This paper addresses a novel task of anticipating 3D human-object interactions (HOIs). Most existing research on HOI synthesis lacks comprehensive whole-body interactions with dynamic objects, e.g., often limited to manipulating small or static objects. Our task is significantly more challenging, as it requires modeling dynamic objects with various shapes, capturing whole-body motion, and ensuring physically valid interactions. To this end, we propose InterDiff, a framework comprising two key steps: (i) interaction diffusion, where we leverage a diffusion model to encode the distribution of future human-object interactions; (ii) interaction correction, where we introduce a physics-informed predictor to correct denoised HOIs in a diffusion step. Our key insight is to inject prior knowledge that the interactions under reference with respect to contact points follow a simple pattern and are easily predictable. Experiments on multiple human-object interaction datasets demonstrate the effectiveness of our method for this task, capable of producing realistic, vivid, and remarkably long-term 3D HOI predictions.
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In this work, we tackle the problem of real-world fluid animation from a still image. The key of our system is a surface-based layered representation, where the scene is decoupled into a surface fluid layer and an impervious background layer with corresponding transparencies to characterize the composition of the two layers. The animated video can be produced by warping only the surface fluid layer according to the estimation of fluid motions and recombining it with the background. In addition, we introduce surface-only fluid simulation, a 2.5D fluid calculation, as a replacement for motion estimation. Specifically, we leverage triangular mesh based on a monocular depth estimator to represent fluid surface layer and simulate the motion with the inspiration of classic physics theory of hybrid Lagrangian-Eulerian method, along with a learnable network so as to adapt to complex real-world image textures.Extensive experiments not only indicate our method's competitive performance for common fluid scenes but also better robustness and reasonability under complex transparent fluid scenarios. Moreover, as proposed surface-based layer representation and surface-only fluid simulation naturally disentangle the scene, interactive editing such as adding objects and texture replacing could be easily achieved with realistic results.
We study inferring a tree-structured representation from a single image for object shading. Prior work typically uses the parametric or measured representation to model shading, which is neither interpretable nor easily editable. We propose using the shade tree representation, which combines basic shading nodes and compositing methods to factorize object surface shading. The shade tree representation enables novice users who are unfamiliar with the physical shading process to edit object shading in an efficient and intuitive manner. A main challenge in inferring the shade tree is that the inference problem involves both the discrete tree structure and the continuous parameters of the tree nodes. We propose a hybrid approach to address this issue. We introduce an auto-regressive inference model to generate a rough estimation of the tree structure and node parameters, and then we fine-tune the inferred shade tree through an optimization algorithm. We show experiments on synthetic images, captured reflectance, real images, and non-realistic vector drawings, allowing downstream applications such as material editing, vectorized shading, and relighting. Project website: https://chen-geng.com/inv-shade-trees.
Humans describe the physical world using natural language to refer to specific 3D locations based on a vast range of properties: visual appearance, semantics, abstract associations, or actionable affordances. In this work we propose Language Embedded Radiance Fields (LERFs), a method for grounding language embeddings from off-the-shelf models like CLIP into NeRF, which enable these types of open-ended language queries in 3D. LERF learns a dense, multi-scale language field inside NeRF by volume rendering CLIP embeddings along training rays, supervising these embeddings across training views to provide multi-view consistency and smooth the underlying language field. After optimization, LERF can extract 3D relevancy maps for a broad range of language prompts interactively in real-time, which has potential use cases in robotics, understanding vision-language models, and interacting with 3D scenes. LERF enables pixel-aligned, zero-shot queries on the distilled 3D CLIP embeddings without relying on region proposals or masks, supporting long-tail open-vocabulary queries hierarchically across the volume. See the project website at: https://lerf.io
Mimicking realistic dynamics in 3D garment animations is a challenging task due to the complex nature of multi-layered garments and the variety of outer forces involved. Existing approaches mostly focus on single-layered garments driven by only human bodies and struggle to handle general scenarios. In this paper, we propose a novel data-driven method, called LayersNet, to model garment-level animations as particle-wise interactions in a micro physics system. We improve simulation efficiency by representing garments as patch-level particles in a two-level structural hierarchy. Moreover, we introduce a novel Rotation Equivalent Transformation with Rotation Invariant Attention that leverage the rotation invariance and additivity of physics systems to better model outer forces. To verify the effectiveness of our approach and bridge the gap between experimental environments and real-world scenarios, we introduce a new challenging dataset, D-LAYERS, containing 700K frames of dynamics of 4,900 combinations of multi-layered garments driven by human bodies and randomly sampled wind. Our LayersNet achieves superior performance both quantitatively and qualitatively. Project page: www.mmlab-ntu.com/project/layersnet/index.html .
Learning discriminative features from very few labeled samples to identify novel classes has received increasing attention in skeleton-based action recognition. Existing works aim to learn action-specific embeddings by exploiting either intra-skeleton or inter-skeleton spatial associations, which may lead to less discriminative representations. To address these issues, we propose a novel Parallel Attention Interaction Network (PAINet) that incorporates two complementary branches to strengthen the match by inter-skeleton and intra-skeleton correlation. Specifically, a topology encoding module utilizing topology and physical information is proposed to enhance the modeling of interactive parts and joint pairs in both branches. In the Cross Spatial Alignment branch, we employ a spatial cross-attention module to establish joint associations across sequences, and a directional Average Symmetric Surface Metric is introduced to locate the closest temporal similarity. In parallel, the Cross Temporal Alignment branch incorporates a spatial self-attention module to aggregate spatial context within sequences as well as applies the temporal cross-attention network to correct misalignment temporally and calculate similarity. Extensive experiments on three skeleton benchmarks, namely NTU-T, NTU-S, and Kinetics, demonstrate the superiority of our framework and consistently outperform state-of-the-art methods.
Despite the remarkable progress of Fine-grained visual classification (FGVC) with years of history, it is still limited to recognizing 2 images. Recognizing objects in the physical world (i.e., 3D environment) poses a unique challenge -- discriminative information is not only present in visible local regions but also in other unseen views. Therefore, in addition to finding the distinguishable part from the current view, efficient and accurate recognition requires inferring the critical perspective with minimal glances. E.g., a person might recognize a "Ford sedan" with a glance at its side and then know that looking at the front can help tell which model it is. In this paper, towards FGVC in the real physical world, we put forward the problem of multi-view active fine-grained visual recognition (MAFR) and complete this study in three steps: (i) a multi-view, fine-grained vehicle dataset is collected as the testbed, (ii) a pilot experiment is designed to validate the need and research value of MAFR, (iii) a policy-gradient-based framework along with a dynamic exiting strategy is proposed to achieve efficient recognition with active view selection. Our comprehensive experiments demonstrate that the proposed method outperforms previous multi-view recognition works and can extend existing state-of-the-art FGVC methods and advanced neural networks to become FGVC experts in the 3D environment.
PourIt!: Weakly-Supervised Liquid Perception from a Single Image for Visual Closed-Loop Robotic Pouring
PDF ↗Liquid perception is critical for robotic pouring tasks. It usually requires the robust visual detection of flowing liquid. However, while recent works have shown promising results in liquid perception, they typically require labeled data for model training, a process that is both time-consuming and reliant on human labor. To this end, this paper proposes a simple yet effective framework PourIt!, to serve as a tool for robotic pouring tasks. We design a simple data collection pipeline that only needs image-level labels to reduce the reliance on tedious pixel-wise annotations. Then, a binary classification model is trained to generate Class Activation Map (CAM) that focuses on the visual difference between these two kinds of collected data, i.e., the existence of liquid drop or not. We also devise a feature contrast strategy to improve the quality of the CAM, thus entirely and tightly covering the actual liquid regions. Then, the container pose is further utilized to facilitate the 3D point cloud recovery of the detected liquid region. Finally, the liquid-to-container distance is calculated for visual closed-loop control of the physical robot. To validate the effectiveness of our proposed method, we also contribute a novel dataset for our task and name it PourIt! dataset. Extensive results on this dataset and physical Franka robot have shown the utility and effectiveness of our method in the robotic pouring tasks. Our dataset, code and pre-trained models will be available on the project page.
Denoising diffusion models hold great promise for generating diverse and realistic human motions. However, existing motion diffusion models largely disregard the laws of physics in the diffusion process and often generate physically-implausible motions with pronounced artifacts such as floating, foot sliding, and ground penetration. This seriously impacts the quality of generated motions and limits their real-world application. To address this issue, we present a novel physics-guided motion diffusion model (PhysDiff), which incorporates physical constraints into the diffusion process. Specifically, we propose a physics-based motion projection module that uses motion imitation in a physics simulator to project the denoised motion of a diffusion step to a physically-plausible motion. The projected motion is further used in the next diffusion step to guide the denoising diffusion process. Intuitively, the use of physics in our model iteratively pulls the motion toward a physically-plausible space, which cannot be achieved by simple post-processing. Experiments on large-scale human motion datasets show that our approach achieves state-of-the-art motion quality and improves physical plausibility drastically (>78% for all datasets).
Grounding 3D object affordance seeks to locate objects' "action possibilities" regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g., relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.
NEMTO: Neural Environment Matting for Novel View and Relighting Synthesis of Transparent Objects
PDF ↗We propose NEMTO, the first end-to-end neural rendering pipeline to model 3D transparent objects with complex geometry and unknown indices of refraction. Commonly used appearance modeling such as the Disney BSDF model cannot accurately address this challenging problem due to the complex light paths bending through refractions and the strong dependency of surface appearance on illumination. With 2D images of the transparent object as input, our method is capable of high-quality novel view and relighting synthesis. We leverage implicit Signed Distance Functions (SDF) to model the object geometry and propose a refraction-aware ray bending network to model the effects of light refraction within the object. Our ray bending network is more tolerant to geometric inaccuracies than traditional physically-based methods for rendering transparent objects. We provide extensive evaluations on both synthetic and real-world datasets to demonstrate our high-quality synthesis and the applicability of our method.
Physical simulations produce excellent predictions of weather effects. Neural radiance fields produce SOTA scene models. We describe a novel NeRF-editing procedure that can fuse physical simulations with NeRF models of scenes, producing realistic movies of physical phenomena in those scenes. Our application -- Climate NeRF -- allows people to visualize what climate change outcomes will do to them. ClimateNeRF allows us to render realistic weather effects, including smog, snow, and flood. Results can be controlled with physically meaningful variables like water level. Qualitative and quantitative studies show that our simulated results are significantly more realistic than those from SOTA 2D image editing and SOTA 3D NeRF stylization.
Creating relightable and animatable human characters from monocular video at a low cost is a critical task for digital human modeling and virtual reality applications. This task is complex due to intricate articulation motion, a wide range of ambient lighting conditions, and pose-dependent clothing deformations. In this paper, we introduce a novel self-supervised framework that takes a monocular video of a moving human as input and generates a 3D neural representation capable of being rendered with novel poses under arbitrary lighting conditions. Our framework decomposes dynamic humans under varying illumination into neural fields in canonical space, taking into account geometry and spatially varying BRDF material properties. Additionally, we introduce pose-driven deformation fields, enabling bidirectional mapping between canonical space and observation. Leveraging the proposed appearance decomposition and deformation fields, our framework learns in a self-supervised manner. Ultimately, based on pose-driven deformation, recovered appearance, and physically-based rendering, the reconstructed human figure becomes relightable and can be explicitly driven by novel poses. We demonstrate significant performance improvements over previous works and provide compelling examples of relighting from monocular videos of moving humans in challenging, uncontrolled capture scenarios.
Self-supervised Monocular Underwater Depth Recovery, Image Restoration, and a Real-sea Video Dataset
PDF ↗Underwater (UW) depth estimation and image restoration is a challenging task due to its fundamental ill-posedness and the unavailability of real large-scale UW-paired datasets. UW depth estimation has been attempted before by utilizing either the haze information present or the geometry cue from stereo images or the adjacent frames in a video. To obtain improved estimates of depth from a single UW image, we propose a deep learning (DL) method that utilizes both haze and geometry during training. By harnessing the physical model for UW image formation in conjunction with the view-synthesis constraint on neighboring frames in monocular videos, we perform disentanglement of the input image to also get an estimate of the scene radiance. The proposed method is completely self-supervised and simultaneously outputs the depth map and the restored image in real-time (55 fps). We call this first-ever Underwater Self-supervised deep learning network for simultaneous Recovery of Depth and Image as USe-ReDI-Net. To facilitate monocular self-supervision, we collected a Dataset of Real-world Underwater Videos of Artifacts (DRUVA) in shallow sea waters. DRUVA is the first UW video dataset that contains video sequences of 20 different submerged artifacts with almost full azimuthal coverage of each artifact. Extensive experiments on our DRUVA dataset and other UW datasets establish the superiority of our proposed USe-ReDI-Net over prior art for both UW depth and image recovery. The dataset DRUVA is available at https://github.com/nishavarghese15/DRUVA
One-Shot Recognition of Any Material Anywhere Using Contrastive Learning with Physics-Based Rendering
PDF ↗Visual recognition of materials and their states is essential for understanding the world, from determining whether food is cooked, metal is rusted, or a chemical reaction has occurred. However, current image recognition methods are limited to specific classes and properties and can't handle the vast number of material states in the world. To address this, we present MatSim: the first dataset and benchmark for computer vision-based recognition of similarities and transitions between materials and textures, focusing on identifying any material under any conditions using one or a few examples. The dataset contains synthetic and natural images. Synthetic images were rendered using giant collections of textures, objects, and environments generated by computer graphics artists. We use mixtures and gradual transitions between materials to allow the system to learn cases with smooth transitions between states (like gradually cooked food). We also render images with materials inside transparent containers to support beverage and chemistry lab use cases. We use this dataset to train a Siamese net that identifies the same material in different objects, mixtures, and environments. The descriptor generated by this net can be used to identify the states of materials and their subclasses using a single image. We also present the first few-shot material recognition benchmark with natural images from a wide range of fields, including the state of foods and beverages, types of grounds, and many other use cases. We show that a net trained on the MatSim synthetic dataset outperforms state-of-the-art models like Clip on the benchmark and also achieves good results on other unsupervised material classification tasks. Dataset, generation code and trained models have been made available at: https://github.com/ZuseZ4/MatSim-Dataset-Generator-Scripts-And-Neural-net
Visual information is central to conversation: body gestures and physical behaviour, for example, contribute to meaning that transcends words alone. To date, however, most neural conversational models are limited to just text. We introduce CHAMPAGNE, a generative model of conversations that can account for visual contexts. To train CHAMPAGNE, we collect and release YTD-18M, a large-scale corpus of 18M video-based dialogues. YTD-18M is constructed from web videos: crucial to our data collection pipeline is a pretrained language model that converts error-prone automatic transcripts to a cleaner dialogue format while maintaining meaning. Human evaluation reveals that YTD-18M is more sensible and specific than prior resources (MMDialog, 1M dialogues), while maintaining visual-groundedness. Experiments demonstrate that 1) CHAMPAGNE learns to conduct conversation from YTD-18M; and 2) when fine-tuned, it achieves state-of-the-art results on four vision-language tasks focused on real-world conversations. We release data, models, and code.
Reconstructing interacting hands from monocular images is indispensable in AR/VR applications. Most existing solutions rely on the accurate localization of each skeleton joint. However, these methods tend to be unreliable due to the severe occlusion and confusing similarity among adjacent hand parts. This also defies human perception because humans can quickly imitate an interaction pattern without localizing all joints. Our key idea is to first construct a two-hand interaction prior and recast the interaction reconstruction task as the conditional sampling from the prior. To expand more interaction states, a large-scale multimodal dataset with physical plausibility is proposed. Then a VAE is trained to further condense these interaction patterns as latent codes in a prior distribution. When looking for image cues that contribute to interaction prior sampling, we propose the interaction adjacency heatmap (IAH). Compared with a joint-wise heatmap for localization, IAH assigns denser visible features to those invisible joints. Compared with an all-in-one visible heatmap, it provides more fine-grained local interaction information in each interaction region. Finally, the correlations between the extracted features and corresponding interaction codes are linked by the ViT module. Comprehensive evaluations on benchmark datasets have verified the effectiveness of this framework. The code and dataset are publicly available at: https://github.com/binghui-z/InterPrior_pytorch.
In this paper, we focus on the mural-restoration task, which aims to detect damaged regions in the mural and repaint them automatically. Different from traditional image restoration tasks like in/out/blind-painting and image renovation, the corrupted mural suffers from more complicated degradation. However, existing mural-restoration methods and datasets still focus on simple degradation like masking. Such a significant gap prevents mural-restoration from being applied to real scenarios. To fill this gap, in this work, we propose a systematic framework to simulate the physical process for damaged murals and provide a new benchmark dataset for mural-restoration. Limited by the simplification of the data synthesis process, the previous mural-restoration methods suffer from poor performance in our proposed dataset. To handle this problem, we propose the Attention Diffusion Framework (ADF) for this challenging task. Within the framework, a damage attention map module is proposed to estimate the damage extent. Facing the diversity of defects, we propose a series of loss functions to choose repair strategies adaptively. Finally, experimental results support the effectiveness of the proposed framework in terms of both mural synthesis and restoration.
Multi-person motion prediction is a challenging problem due to the dependency of motion on both individual past movements and interactions with other people. Transformer-based methods have shown promising resultson this task, but they miss the explicit relation representation between joints, such as skeleton structure and pairwise distance, which is crucial for accurate interaction modeling. In this paper, we propose the Joint-Relation Transformer, which utilizes relation information to enhance interaction modeling and improve future motion prediction. Our relation information contains the relative distance and the intra/inter-person physical constraints. To fuse relation and joint information, we design a novel joint-relation fusion layer with relation-aware attention to update both features. Additionally, we supervise the relation information by forecasting future distance. Experiments show that our method achieves a 13.4% improvement of 900ms VIM on 3DPW-SoMoF/RC and 17.8%/12.0% improvement of 3s MPJPE on CMU-Mpcap/MuPoTS-3D dataset.
Limited-Angle Computed Tomography (LACT) is a non-destructive 3D imaging technique used in a variety of applications ranging from security to medicine. The limited angle coverage in LACT is often a dominant source of severe artifacts in the reconstructed images, making it a challenging imaging inverse problem. Diffusion models are a recent class of deep generative models for synthesizing realistic images using image denoisers. In this work, we present DOLCE as the first framework for integrating conditionally-trained diffusion models and explicit physical measurement models for solving imaging inverse problems. DOLCE achieves the SOTA performance in highly ill-posed LACT by alternating between the data-fidelity and sampling updates of a diffusion model conditioned on the transformed sinogram. We show through extensive experimentation that unlike existing methods, DOLCE can synthesize high-quality and structurally coherent 3D volumes by using only 2D conditionally pre-trained diffusion models. We further show on several challenging real LACT datasets that the same pre-trained DOLCE model achieves the SOTA performance on drastically different types of images.