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3,314篇论文匹配“Physical Models”
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Huy Nguyen, Kien Nguyen, Akila Pemasiri, Feng Liu, Sridha Sridharan, Clinton Fookes

We introduce AG-VPReID, a new large-scale dataset for aerial-ground video-based person re-identification (ReID) that comprises 6,632 subjects, 32,321 tracklets and over 9.6 million frames captured by drones (altitudes ranging from 15-120m), CCTV, and wearable cameras. This dataset offers a real-world benchmark for evaluating the robustness to significant viewpoint changes, scale variations, and resolution differences in cross-platform aerial-ground settings. In addition, to address these challenges, we propose AG-VPReID-Net, an end-to-end framework composed of three complementary streams: (1) an Adapted Temporal-Spatial Stream addressing motion pattern inconsistencies and facilitating temporal feature learning, (2) a Normalized Appearance Stream leveraging physics-informed techniques to tackle resolution and appearance changes, and (3) a Multi-Scale Attention Stream handling scale variations across drone altitudes. We integrate visual-semantic cues from all streams to form a robust, viewpoint-invariant whole-body representation. Extensive experiments demonstrate that AG-VPReID-Net outperforms state-of-the-art approaches on both our new dataset and existing video-based ReID benchmarks, showcasing its effectiveness and generalizability. Nevertheless, the performance gap observed on AG-VPReID across all methods underscores the dataset's challenging nature. The dataset, code and trained models are available at https://github.com/agvpreid25/AG-VPReID-Net.

Ayush Shrivastava, Andrew Owens

We present a method for finding cross-modal space-time correspondences. Given two images from different visual modalities, such as an RGB image and a depth map, our model identifies which pairs of pixels correspond to the same physical points in the scene. To solve this problem, we extend the contrastive random walk framework to simultaneously learn cycle-consistent feature representations for both cross-modal and intra-modal matching. The resulting model is simple and has no explicit photo-consistency assumptions. It can be trained entirely using unlabeled data, without the need for any spatially aligned multimodal image pairs. We evaluate our method on both geometric and semantic correspondence tasks. For geometric matching, we consider challenging tasks such as RGB-to-depth and RGB-to-thermal matching (and vice versa); for semantic matching, we evaluate on photo-sketch and cross-style image alignment. Our method achieves strong performance across all benchmarks.

Qiyao Xue, Xiangyu Yin, Boyuan Yang, Wei Gao

Text-to-video (T2V) generation has been recently enabled by transformer-based diffusion models, but current T2V models lack capabilities in adhering to the real-world common knowledge and physical rules, due to their limited understanding of physical realism and deficiency in temporal modeling. Existing solutions are either data-driven or require extra model inputs, but cannot be generalizable to out-of-distribution domains. In this paper, we present PhyT2V, a new data-independent T2V technique that expands the current T2V model's capability of video generation to out-of-distribution domains, by enabling chain-of-thought and step-back reasoning in T2V prompting. Our experiments show that PhyT2V improves existing T2V models' adherence to real-world physical rules by 2.3x, and achieves 35% improvement compared to T2V prompt enhancers.

Guofeng Mei, Wei Lin, Luigi Riz, Yujiao Wu, Fabio Poiesi, Yiming Wang

Enabling Large Language Models (LLMs) to understand the 3D physical world is an emerging yet challenging research direction. Current strategies for processing point clouds typically downsample the scene or divide it into smaller parts for separate analysis. However, both approaches risk losing key local details or global contextual information. In this paper, we introduce PerLA, a 3D language assistant designed to be more perceptive to both details and context, making visual representations more informative for the LLM. PerLA captures high-resolution (local) details in parallel from different point cloud areas and integrates them with (global) context obtained from a lower-resolution whole point cloud. We present a novel algorithm that preserves point cloud locality through the Hilbert curve and effectively aggregates local-to-global information via cross-attention and a graph neural network. Lastly, we introduce a novel loss for local representation consensus to promote training stability. PerLA outperforms state-of-the-art 3D language assistants, with gains of up to +1.34 CiDEr on ScanQA for question answering, and +4.22 on ScanRefer and +3.88 on Nr3D for dense captioning.

Mingzhen Huang, Fu-Jen Chu, Bugra Tekin, Kevin J. Liang, Haoyu Ma, Weiyao Wang, Xingyu Chen, Pierre Gleize, Hongfei Xue, Siwei Lyu 等

We introduce HOIGPT, a token-based generative method that unifies 3D hand-object interactions (HOI) perception and generation, offering the first comprehensive solution for captioning and generating high-quality 3D HOI sequences from a diverse range of conditional signals (e.g. text, objects, partial sequences). At its core, HOIGPT utilizes a large language model to predict the bidrectional transformation between HOI sequences and natural language descriptions. Given text inputs, HOIGPT generates a sequence of hand and object meshes; given (partial) HOI sequences, HOIGPT generates text descriptions and completes the sequences. To facilitate HOI understanding with a large language model, this paper introduces two key innovations: (1) a novel physically grounded HOI tokenizer, the hand-object decomposed VQ-VAE, for discretizing HOI sequences, and (2) a motion-aware language model trained to process and generate both text and HOI tokens. Extensive experiments demonstrate that HOIGPT sets new state-of-the-art performance on both text generation (+2.01% R Precision) and HOI generation (-2.56 FID) across multiple tasks and benchmarks.

Ankit Dhiman, Manan Shah, R Venkatesh Babu

Diffusion models have become central to various image editing tasks, yet they often fail to fully adhere to physical laws, particularly with effects like shadows, reflections, and occlusions. In this work, we address the challenge of generating photorealistic mirror reflections using diffusion-based generative models. Despite extensive training data, existing diffusion models frequently overlook the nuanced details crucial to authentic mirror reflections. Recent approaches have attempted to resolve this by creating synthetic datasets and framing reflection generation as an inpainting task; however, they struggle to generalize across different object orientations and positions relative to the mirror. Our method overcomes these limitations by introducing key augmentations into the synthetic data pipeline: (1) random object positioning, (2) randomized rotations, and (3) grounding of objects, significantly enhancing generalization across poses and placements. To further address spatial relationships and occlusions in scenes with multiple objects, we implement a strategy to pair objects during dataset generation, resulting in a dataset robust enough to handle these complex scenarios. Achieving generalization to real-world scenes remains a challenge, so we introduce a three-stage training curriculum to develop the MirrorFusion 2.0 model, aimed at improving real-world performance. We provide extensive qualitative and quantitative evaluations to support our approach. The project page is available at: https://mirror-verse.github.io/.

Zhaozhi Wang, Yue Liu, Yunjie Tian, Yunfan Liu, Yaowei Wang, Qixiang Ye

Visual representation models leveraging attention mechanisms are challenged by significant computational overhead, particularly when pursuing large receptive fields. In this study, we aim to mitigate this challenge by introducing the Heat Conduction Operator (HCO) built upon the physical heat conduction principle. HCO conceptualizes image patches as heat sources and models their correlations through adaptive thermal energy diffusion, enabling robust visual representations. HCO enjoys a computational complexity of O(N^1.5), as it can be implemented using discrete cosine transformation (DCT) operations. HCO is plug-and-play, combining with deep learning backbones produces visual representation models (termed vHeat) with global receptive fields. Experiments across vision tasks demonstrate that, beyond the stronger performance, vHeat achieves up to a 3x throughput, 80% less GPU memory allocation, and 35% fewer computational FLOPs compared to the Swin-Transformer.

Hanzhi Chen, Boyang Sun, Anran Zhang, Marc Pollefeys, Stefan Leutenegger

Future robots are envisioned as versatile systems capable of performing a variety of household tasks. The big question remains, how can we bridge the embodiment gap while minimizing physical robot learning, which fundamentally does not scale well. We argue that learning from in-the-wild human videos offers a promising solution for robotic manipulation tasks, as vast amounts of relevant data already exist on the internet. In this work, we present VidBot, a framework enabling zero-shot robotic manipulation using learned 3D affordance from in-the-wild monocular RGB-only human videos. VidBot leverages a pipeline to extract explicit representations from them, namely 3D hand trajectories from videos, combining a depth foundation model with structure-from-motion techniques to reconstruct temporally consistent, metric-scale 3D affordance representations agnostic to embodiments. We introduce a coarse-to-fine affordance learning model that first identifies coarse actions from the pixel space and then generates fine-grained interaction trajectories with a diffusion model, conditioned on coarse actions and guided by test-time constraints for context-aware interaction planning, enabling substantial generalization to novel scenes and embodiments. Extensive experiments demonstrate the efficacy of VidBot, which significantly outperforms counterparts across 13 manipulation tasks in zero-shot settings and can be seamlessly deployed across robot systems in real-world environments. VidBot paves the way for leveraging everyday human videos to make robot learning more scalable.

Can Kucuksozen, Yucel Yemez

We propose the Compact Clustering Attention (COCA) layer, an effective building block that introduces a hierarchical strategy for object-centric representation learning, while solving the unsupervised object discovery task on single images. COCA is an attention-based clustering module capable of extracting object-centric representations from multi-object scenes, when cascaded into a bottom-up hierarchical network architecture, referred to as COCA-Net. At its core, COCA utilizes a novel clustering algorithm that leverages the physical concept of compactness, to highlight distinct object centroids in a scene, providing a spatial inductive bias. Thanks to this strategy, COCA-Net generates high-quality segmentation masks on both the decoder side and, notably, the encoder side of its pipeline. Additionally, COCA-Net is not bound by a predetermined number of object masks that it generates and handles the segmentation of background elements better than its competitors. We demonstrate COCA-Net's segmentation performance on six widely adopted datasets, achieving superior or competitive results against the state-of-the-art models across nine different evaluation metrics.

Boyuan Chen, Hanxiao Jiang, Shaowei Liu, Saurabh Gupta, Yunzhu Li, Hao Zhao, Shenlong Wang

Envisioning physically plausible outcomes from a single image requires a deep understanding of the world's dynamics. To address this, we introduce MiniTwin, a novel framework that transforms a single image into an amodal, camera-centric, interactive 3D scene. By combining advanced image-based geometric and semantic understanding with physics-based simulation, MiniTwin creates an interactive 3D world from a static image, enabling us to "imagine" and simulate future scenarios based on user input. At its core, MiniTwin estimates 3D shapes, poses, physical and lighting properties of objects, thereby capturing essential physical attributes that drive realistic object interactions. This framework allows users to specify precise initial conditions, such as object speed or material properties, for enhanced control over generated video outcomes. We evaluate MiniTwin's performance against closed-source state-of-the-art (SOTA) image-to-video models, including Pika, Kling, and Gen-3, showing MiniTwin's capacity to generate videos with realistic physics while offering greater flexibility and fine-grained control. Our results show that MiniTwin achieves a unique balance of photorealism, physical plausibility, and user-driven interactivity, opening new possibilities for generating dynamic, physics-grounded video from an image.

Siyuan Shen, Tianjia Shao, Kun Zhou, Chenfanfu Jiang, Yin Yang

This paper presents a novel pipeline named EnliveningGS, which enables active locomotion of 3D models represented with 3D Gaussian splatting (3DGS). We are inspired by the fact that real-world lives pose their bodies in a natural and physically meaningful manner by compressing or elongating muscle fibers embedded in the body. EnliveningGS aims to replicate the similar functionality of 3DGS models so that the object within a 3DGS scene acts like a living creature rather than a static shape --- they walk, jump, and twist in the scene under provided motion trajectories driven by muscle activations. While the concept is straightforward, many challenging technical difficulties need to be taken care of. Synthesizing realistic locomotion of a 3DGS model embodies an inverse physics problem of very high dimensions. The core challenge is how to efficiently and robustly model frictional contacts between an "enlivened model" and the environment, as it is the composition of contact/collision/friction forces triggered by muscle activation that generates the final movement of the object. We propose a hybrid numerical method mixing LCP and penalty method to tackle this NP-hard problem robustly. Our pipeline also addresses the limitation of existing 3DGS deformation algorithms and inpainting the missing information when models move around.

Xueting Li, Ye Yuan, Shalini De Mello, Gilles Daviet, Jonathan Leaf, Miles Macklin, Jan Kautz, Umar Iqbal

We introduce SimAvatar, a framework designed to generate simulation-ready clothed 3D human avatars from a text prompt. Current text-driven human avatar generation methods either model hair, clothing and human body using a unified geometry or produce hair and garments that are not easily adaptable for simulation within existing graphics pipelines. The primary challenge lies in representing the hair and garment geometry in a way that allows leveraging established prior knowledge from foundational image diffusion models (e.g., Stable Diffusion) while being simulation-ready using either physics or neural simulators. To address this task, we propose a two-stage framework that combines the flexibility of 3D Gaussians with simulation-ready hair strands and garment meshes. Specifically, we first leverage two text-conditioned diffusion models to generate garment mesh and hair strands from the given text prompt. To leverage prior knowledge from foundational diffusion models, we attach 3D Gaussians to the body mesh, garment mesh, as well as hair strands and learn the avatar appearance through optimization. To drive the avatar given a pose sequence, we first apply physics simulators onto the garment meshes and hair strands. We then transfer the motion onto 3D Gaussians through carefully designed mechanism for different body parts. As a result, our synthesized avatars have vivid texture and realistic dynamic motion. To the best of our knowledge, our method is the first to produce highly realistic, fully simulation-ready 3D avatars, surpassing the capabilities of current approaches.

Yuanwei Liu, Hui Wei, Chengyu Jia, Ruqi Xiao, Weijian Ruan, Xingxing Wei, Joey Tianyi Zhou, Zheng Wang

Previous physical adversarial attacks have shown that carefully crafted perturbations can deceive face recognition systems, revealing critical security vulnerabilities. However, these attacks often struggle to impersonate multiple targets and frequently fail to bypass liveness detection. For example, attacks using human-skin masks are challenging to fabricate, inconvenient to swap between users, and often fail liveness detection due to facial occlusions. A projector, however, can generate content-rich light without obstructing the face, making it ideal for non-intrusive attacks. Thus, we propose a novel physical adversarial attack using a projector and explore the superposition of projected and natural light to create adversarial facial images. This approach eliminates the need for physical artifacts on the face, effectively overcoming these limitations. Specifically, our proposed ProjAttacker generates adversarial 3D textures that are projected onto human faces. To ensure physical realizability, we introduce a light reflection function that models complex optical interactions between projected light and human skin, accounting for reflection and diffraction effects. Furthermore, we incorporate camera Image Signal Processing (ISP) simulation to maintain the robustness of adversarial perturbations across real-world diverse imaging conditions. Comprehensive evaluations conducted in both digital and physical scenarios validate the effectiveness of our method.

Yuan Wang, Yali Li, Xiang Li, Shengjin Wang

While flourishing developments have been witnessed in text-to-motion generation, synthesizing physically realistic, controllable, language-conditioned Human Scene Interactions (HSI) remains a relatively underexplored landscape. Current HSI methods naively rely on conditional Variational AutoEncoder (cVAE) and diffusion models. They are typically associated with limited modalities of control signals and task-specific frameworks design, leading to inflexible adaptation across various interaction scenarios and descriptive-unfaithful motions in diverse 3D physical environments. In this paper, we propose HSI-GPT, a General-Purpose Large Scene-Motion-Language Model that applies "next-token prediction" paradigm of Large Language Models to the HSI domain. HSI-GPT not only exhibits remarkable flexibility to accommodate diverse control signals (3D scenes, textual commands, key-frame poses, as well as scene affordances), but it seamlessly supports various HSI-related tasks (e.g., multi-modal controlled HSI generation, HSI understanding, and general motion completion in 3D scenes). First, HSI-GPT quantizes textual descriptions and human motions into discrete, LLM-interpretable tokens with multi-modal tokenizers. Inspired by multi-modal learning, we develop a recipe for aligning mixed-modality tokens into the shared embedding space of LLMs. These interaction tokens are then organized into unified instruction following prompts, allowing HSI-GPT to fine-tune on question-and-answer tasks. Extensive experiments and visualizations validate that our general-purpose HSI-GPT model delivers exceptional performance across multiple HSI-related tasks.

Hadi Alzayer, Philipp Henzler, Jonathan T. Barron, Jia-Bin Huang, Pratul P. Srinivasan, Dor Verbin

Reconstructing the geometry and appearance of objects from photographs taken in different environments is difficult as the illumination and therefore the object appearance vary across captured images. This is particularly challenging for more specular objects whose appearance strongly depends on the viewing direction. Some prior approaches model appearance variation across images using a per-image embedding vector, while others use physically-based rendering to recover the materials and per-image illumination. Such approaches fail at faithfully recovering view-dependent appearance given significant variation in input illumination and tend to produce mostly diffuse results. We present an approach that reconstructs objects from images taken under different illuminations by first relighting the images under a single reference illumination with a multiview relighting diffusion model and then reconstructing the object's geometry and appearance with a radiance field architecture that is robust to the small remaining inconsistencies among the relit images. We validate our proposed approach on both simulated and real datasets and demonstrate that it greatly outperforms existing techniques at reconstructing high-fidelity appearance from images taken under extreme illumination variation. Moreover, our approach is particularly effective at recovering view-dependent "shiny" appearance which cannot be reconstructed by prior methods.

Cheng Chen, Jiacheng Wei, Tianrun Chen, Chi Zhang, Xiaofeng Yang, Shangzhan Zhang, Bingchen Yang, Chuan-Sheng Foo, Guosheng Lin, Qixing Huang 等

Creating CAD digital twins from the physical world is crucial for manufacturing, design, and simulation. However, current methods typically rely on costly 3D scanning with labor-intensive post-processing. To provide a user-friendly design process, we explore the problem of reverse engineering from unconstrained real-world CAD images that can be easily captured by users of all experiences. However, the scarcity of real-world CAD data poses challenges in directly training such models. To tackle these challenges, we propose CADCrafter, an image-to-parametric CAD model generation framework that trains solely on synthetic textureless CAD data while testing on real-world images. To bridge the significant representation disparity between images and parametric CAD models, we introduce a geometry encoder to accurately capture diverse geometric features. Moreover, the texture-invariant properties of the geometric features can also facilitate the generalization to real-world scenarios. Since compiling CAD parameter sequences into explicit CAD models is a non-differentiable process, the network training inherently lacks explicit geometric supervision. To impose geometric validity constraints, we employ direct preference optimization (DPO) to fine-tune our model with the automatic code checker feedback on CAD sequence quality. Furthermore, we collected a real-world dataset, comprised of multi-view images and corresponding CAD command sequence pairs, to evaluate our method. Experimental results demonstrate that our approach can robustly handle real unconstrained CAD images, and even generalize to unseen general objects.

Weijie Zhou, Manli Tao, Chaoyang Zhao, Haiyun Guo, Honghui Dong, Ming Tang, Jinqiao Wang

Understanding the environment and a robot's physical reachability is crucial for task execution. While state-of-the-art vision-language models (VLMs) excel in environmental perception, they often generate inaccurate or impractical responses in embodied visual reasoning tasks due to a lack of understanding of robotic physical reachability. To address this issue, we propose a unified representation of physical reachability across diverse robots, i.e., Space-Physical Reachability Map (S-P Map), and PhysVLM, a vision-language model that integrates this reachability information into visual reasoning. Specifically, the S-P Map abstracts a robot's physical reachability into a generalized spatial representation, independent of specific robot configurations, allowing the model to focus on reachability features rather than robot-specific parameters. Subsequently, PhysVLM extends traditional VLM architectures by incorporating an additional feature encoder to process the S-P Map, enabling the model to reason about physical reachability without compromising its general vision-language capabilities. To train and evaluate PhysVLM, we constructed a large-scale multi-robot dataset, Phys100K, and a challenging benchmark, EQA-phys, which includes tasks for six different robots in both simulated and real-world environments. Experimental results demonstrate that PhysVLM outperforms existing models, achieving a 14% improvement over GPT-4o on EQA-phys and surpassing advanced embodied VLMs such as RoboMamba and SpatialVLM on the RoboVQA-val and OpenEQA benchmarks. Additionally, the S-P Map shows strong compatibility with various VLMs, and its integration into GPT-4o-mini yields a 7.1% performance improvement.

Xi Wang, Hongzhen Li, Heng Fang, Yichen Peng, Haoran Xie, Xi Yang, Chuntao Li

Image rendering from line drawings is vital in design and image generation technologies reduce costs, yet professional line drawings demand preserving complex details. Text prompts struggle with accuracy, and image translation struggles with consistency and fine-grained control. We present LineArt, a framework that transfers complex appearance onto detailed design drawings, facilitating design and artistic creation. It generates high-fidelity appearance while preserving structural accuracy by simulating hierarchical visual cognition and integrating human artistic experience to guide the diffusion process. LineArt overcomes the limitations of current methods in terms of difficulty in fine-grained control and style degradation in design drawings. It requires no precise 3D modeling, physical property specifications, or network training, making it more convenient for design tasks. LineArt consists of two stages: a multi-frequency lines fusion module to supplement the input design drawing with detailed structural information and a two-part painting process for Base Layer Shaping and Surface Layer Coloring. We also present a new design drawing dataset, ProLines, for evaluation. The experiments show that LineArt performs better in accuracy, realism, and material precision compared to SOTAs.

Bojun Xiong, Jialun Liu, Jiakui Hu, Chenming Wu, Jinbo Wu, Xing Liu, Chen Zhao, Errui Ding, Zhouhui Lian

Physically Based Rendering (PBR) materials play a crucial role in modern graphics, enabling photorealistic rendering across diverse environment maps. Developing an effective and efficient algorithm that is capable of automatically generating high-quality PBR materials rather than RGB texture for 3D meshes can significantly streamline the 3D content creation. Most existing methods leverage pre-trained 2D diffusion models for multi-view image synthesis, which often leads to severe inconsistency between the generated textures and input 3D meshes. This paper presents TexGaussian, a novel method that uses octant-aligned 3D Gaussian Splatting for rapid PBR material generation. Specifically, we place each 3D Gaussian on the finest leaf node of the octree built from the input 3D mesh to render the multi-view images not only for the albedo map but also for roughness and metallic. Moreover, our model is trained in a regression manner instead of diffusion denoising, capable of generating the PBR material for a 3D mesh in a single feed-forward process. Extensive experiments on publicly available benchmarks demonstrate that our method synthesizes more visually pleasing PBR materials and runs faster than previous methods in both unconditional and text-conditional scenarios, exhibiting better consistency with the given geometry. Our code and trained models are available at https://3d-aigc.github.io/TexGaussian.

Takuhiro Kaneko

Recent advancements in neural 3D representations, such as neural radiance fields (NeRF) and 3D Gaussian splatting (3DGS), have made accurate estimation of the 3D structure from multiview images possible. However, this capability is limited to estimating the visible external structure, and it is still difficult to identify the invisible internal structure hidden behind the surface. To overcome this limitation, we address a new task called structure from collision (SfC), which aims to estimate the structure (including the invisible internal one) of an object from the appearance changes at collision. To solve this task, we propose a novel model called SfC-NeRF, which optimizes the invisible internal structure of the object through a video sequence under physical, appearance (i.e., visible external structure)-preserving, and keyframe constraints. In particular, to avoid falling into undesirable local optima owing to its ill-posed nature, we propose volume annealing, i.e., searching for the global optima by repeatedly reducing and expanding the volume. Extensive experiments on 115 objects involving diverse structures (i.e., various cavity shapes, locations, and sizes) and various material properties reveal the properties of SfC and demonstrate the effectiveness of the proposed SfC-NeRF.