facilitating adaptation to diverse cameras. This approach treats each spectral feature as a token, directly integrating wavelength information into attention calculation. Additionally, we developed a MSFA-attention Mechanism (MaM) steering We-MSA to focus on spatial regions yielding high-quality spectral data. Experimental results affirm that WeFAT exhibits strong performance consistency across diverse cameras characterized by varying spectral distributions and MSFA patterns, trained solely on ARAD dataset. It also outperforms current state-of-the-art methods in both simulated and real datasets.
Planning for the ego vehicle is the ultimate goal of autonomous driving. Although deep learning-based methods have been widely applied to predict future trajectories of other agents in traffic scenes, directly using them to plan for the ego vehicle is often unsatisfactory. This is due to misaligned objectives during training and deployment: a planner that only aims to imitate human driver trajectories is insufficient to accomplish driving tasks well. We argue that existing training processes may not endow models with an understanding of how the physical world evolves. To address this gap, we propose RaSc, which stands for Risk-aware Self-consistent imitation learning. RaSc not only imitates driving trajectories, but also learns the motivations behind human driver behaviors (to be risk-aware) and the consequences of its own actions (by being self-consistent). These two properties stem from our novel prediction branch and training objectives regarding Time-To-Collision (TTC). Moreover, we enable the model to better mine hard samples during training by checking its self-consistency. Our experiments on the large-scale real-world nuPlan dataset demonstrate that RaSc outperforms previous state-of-the-art learning-based methods, in both open-loop and, more importantly, closed-loop settings.
Current 3D content generation approaches build on diffusion models that output RGB images. Modern graphics pipelines, however, require physically-based rendering (PBR) material properties. We propose to model the PBR image distribution directly, avoiding photometric inaccuracies in RGB generation and the inherent ambiguity in extracting PBR from RGB. Existing paradigms for cross-modal fine-tuning are not suited for PBR generation due to both a lack of data and the high dimensionality of the output modalities: we overcome both challenges by retaining a frozen RGB model and tightly linking a newly trained PBR model using a novel cross-network communication paradigm. As the base RGB model is fully frozen, the proposed method does not risk catastrophic forgetting during fine-tuning and remains compatible with techniques such as IPAdapter pretrained for the base RGB model. We validate our design choices, robustness to data sparsity, and compare against existing paradigms with an extensive experimental section.
We propose an adaptive training scheme for unsupervised medical image registration. Existing methods rely on image reconstruction as the primary supervision signal. However, nuisance variables (e.g. noise and covisibility) often cause the loss of correspondence between medical images, violating the Lambertian assumption in physical waves (e.g. ultrasound) and consistent image acquisition. As the unsupervised learning scheme relies on intensity constancy between images to establish correspondence for reconstruction, this introduces spurious error residuals that are not modeled by the typical training objective. To mitigate this, we propose an adaptive framework that re-weights the error residuals with a correspondence scoring map during training, preventing the parametric displacement estimator from drifting away due to noisy gradients, which leads to performance degradation. To illustrate the versatility and effectiveness of our method, we tested our framework on three representative registration architectures across three medical image datasets along with other baselines. Our adaptive framework consistently outperforms other methods both quantitatively and qualitatively. Paired t-tests show that our improvements are statistically significant. Code available at: \url{https://anonymous.4open.science/r/AdaCS-E8B4/}.
3D vision-language grounding, which aims to align language with 3D physical environments, stands as a cornerstone in developing embodied agents. In comparison to recent advancements in the 2D domain, grounding language in 3D scenes faces two significant challenges: (i) the scarcity of paired 3D vision-language data to support grounded learning of 3D scenes, especially considering complexities within diverse object configurations, rich attributes, and intricate relationships; and (ii) the absence of a unified learning framework to distill knowledge from grounded 3D data. In this work, we aim to address these major challenges in 3D vision-language by examining the potential of systematically upscaling 3D vision-language learning in indoor environments. We introduce the first million-scale 3D vision-language dataset, SceneVerse, encompassing about 68K 3D indoor scenes and comprising 2.5M vision-language pairs derived from both human annotations and our scalable scene-graph-based generation approach. We demonstrate that this scaling allows for a unified pre-training framework, Grounded Pre-training for Scenes (GPS), for 3D vision-language learning. Through extensive experiments, we showcase the effectiveness of GPS by achieving state-of-the-art performance on existing 3D visual grounding and question-answering benchmarks. We also show that the data scale-up effect is not limited to GPS, but is generally beneficial for 3D models on 3D vision-language (3D-VL) tasks like semantic segmentation. The vast potential of SceneVerse and GPS is unveiled through zero-shot transfer experiments in the challenging 3D vision-language tasks.
Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motion
PDF ↗High-quality scene reconstruction and novel view synthesis based on Gaussian Splatting (3DGS) typically require steady, high-quality photographs, often impractical to capture with handheld cameras. We present a method that adapts to camera motion and allows high-quality scene reconstruction with handheld video data suffering from motion blur and rolling shutter distortion. Our approach is based on detailed modelling of the physical image formation process and utilizes velocities estimated using visual-inertial odometry (VIO). Camera poses are considered non-static during the exposure time of a single image frame and camera poses are further optimized in the reconstruction process. We formulate a differentiable rendering pipeline that leverages screen space approximation to efficiently incorporate rolling-shutter and motion blur effects into the 3DGS framework. Our results with both synthetic and real data demonstrate superior performance in mitigating camera motion over existing methods, thereby advancing 3DGS in naturalistic settings.
Generating realistic human motion is an important task in many computer vision and graphics applications. The rich diversity of human body shapes and sizes significantly influences how people move. However, existing motion models typically ignore these differences and use a normalized, average body size. This leads to a homogenization of motion across human bodies that limits diversity and that may not align with their physical attributes. We propose a novel approach to learn a generative motion model conditioned on body shape. We demonstrate that it is possible to learn such a model from unpaired training data using cycle consistency and intuitive physics and stability constraints that model the correlation between identity and movement. The resulting model produces diverse, physically plausible, dynamically stable human motions that are quantitatively and qualitatively more realistic than the existing state of the art.
While neural rendering has demonstrated impressive capabilities in 3D scene reconstruction and novel view synthesis, it heavily relies on high-quality sharp images and accurate camera poses. Numerous approaches have been proposed to train Neural Radiance Fields (NeRF) with motion-blurred images, commonly encountered in real-world scenarios such as low-light or long-exposure conditions. However, the implicit representation of NeRF struggles to accurately recover intricate details from severely motion-blurred images and cannot achieve real-time rendering. In contrast, recent advancements in 3D Gaussian Splatting achieve high-quality 3D scene reconstruction and real-time rendering by explicitly optimizing point clouds as Gaussian spheres. In this paper, we introduce a novel approach, named BAD-Gaussians (Bundle Adjusted Deblur Gaussian Splatting), which leverages explicit Gaussian representation and handles severe motion-blurred images with inaccurate camera poses to achieve high-quality scene reconstruction. Our method models the physical image formation process of motion-blurred images and jointly learns the parameters of Gaussians while recovering camera motion trajectories during exposure time. In our experiments, we demonstrate that BAD-Gaussians not only achieves superior rendering quality compared to previous state-of-the-art deblur neural rendering methods on both synthetic and real datasets but also enables real-time rendering capabilities.
This study advances material classification using Spectral Sub-Surface Scattering (S4) measurements. While spectrum and subsurface scattering measurements have, individually, been used extensively in material classification, we argue that the strong spectral dependence of subsurface scattering lends itself to highly discriminative features. However, obtaining S4 measurements requires a time-consuming hyperspectral scan. We avoid this by showing that a carefully chosen 2D projection of the S4 point spread function is sufficient for material estimation; specifically, we show that the parameters defining a physics model for S4 can be estimated from this 2D projection. We also design and implement a novel imaging setup, consisting of a point-array illumination and a spectrally-dispersing camera, to make the 2D projections. Through comprehensive experiments, we demonstrate the superiority of S4 imaging over spectral and sub-surface scattering measurements.
CPT-VR: Improving Surface Rendering via Closest Point Transform with View-Reflection Appearance
PDF ↗Differentiable surface rendering has significantly advanced 3D reconstruction. Existing surface rendering methods assume that the local surface is planar, and thus employ linear approximation based on the Singed Distance Field (SDF) values to predict the point on the surface. However, this assumption overlooks the inherently irregular and non-planar nature of object surfaces in the real world. Consequently, the approximate points tend to deviate from the zero-level set, affecting the fidelity of the reconstructed shape. In this paper, we propose a novel surface rendering method termed CPT-VR, which leverages the Closet Point Transform (CPT) and View and Reflection direction vectors to enhance the quality of reconstruction. Specifically, leveraging the physical property of CPT that accurately projects points near the surface onto the zero-level set, we correct the deviated points, thus achieving an accurate geometry representation. Based on our accurate geometry representation, incorporating the reflection vector into our method can facilitate the appearance modeling of specular regions. Moreover, to enable our method to no longer be dependent on any prior knowledge of the background, we present a background model to learn the background appearance. Compared to previous state-of-the-art methods, CPT-VR achieves better surface reconstruction quality, even for cases with complex structures and specular highlights.
Amid the surge in generic text-to-video generation, the field of personalized human video generation has witnessed notable advancements, primarily concentrated on single-person scenarios. However, to our knowledge, the domain of two-person interactions, particularly in the context of martial arts combat, remains uncharted. We identify a significant gap: existing models for single-person dancing generation prove insufficient for capturing the subtleties and complexities of two engaged fighters, resulting in challenges such as identity confusion, anomalous limbs, and action mismatches. To address this, we introduce a pioneering new task, Personalized Martial Arts Combat Video Generation. Our approach, MagicFight, is specifically crafted to overcome these hurdles. Given this pioneering task, we face a lack of appropriate datasets. Thus, we generate a bespoke dataset using the game physics engine Unity, meticulously crafting a multitude of 3D characters, martial arts moves, and scenes designed to represent the diversity of combat. MagicFight refines and adapts existing models and strategies to generate high-fidelity two-person combat videos that maintain individual identities and ensure seamless, coherent action sequences, thereby laying the groundwork for future innovations in the realm of interactive video content creation.
Engaging in conversational recommendations within a specific scenario represents a promising paradigm in the real world. Scenario-relevant situations often affect conversations and recommendations from two closely related aspects: varying the appealingness of items to users, namely situated item representation, and shifting user interests in the targeted items, namely situated user preference. We highlight that considering those situational factors is crucial, as this aligns with the realistic conversational recommendation process in the physical world. However, it is challenging yet under-explored. In this work, we are pioneering to bridge this gap and introduce a novel setting: Situated Conversational Recommendation Systems (SCRS). We observe an emergent need for high-quality datasets, and building one from scratch requires tremendous human effort. To this end, we construct a new benchmark, named SCREEN, via a role-playing method based on multimodal large language models. We take two multimodal large language models to play the roles of a user and a recommender, simulating their interactions in a co-observed scene. Our SCREEN comprises over 20k dialogues across 1.5k diverse situations, providing a rich foundation for exploring situational influences on conversational recommendations. Based on the SCREEN, we propose three worth-exploring subtasks and evaluate several representative baseline models. Our evaluations suggest that the benchmark is high quality, establishing a solid experimental basis for future research. The code and data are available at https://github.com/DongdingLin/SCREEN.
Remarkable progresses have been made in hyperspectral image (HSI) denoising. However, the majority of existing methods are predominantly confined to the spatial-spectral domain, overlooking the untapped potential inherent in the Fourier domain. This paper presents a novel approach to address HSI denoising by bridging the information from the Fourier and spatial-spectral domains. Our method highlights key insights into the Fourier properties within spatial and spectral domains through the Fourier transform. Specifically, we note that the amplitude inherently embody noise and photon reflection characteristics, while the phase holds structural information. These insights unveil new perspectives on the physical properties of HSIs, motivating us to leverage complementary information exchange between Fourier and spatial-spectral domains. To this end, we introduce the Fourier-prior Integration Denoising Network (FIDNet), a potent yet straightforward approach that utilizes Fourier insights to synergistically interact with spatial-spectral domains for superior HSI denoising. In FIDNet, we independently extract spatial and Fourier features through dual branches and merge these representations to enhance spectral evolution modeling through the inherent structure consistency constraints and continuing reflection variation revealed in Fourier prior. Our proposed method demonstrates robust generalization across synthetic and real-world benchmark datasets, achieves comparable results with state-of-the-art methods in both quantitative quality and visual results. The code is available at https://github.com/MIV-XJTU/FIDNet.
For AI systems to be safely and reliably grounded in the real world, they should possess the ability of physical commonsense reasoning. Physical commonsense reasoning is essentially a multisensory task as physical properties of objects are manifested through multiple perception modalities, including both visual and auditory. In this study, we constructed two new benchmarks, called PACS-Reason and PACS-Reason+, for explainable physical audiovisual commonsense reasoning (EPACS), in which each datapoint is accompanied by a golden detailed rationale (intermediate reasoning path) to explain the answer selection. Moreover, we present PAVC-Reasoner, a multimodal large language model (LLM) designed to reason about physical commonsense attributes. The model aligns different modalities with the language modality by integrating three different perceivers for cross-modal pretraining and instruction finetuning at multiple granularities. It utilizes an LLM as a cognitive engine to process multimodal inputs and output convincing intermediate reasoning paths as justification for inferring answers. Numerous experiments have demonstrated the effectiveness and superiority of PAVC-Reasoner as a baseline model for studying EPACS. Most attractively, PAVC-Reasoner is capable of reasoning and obtaining strong interpretable explicit reasoning paths, signifying a significant stride towards real-world physical commonsense reasoning.
Diffusion models have achieved remarkable success in generating realistic images but suffer from generating accurate human hands, such as incorrect finger counts or irregular shapes. This difficulty arises from the complex task of learning the physical structure and pose of hands from training images, which involves extensive deformations and occlusions. For correct hand generation, our paper introduces a lightweight post-processing solution called HandRefiner. HandRefiner employs a conditional inpainting approach to rectify malformed hands while leaving other parts of the image untouched. We leverage the hand mesh reconstruction model that consistently adheres to the correct number of fingers and hand shape, while also being capable of fitting the desired hand pose in the generated image. Given a generated failed image due to malformed hands, we utilize ControlNet modules to re-inject such correct hand information. Additionally, we uncover a phase transition phenomenon within ControlNet as we vary the control strength. It enables us to take advantage of more readily available synthetic data without suffering from the domain gap between realistic and synthetic hands. Experiments demonstrate that HandRefiner can significantly improve the generation quality quantitatively and qualitatively. The code is available at https://github.com/wenquanlu/HandRefiner.