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.
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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/}.
There is a sensory gulf between the Earth that humans inhabit and the digital realms in which modern AI agents are created. To develop AI agents that can sense, think, and act as flexibly as humans in real-world settings, it is imperative to bridge the realism gap between the digital and physical worlds. How can we embody agents in an environment as rich and diverse as the one we inhabit, without the constraints imposed by real hardware and control? Towards this end, we introduce \virl: a platform that enables agents to scalably interact with the real world in a virtual yet realistic environment. Our platform serves as a playground for developing agents that can accomplish various practical tasks and as a vast testbed for measuring progress in capabilities spanning perception, decision-making, and interaction with real-world data across the entire globe.
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.
This work focuses on generating realistic, physically-based human behaviors from multi-modal inputs, which may only partially specify the desired motion. For example, the input may come from a VR controller providing arm motion and body velocity, partial key-point animation, computer vision applied to videos, or even higher-level motion goals. This requires a versatile low-level humanoid controller that can handle such sparse, under-specified guidance, seamlessly switch between skills, and recover from failures. Current approaches for learning humanoid controllers from demonstration data capture some of these characteristics, but none achieve them all. To this end, we introduce the Masked Humanoid Controller (MHC), a novel approach that applies multi-objective imitation learning on augmented and selectively masked motion demonstrations. The training methodology results in an MHC that exhibits the key capabilities of catch-up to out-of-sync input commands, combining elements from multiple motion sequences, and completing unspecified parts of motions from sparse multimodal input. We demonstrate these key capabilities for an MHC learned over a dataset of 87 diverse skills and showcase different multi-modal use cases, including integration with planning frameworks to highlight MHC’s ability to solve new user-defined tasks without any finetuning.
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.
Motion transitions, which serve as bridges between two sequences of character animation, play a crucial role in creating long variable animation for real-time 3D interactive applications. In this paper, we present a framework to produce hybrid character animation, which combines motion capture animation and physical simulation animation that seamlessly connects the front and back motion clips. In contrast to previous works using interpolation for transition, our physics-based approach inherently ensures physical validity, and both the transition moment of the source motion clip and the horizontal rotation of the target motion clip can be specified arbitrarily within a certain range, which achieves high responsiveness and wide latitude for user control. The control policy of character can be trained automatically using only the motion capture data that requires transition, and is enhanced by our proposed Self-Behavior Cloning (SBC), an approach to improve the unsupervised reinforcement learning of motion transition. We show that our framework can accomplish the interactive transition tasks from a fully-connected state machine constructed from nine motion clips with high accuracy and naturalness.
The significant advancement in face recognition drives face privacy protection into a prominent research direction. Unlike de-identification, a recent class of face privacy protection schemes preserves identifiable formation for face recognition. However, these schemes fail to support the revocation of the leaked identity, causing attackers to potentially identify individuals and then pose security threats. In this paper, we explore the possibility of generating privacy-preserving faces (not features) supporting cancelable biometric recognition. Specifically, we propose a cancelable face generator (CanFG), which removes the physical identity for privacy protection and embeds the virtual identity for face recognition. Particularly, when leaked, the virtual identity can be revoked and renew as another one, preventing re-identification from attackers. Benefiting from the designed distance-preserving identity transformation, CanFG can guarantee separability and preserve recognizability of virtual identities. Moreover, to make CanFG lightweight, we design a simple but effective training strategy, which allows CanFG to require only one (rather than two) network for achieving stable multi-objective learning. Extensive experimental results and sufficient security analyses demonstrate the ability of CanFG to effectively protect physical identity and support cancelable biometric recognition. Our code is available at https://github.com/daizigege/CanFG.
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.
Reconstructing garments from monocular videos has attracted considerable attention as it provides a convenient and low-cost solution for clothing digitization. In reality, people wear clothing with countless variations and multiple layers. Existing studies attempt to extract garments from a single video. They either behave poorly in generalization due to reliance on limited clothing templates or struggle to handle the intersections of multi-layered clothing leading to the lack of physical plausibility. Besides, there are inevitable and undetectable overlaps for a single video that hinder researchers from modeling complete and intersection-free multi-layered clothing. To address the above limitations, in this paper, we propose a novel method to reconstruct multi-layered clothing from multiple monocular videos sequentially, which surpasses existing work in generalization and robustness against penetration. For each video, neural fields are employed to implicitly represent the clothed body, from which the meshes with frame-consistent structures are explicitly extracted. Next, we implement a template-free method for extracting a single garment by back-projecting the image segmentation labels of different frames onto these meshes. In this way, multiple garments can be obtained from these monocular videos and then aligned to form the whole outfit. However, intersection always occurs due to overlapping deformation in the real world and perceptual errors in monocular videos. To this end, we innovatively introduce a physics-aware module that combines neural fields with a position-based simulation framework to fine-tune the penetrating vertices of garments, ensuring robustly intersection-free. Additionally, we collect a mini dataset with fashionable garments to evaluate the quality of clothing reconstruction comprehensively. We release our code and data at https://github.com/SMY19999/IF-Garments.
In film education, high expenses and limited space significantly challenge teaching synchronized sound recording (SSR). Traditional methods, which emphasize theory with limited practical experience, often fail to bridge the gap between theoretical understanding and practical application. As such, we introduce MetaEcho, an educational virtual reality leveraging the presence theory for teaching SSR. MetaEcho provides realistic simulations of various recording equipment and facilitates communication between learners and instructors, offering an immersive learning experience that closely mirrors actual practices. An evaluation with 24 students demonstrated that MetaEcho surpasses the traditional method in presence, collaboration, usability, realism, comprehensibility, and creativity. Three experts also commented on the benefits of MetaEcho and the opportunities for promoting SSR education in the metaverse era.
Point cloud plays a significant role in recent learning-based vision tasks, which contain additional information about the physical space compared to 2D images. However, such a 3D data format also results in more expensive training costs to train a sophisticated network with large 3D datasets. Previous methods for point cloud compression focus on compacting the representation of each point cloud for better storage and transmission but ignore the improvements in training efficiency. In this paper, we introduce a new open problem in the point cloud field, named point cloud condensation : Can we condense a large point cloud dataset into a much smaller synthetic dataset while preserving the important information of the original large dataset? In other words, we explore the possibility of training a network on a smaller dataset of informative point clouds extracted from the original large dataset but maintaining similar network classification performance. Training on this small synthetic dataset could largely improve the training efficiency. To achieve this goal, we propose a two-stage approach to generate the synthetic dataset. We first introduce a nearest-feature-mean based strategy to initialize the synthetic dataset, and then formulate our goal as a parameter-matching problem, which we solve by introducing a gradient-matching strategy to iteratively refine the synthetic dataset. We conduct extensive experiments on various synthetic and real-scanned 3D object classification benchmarks, showing that our synthetic dataset could achieve almost the same performance with only 5% point clouds of ScanObjectNN dataset compared to training with the full dataset. Codes are available at https://github.com/XLechter/PointCondensation.