The idea of using a neural network to represent continuous vector fields (i.e., neural fields) has become popular for solving PDEs arising from physics simulations. Here, the classical spatial discretization (e.g., finite difference) of PDE solvers is replaced with a neural network that models a differentiable function, so the spatial gradients of the PDEs can be readily computed via autodifferentiation. When used in fluid simulation, however, neural fields fail to capture many important phenomena, such as the vortex shedding experienced in the von Kármán vortex street experiment. We present a novel neural network representation for fluid simulation that augments neural fields with explicitly enforced boundary conditions as well as a Monte Carlo pressure solver to get rid of all weakly enforced boundary conditions. Our method, the Neural Monte Carlo method (NMC), is completely mesh-free, i.e., it doesn’t depend on any grid-based discretization. While NMC does not achieve the state-of-the-art accuracy of the well-established grid-based methods, it significantly outperforms previous mesh-free neural fluid methods on fluid flows involving intricate boundaries and turbulence regimes.
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Stochastic Human Motion Prediction (HMP) aims to predict multiple possible future pose sequences from observed ones. Most prior works learn motion distributions through encoding-decoding in latent space, which does not preserve motion’s spatial-temporal structure. While effective, these methods often require complex, multi-stage training and yield predictions that are inconsistent with the provided history and can be physically unrealistic. To address these issues, we propose CoMusion, a single-stage, end-to-end diffusion-based stochastic HMP framework. CoMusion is inspired from the insight that a smooth future pose initialization improves prediction performance, a strategy not previously utilized in stochastic models but evidenced in deterministic works. To generate such initialization, CoMusion's motion predictor starts with a Transformer-based network for initial reconstruction of corrupted motion. Then, a graph convolutional network (GCN) is employed to refine the prediction considering past observations in the discrete cosine transformation (DCT) space. Our method, facilitated by the Transformer-GCN module design and a proposed variance scheduler, excels in predicting accurate, realistic, and consistent motion, while maintaining an appropriate level of diversity. Experimental results on benchmark datasets demonstrate that CoMusion surpasses prior methods in both accuracy and fidelity, achieving at least a 35% relative improvement in fidelity metrics, while demonstrating superior robustness. Our method, facilitated by the Transformer-GCN module design and a proposed variance scheduler, excels in predicting accurate, realistic, and consistent motions, while maintaining an appropriate level of diversity. Experimental results on benchmark datasets demonstrate that CoMusion surpasses prior methods in both accuracy and fidelity, achieving at least a 35% relative improvement in fidelity metrics, while demonstrating superior robustness.
Reconstructing and simulating elastic objects from visual observations is crucial for applications in computer vision and robotics. Existing methods, such as 3D Gaussians, provide modeling for 3D appearance and geometry but lack the ability to simulate physical properties or optimize parameters for heterogeneous objects. We propose Spring-Gaus, a novel framework that integrates 3D Gaussians with physics-based simulation for reconstructing and simulating elastic objects from multi-view videos. Our method utilizes a 3D Spring-Mass model, enabling the optimization of physical parameters at the individual point level while decoupling the learning of physics and appearance. This approach achieves great sample efficiency, enhances generalization, and reduces sensitivity to the distribution of simulation particles. We evaluate Spring-Gaus on both synthetic and real-world datasets, demonstrating accurate reconstruction and simulation of elastic objects. This includes future prediction and simulation under varying initial states and environmental parameters.
Point-cloud-based 3D object detection suffers from performance degradation when encountering data with novel domain gaps. To tackle it, single-domain generalization (SDG) aims to generalize the detection model trained in a limited single source domain to perform robustly on unexplored domains. Through analysis of errors and missed detections in 3D point clouds, it has become evident that challenges predominantly arise from variations in point cloud density, especially the sparsity of point cloud data. Thus in this paper, we propose an SDG method centered around the theme of point cloud density resampling, which involves using data augmentation to simulate point clouds of different densities and developing a novel point cloud densification algorithm to enhance the detection accuracy of low-density point clouds. Specifically, our physical-aware density-resampling data augmentation (PDDA) is the first to consider the physical constraints on point density distribution in data augmentation, leading to a more realistic simulation of variation in cloud density. In systematic design, an auxiliary self-supervised point cloud densification task is incorporated into the detection framework, forming a basis for test-time model update. By manipulating point cloud density, our method not only increases the model's adaptability to point clouds of different densities but also allows the self-supervised densification algorithm to serve as a metric for assessing the model's understanding of the environment and semantic information. This, in turn, enables a test-time adjustment of the model to better adapt to varying domains. Extensive cross-dataset experiments covering "Car", "Pedestrian", and "Cyclist" detections demonstrate our method outperforms state-of-the-art SDG methods and even overpass unsupervised domain adaptation methods under some circumstances. The code will be made publicly available.
Short-Term object-interaction Anticipation (STA) consists of detecting the location of the next-active objects, the noun and verb categories of the interaction, and the time to contact from the observation of egocentric video. This ability is fundamental for wearable assistants or human-robot interaction to understand the user’s goals, but there is still room for improvement to perform STA in a precise and reliable way. In this work, we improve the performance of STA predictions with two contributions: 1) We propose STAformer, a novel attention-based architecture integrating frame-guided temporal pooling, dual image-video attention, and multiscale feature fusion to support STA predictions from an image-input video pair; 2) We introduce two novel modules to ground STA predictions on human behavior by modeling affordances. First, we integrate an environment affordance model which acts as a persistent memory of interactions that can take place in a given physical scene. Second, we predict interaction hotspots from the observation of hands and object trajectories, increasing confidence in STA predictions localized around the hotspot. Our results show significant relative Overall Top-5 mAP improvements of up to +45% on Ego4D and +42% on a novel set of curated EPIC-Kitchens STA labels. We will release the code, annotations, and pre-extracted affordances on Ego4D and EPIC-Kitchens to encourage future research in this area
Neural Radiance Fields (NeRF) have become increasingly popular for their ability to reconstruct 3D scenes and create new viewpoints with outstanding quality. However, their effectiveness is hindered by rolling shutter (RS) effects commonly found in most camera systems. To solve this, we present RS-NeRF, a method designed to synthesize normal images from novel views using input with RS distortions. This involves a physical model that replicates the image formation process under RS conditions and jointly optimizes NeRF parameters and camera extrinsic for each image row. We further address the inherent shortcomings of the basic RS-NeRF model by delving into RS characteristics and developing algorithms to enhance its functionality. First, we impose a smoothness regularization to better estimate trajectories and improve synthesis quality, in line with the camera movement prior. We also identify and address a fundamental flaw in the vanilla RS model by introducing a multi-sampling algorithm. This new approach greatly improves the model's performance by comprehensively exploiting the RGB data across different rows for each intermediate camera pose. Through rigorous experimentation, we demonstrate that RS-NeRF surpasses previous methods in both synthetic and real-world scenarios, proving its ability to correct RS-related distortions effectively.
Creative processes such as painting often involve creating different components of an image one by one. Can we build a computational model to perform this task? Prior works often fail by making global changes to the image, inserting objects in unrealistic spatial locations, and generating inaccurate lighting details. We observe that while state-of-the-art models perform poorly on object insertion, they can remove objects and erase the background in natural images very well. Inverting the direction of object removal, we obtain high-quality data for learning to insert objects that are spatially, physically, and optically consistent with the surroundings. With this scalable automatic data generation pipeline, we can create a dataset for learning object insertion, which is used to train our proposed text-conditioned diffusion model. Qualitative and quantitative experiments have shown that our model achieves state-of-the-art results in object insertion, particularly for in-the-wild images. We show compelling results on diverse insertion prompts and images across various domains. In addition, we automate iterative insertion by combining our insertion model with beam search guided by CLIP.
We present a novel pipeline for learning triangular human avatars from multi-view videos. Recent methods for avatar learning are typically based on neural radiance fields (NeRF), which is not compatible with traditional graphics pipeline and poses great challenges for operations like editing or synthesizing under different environments. To overcome these limitations, our method represents the avatar with an explicit triangular mesh extracted from an implicit SDF field, complemented by an implicit material field conditioned on given poses. Leveraging this triangular avatar representation, we incorporate physics-based rendering to accurately decompose geometry and material. To enhance both the geometric and appearance details, we further employ a 2D UNet as the network backbone and introduce pseudo normal ground-truth as additional supervision. Experiments show that our method can learn triangular avatars with high-quality geometry reconstruction and material decomposition, inherently supporting editing, manipulation or relighting operations.
Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language.
We propose a novel rolling shutter bundle adjustment method for neural radiance fields (NeRF), which utilizes the unordered rolling shutter (RS) images to obtain the implicit 3D representation. Existing NeRF methods suffer from low-quality images and inaccurate initial camera poses due to the RS effect in the image, whereas, the previous method that incorporates the RS into NeRF requires strict sequential data input, limiting its widespread applicability. In constant, our method recovers the physical formation of RS images by estimating camera poses and velocities, thereby removing the input constraints on sequential data. Moreover, we adopt a coarse-to-fine training strategy, in which the RS epipolar constraints of the pairwise frames in the scene graph are used to detect the camera poses that fall into local minima. The poses detected as outliers are corrected by the interpolation method with neighboring poses. The experimental results validate the effectiveness of our method over state-of-the-art works and demonstrate that the reconstruction of 3D representations is not constrained by the requirement of video sequence input.
We present Structured Neural Radiance Field (Structured-NeRF) for indoor scene representaion based on a novel hierarchical scene graph structure to organize the neural radiance field. Existing object-centric methods focus only on the inherent characteristics of objects, while overlooking the semantic and physical relationships between them. Our scene graph is adept at managing the complex real-world correlation between objects within a scene, enabling functionality beyond novel view synthesis, such as scene re-arrangement. Based on the hierarchical structure, we introduce the optimization strategy based on semantic and physical relationships, thus simplifying the operations involved in scene editing and ensuring both efficiency and accuracy. Moreover, we conduct shadow rendering on objects to further intensify the realism of the rendered images. Experimental results demonstrate our structured representation not only achieves state-of-the-art (SOTA) performance in object-level and scene-level rendering, but also advances downstream applications in union with LLM/VLM, such as automatic and instruction/image conditioned scene re-arrangement, thereby extending the NeRF to interactive editing conveniently and controllably.
We present a 3D scene completion method that recovers the complete geometry of multiple unseen objects in complex scenes from a single RGB-D image. Despite notable advancements in single-object 3D shape completion, high-quality reconstructions in highly cluttered real-world multi-object scenes remains a challenge. To address this issue, we propose OctMAE, an architecture that leverages an Octree U-Net and a latent 3D MAE to achieve high-quality and near real-time multi-object scene completion through both local and global geometric reasoning. Because a naive 3D MAE can be computationally intractable and memory intensive even in the latent space, we introduce a novel occlusion masking strategy and adopt 3D rotary embeddings, which significantly improves the runtime and scene completion quality. To generalize to a wide range of objects in diverse scenes, we create a large-scale photorealistic dataset, featuring a diverse set of 12K 3D object models from the Objaverse dataset which are rendered in multi-object scenes with physics-based positioning. Our method outperforms the current state-of-the-art on both synthetic and real-world datasets and demonstrates a strong zero-shot capability.
Modeling and rendering photorealistic avatars is of crucial importance in many applications. Existing methods that build a 3D avatar from visual observations, however, struggle to reconstruct clothed humans. We introduce PhysAvatar, a novel framework that combines inverse rendering with inverse physics to automatically estimate the shape and appearance of a human from multi-view video data along with the physical parameters of the fabric of their clothes. For this purpose, we adopt a mesh-aligned 4D Gaussian technique for spatio-temporal mesh tracking as well as a physically based inverse renderer to estimate the intrinsic material properties. PhysAvatar integrates a physics simulator to estimate the physical parameters of the garments using gradient-based optimization in a principled manner. These novel capabilities enable PhysAvatar to create high-quality novel-view renderings of avatars dressed in loose-fitting clothes under motions and lighting conditions not seen in the training data. This marks a significant advancement towards modeling photorealistic digital humans using physically based inverse rendering with physics in the loop.
This paper aims to recover object materials from posed images captured under an unknown static lighting condition. Recent methods solve this task by representing materials using neural networks and optimizing model parameters through differentiable physically based rendering. However, due to the coupling between object geometry, materials, and environment lighting, there is inherent ambiguity during the inverse rendering process, preventing previous methods from obtaining accurate results. To overcome this ill-posed problem, our key idea is to learn the material prior with a generative model for regularizing the optimization process. We observe that the general rendering equation can be split into diffuse and specular shading terms, and thus formulate the material prior as diffusion models of albedo and specular. Thanks to this design, our model can be trained using the existing abundant 3D object data, and naturally acts as a versatile tool to resolve the ambiguity when recovering many material representations from RGB images. In addition, we develop a coarse-to-fine training strategy that leverages estimated materials to guide diffusion models to produce multi-view consistent constraints, leading to more stable and accurate results. Extensive experiments on real-world and synthetic datasets demonstrate that our approach achieves state-of-the-art performance on material recovery. The code will be released upon acceptance.
LightenDiffusion: Unsupervised Low-Light Image Enhancement with Latent-Retinex Diffusion Models
PDF ↗In this paper, we propose a diffusion-based unsupervised framework that incorporates physically explainable Retinex theory with diffusion models for low-light image enhancement, named LightenDiffusion. Specifically, we present a content-transfer decomposition network that performs Retinex decomposition within the latent space instead of image space as in previous approaches, enabling the encoded features of unpaired low-light and normal-light images to be decomposed into content-rich reflectance maps and content-free illumination maps. Subsequently, the reflectance map of the low-light image and the illumination map of the normal-light one are taken as input to the diffusion model for unsupervised restoration with the guidance of the low-light feature, where a self-constrained consistency loss is further proposed to eliminate the interference of normal-light content on the restored results to improve overall visual quality. Extensive experiments on publicly available real-world benchmarks show that the proposed LightenDiffusion outperforms state-of-the-art unsupervised competitors and is comparable to supervised ones while being more generalizable to various scenes. Code will be released to facilitate future research.
Existing event camera simulators primarily focus on the process of generating video events and often overlook the entire optical path in real-world camera systems. To address this limitation, we propose a novel Physical-based Event Camera Simulator (PECS), which is able to generate a high-fidelity realistic event stream by directly interfacing with the 3D scene. Our PECS features a lens simulation block for accurate light-to-sensor chip replication and a multispectral rendering module for precise photocurrent generation. We present two spatiotemporal event metrics to assess the similarity between simulated and actual camera events. Experimental results demonstrate that our PECS outperforms four state-of-the-art simulators by a large margin in terms of event-based signal fidelity. We integrate our PECS into the UE platform to generate extensive multi-task synthetic datasets and evaluate its effectiveness in downstream vision tasks (e.g., video reconstruction). Our open-source code can be available in the supplementary material.
ViewFormer: Exploring Spatiotemporal Modeling for Multi-View 3D Occupancy Perception via View-Guided Transformers
PDF ↗3D occupancy, an advanced perception technology for driving scenarios, represents the entire scene without distinguishing between foreground and background by quantifying the physical space into a grid map. The widely adopted projection-first deformable attention, efficient in transforming image features into 3D representations, encounters challenges in aggregating multi-view features due to sensor deployment constraints. To address this issue, we propose our learning-first view attention mechanism for effective multi-view feature aggregation. Moreover, we showcase the scalability of our view attention across diverse multi-view 3D tasks, such as map construction and 3D object detection. Leveraging the proposed view attention as well as an additional multi-frame streaming temporal attention, we introduce ViewFormer, a vision-centric transformer-based framework for spatiotemporal feature aggregation. To further explore occupancy-level flow representation, we present FlowOcc3D, a benchmark built on top of existing high-quality datasets. Qualitative and quantitative analyses on this benchmark reveal the potential to represent fine-grained dynamic scenes. Extensive experiments show that our approach significantly outperforms prior state-of-the-art methods. The codes and benchmark will be released soon.
Photometric stereo typically demands intricate data acquisition setups involving multiple light sources to recover surface normals accurately. In this paper, we propose an attention-based hourglass network that integrates single image-based inverse rendering and relighting within a single unified framework. We evaluate the performance of photometric stereo methods using these relit images and demonstrate how they can circumvent the underlying challenge of complex data acquisition. Our physically-based model is trained on a large synthetic dataset containing complex shapes with spatially varying BRDF and is designed to handle indirect illumination effects to improve material reconstruction and relighting. Through extensive qualitative and quantitative evaluation, we demonstrate that the proposed framework generalizes well to real-world images, achieving high-quality shape, material estimation, and relighting. We assess these synthetically relit images over photometric stereo benchmark methods for their physical correctness and resulting normal estimation accuracy, paving the way towards single-shot photometric stereo through physically-based relighting. This work allows us to address the single image-based inverse rendering problem holistically, applying well to both synthetic and real data and taking a step towards mitigating the challenge of data acquisition in photometric stereo. The code will be made available for research purposes.
In real-world scenarios, image impairments often manifest as composite degradations, presenting a complex interplay of elements such as low light, haze, rain, and snow. Despite this reality, existing restoration methods typically target isolated degradation types, thereby falling short in environments where multiple degrading factors coexist. To bridge this gap, our study proposes a versatile imaging model that consolidates four physical corruption paradigms to accurately represent complex, composite degradation scenarios. In this context, we propose OneRestore, a novel transformer-based framework designed for adaptive, controllable scene restoration. The proposed framework leverages a unique cross-attention mechanism, merging degraded scene descriptors with image features, allowing for nuanced restoration. Our model allows versatile input scene descriptors, ranging from manual text embeddings to automatic extractions based on visual attributes. Our methodology is further enhanced through a composite degradation restoration loss, using extra degraded images as negative samples to fortify model constraints. Comparative results on synthetic and real-world datasets demonstrate OneRestore as a superior solution, significantly advancing the state-of-the-art in addressing complex, composite degradations.
Existing methods in neural scene reconstruction utilize the Signed Distance Function (SDF) to model the density function. However, in indoor scenes, the density computed from the SDF for a sampled point may not consistently reflect its real importance in volume rendering, often due to the influence of neighboring objects. To tackle this issue, our work proposes a novel approach for indoor scene reconstruction, which instead parameterizes the density function with the Signed Ray Distance Function (SRDF). Firstly, the SRDF is predicted by the network and transformed to a ray-conditioned density function for volume rendering. We argue that the ray-specific SRDF only considers the surface along the camera ray, from which the derived density function is more consistent to the real occupancy than that from the SDF. Secondly, although SRDF and SDF represent different aspects of scene geometries, their values should share the same sign indicating the underlying spatial occupancy. Therefore, this work introduces a SRDF-SDF consistency loss to constrain the signs of the SRDF and SDF outputs. Thirdly, this work proposes a self-supervised visibility task, introducing the physical visibility geometry to the reconstruction task. The visibility task combines prior from predicted SRDF and SDF as pseudo labels, and contributes to generating more accurate 3D geometry. Our method implemented with different representations has been validated on indoor datasets, achieving improved performance in both reconstruction and view synthesis.