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4,294篇论文匹配“Physics”
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Liuyi Wang, Xinyuan Xia, Hui Zhao, Hanqing Wang, Tai Wang, Yilun Chen, Chengju Liu, Qijun Chen, Jiangmiao Pang

Recent Vision-and-Language Navigation (VLN) advancements are promising, but their idealized assumptions about robot movement and control fail to reflect physically embodied deployment challenges. To bridge this gap, we introduce VLN-PE, a physically realistic VLN platform supporting humanoid, quadruped, and wheeled robots. For the first time, we systematically evaluate several ego-centric VLN methods in physical robotic settings across different technical pipelines, including classification models for single-step discrete action prediction, a diffusion model for dense waypoint prediction, and a train-free, map-based large language model (LLM) integrated with path planning. Our results reveal significant performance degradation due to limited robot observation space, environmental lighting variations, and physical challenges like collisions and falls. This also exposes locomotion constraints for legged robots in complex environments. VLN-PE is highly extensible, allowing seamless integration of new scenes beyond MP3D, thereby enabling more comprehensive VLN evaluation. Despite the weak generalization of current models in physical deployment, VLN-PE provides a new pathway for improving cross-embodiment's overall adaptability. We hope our findings and tools inspire the community to rethink VLN limitations and advance robust, practical VLN models. The code is available at https://crystalsixone.github.io/vln_pe.github.io/.

Sixiang Chen, Tian Ye, Yunlong Lin, Yeying Jin, Yijun Yang, Haoyu Chen, Jianyu Lai, Song Fei, Zhaohu Xing, Fugee Tsung 等

Real-world image dehazing is crucial for enhancing visual quality in computer vision applications. However, existing physics-based haze generation paradigms struggle to model the complexities of real-world haze and lack controllability, limiting the performance of existing baselines on real-world images. In this paper, we introduce GenHaze, a pioneering haze generation framework that enables the one-step generation of high-quality, reference-controllable hazy images. GenHaze leverages the pre-trained latent diffusion model (LDM) with a carefully designed clean-to-haze generation protocol to produce realistic hazy images. Additionally, by leveraging its fast, controllable generation of paired high-quality hazy images, we illustrate that existing dehazing baselines can be unleashed in a simple and efficient manner. Extensive experiments indicate that GenHaze achieves visually convincing and quantitatively superior hazy images. It also significantly improves multiple existing dehazing models across 7 non-reference metrics with minimal fine-tuning epochs. Our work demonstrates that LDM possesses the potential to generate realistic degradations, providing an effective alternative to prior generation pipelines.

Yongsheng Yu, Ziyun Zeng, Haitian Zheng, Jiebo Luo

Diffusion-based generative models have revolutionized object-oriented image editing, yet their deployment in realistic object removal and insertion remains hampered by challenges such as the intricate interplay of physical effects and insufficient paired training data. In this work, we introduce OmniPaint, a unified framework that re-conceptualizes object removal and insertion as interdependent processes rather than isolated tasks. Leveraging a pre-trained diffusion prior along with a progressive training pipeline comprising initial paired sample optimization and subsequent large-scale unpaired refinement via CycleFlow, OmniPaint achieves precise foreground elimination and seamless object insertion while faithfully preserving scene geometry and intrinsic properties. Furthermore, our novel CFD metric offers a robust, reference-free evaluation of context consistency and object hallucination, establishing a new benchmark for high-fidelity image editing.

Xingyu Miao, Haoran Duan, Quanhao Qian, Jiuniu Wang, Yang Long, Ling Shao, Deli Zhao, Ran Xu, Gongjie Zhang

Spatial intelligence is emerging as a transformative frontier in AI, yet it remains constrained by the scarcity of large-scale 3D datasets. Unlike the abundant 2D imagery, acquiring 3D data typically requires specialized sensors and laborious annotation. In this work, we present a scalable pipeline that converts single-view images into comprehensive, scale- and appearance-realistic 3D representations -- including point clouds, camera poses, depth maps, and pseudo-RGBD -- via integrated depth estimation, camera calibration, and scale calibration. Our method bridges the gap between the vast repository of imagery and the increasing demand for spatial scene understanding. By automatically generating authentic, scale-aware 3D data from images, we significantly reduce data collection costs and open new avenues for advancing spatial intelligence. We release two generated spatial datasets, i.e., COCO-3D and Objects365-v2-3D, and demonstrate through extensive experiments that our generated data can benefit various 3D tasks, ranging from fundamental perception to MLLM-based reasoning. These results validate our pipeline as an effective solution for developing AI systems capable of perceiving, understanding, and interacting with physical environments.

Siqi Yang, Jinxiu Liang, Zhaojun Huang, Yeliduosi Xiaokaiti, Yakun Chang, Zhaofei Yu, Boxin Shi

High-speed video reconstruction from neuromorphic spike cameras offers a promising alternative to traditional frame-based imaging, providing superior temporal resolution and dynamic range with reduced power consumption. Nevertheless, reconstructing high-quality colored videos from spikes captured in ultra-short time interval remains challenging due to the noisy nature of spikes. While some existing methods extend temporal capture window to improve reconstruction quality, they compromise the temporal resolution advantages of spike cameras. In this paper, we introduce SpikeDiff, the first zero-shot framework that leverages pretrained diffusion models to reconstruct high-quality colored videos from sub-millisecond chromatic spikes. By incorporating physics-based guidance into the diffusion sampling process, SpikeDiff bridges the domain gap between chromatic spikes and conventional images, enabling high-fidelity reconstruction without requiring domain-specific training data. Extensive experiments demonstrate that SpikeDiff achieves impressive reconstruction quality while maintaining ultra-high temporal resolution, outperforming existing methods across diverse challenging scenarios.

Jiawei He, Danshi Li, Xinqiang Yu, Zekun Qi, Wenyao Zhang, Jiayi Chen, Zhaoxiang Zhang, Zhizheng Zhang, Li Yi, He Wang

As large models gain traction, vision-language models are enabling robots to tackle increasingly complex tasks. However, limited by the difficulty of data collection, progress has mainly focused on controlling simple gripper end-effectors. There is little research on functional grasping with large models for human-like dexterous hands. In this paper, we introduce DexVLG, a large Vision-Language-Grasp model for Dexterous grasp pose prediction aligned with language instructions using single-view RGBD input. To accomplish this, we generate a dataset of 170 million dexterous grasp poses mapped to semantic parts across 174,000 objects in simulation, paired with detailed part-level captions. This large-scale dataset, named DexGraspNet 3.0, is used to train a VLM with a flow-matching-based pose head producing instruction-aligned grasp poses for tabletop objects. To evaluate DexVLG's performance, we create benchmarks in simulations and conduct real-world experiments. Extensive experiments demonstrate DexVLG's strong zero-shot generalization capabilities, achieving an over 76% zero-shot execution success rate and state-of-the-art part-grasp accuracy in simulation, as well as successful part-aligned grasps on physical objects in real-world scenarios.

Stefan Andreas Baumann, Nick Stracke, Timy Phan, Björn Ommer

Understanding the dynamics of a physical scene involves reasoning about the diverse ways it can potentially change, especially as a result of local interactions. We present the Flow Poke Transformer (FPT), a novel framework for directly predicting the distribution of local motion, conditioned on sparse interactions termed "pokes". Unlike traditional methods that typically only enable dense sampling of a single realization of scene dynamics, FPT provides an interpretable directly accessible representation of multi-modal scene motion, its dependency on physical interactions and the inherent uncertainties of scene dynamics. We also evaluate our model on several downstream tasks to enable comparisons with prior methods and highlight the flexibility of our approach. On dense face motion generation, our generic pre-trained model surpasses specialized baselines. FPT can be fine-tuned in strongly out-of-distribution tasks such as synthetic datasets to enable significant improvements over in-domain methods in articulated object motion estimation. Additionally, predicting explicit motion distributions directly enables our method to achieve competitive performance on tasks like moving part segmentation from pokes which further demonstrates the versatility of our FPT.

Xinli Xu, Wenhang Ge, Dicong Qiu, ZhiFei Chen, Dongyu Yan, Zhuoyun Liu, Haoyu Zhao, Hanfeng Zhao, Shunsi Zhang, Junwei Liang 等

Estimating physical properties for visual data is a crucial task in computer vision, graphics, and robotics, underpinning applications such as augmented reality, physical simulation, and robotic grasping. However, this area remains under-explored due to the inherent ambiguities in physical property estimation. To address these challenges, we introduce GaussianProperty, a training-free framework that assigns physical properties of materials to 3D Gaussians. Specifically, we integrate the segmentation capability of SAM with the recognition capability of GPT-4V(ision) to formulate a global-local physical property reasoning module for 2D images. Then we project the physical properties from multi-view 2D images to 3D Gaussians using a voting strategy. We demonstrate that 3D Gaussians with physical property annotations enable applications in physics-based dynamic simulation and robotic grasping. For physics-based dynamic simulation, we leverage the Material Point Method (MPM) for realistic dynamic simulation. For robot grasping, we develop a grasping force prediction strategy that estimates a safe force range required for object grasping based on the estimated physical properties. Extensive experiments on material segmentation, physics-based dynamic simulation, and robotic grasping validate the effectiveness of our proposed method, highlighting its crucial role in understanding physical properties from visual data.

Xiaohang Zhan, Dingming Liu

We propose a novel training-free image generation algorithm that precisely controls the occlusion relationships between objects in an image. Existing image generation methods typically rely on prompts to influence occlusion, which often lack precision. While layout-to-image methods provide control over object locations, they fail to address occlusion relationships explicitly. Given a pre-trained image diffusion model, our method leverages volume rendering principles to "render" the scene in latent space, guided by occlusion relationships and the estimated transmittance of objects. This approach does not require retraining or fine-tuning the image diffusion model, yet it enables accurate occlusion control due to its physics-grounded foundation. In extensive experiments, our method significantly outperforms existing approaches in terms of occlusion accuracy. Furthermore, we demonstrate that by adjusting the opacities of objects or concepts during rendering, our method can achieve a variety of effects, such as altering the transparency of objects, the density of mass (e.g., forests), the concentration of particles (e.g., rain, fog), the intensity of light, and the strength of lens effects, etc.

Shaojie Ma, Yawei Luo, Wei Yang, Yi Yang

3D reconstruction and simulation, although interrelated, have distinct objectives: reconstruction requires a flexible 3D representation that can adapt to diverse scenes, while simulation needs a structured representation to model motion principles effectively. This paper introduces the Mesh-adsorbed Gaussian Splatting (MaGS) method to address this challenge. MaGS constrains 3D Gaussians to roam near the mesh, creating a mutually adsorbed mesh-Gaussian 3D representation. Such representation harnesses both the rendering flexibility of 3D Gaussians and the structured property of meshes. To achieve this, we introduce RMD-Net, a network that learns motion priors from video data to refine mesh deformations, alongside RGD-Net, which models the relative displacement between the mesh and Gaussians to enhance rendering fidelity under mesh constraints. To generalize to novel, user-defined deformations beyond input video without reliance on temporal data, we propose MPE-Net, which leverages inherent mesh information to bootstrap RMD-Net and RGD-Net. Due to the universality of meshes, MaGS is compatible with various deformation priors such as ARAP, SMPL, and soft physics simulation. Extensive experiments on the D-NeRF, DG-Mesh, and PeopleSnapshot datasets demonstrate that MaGS achieves state-of-the-art performance in both reconstruction and simulation.

Ahmed Abdelreheem, Filippo Aleotti, Jamie Watson, Zawar Qureshi, Abdelrahman Eldesokey, Peter Wonka, Gabriel Brostow, Sara Vicente, Guillermo Garcia-Hernando

We introduce the task of Language-Guided Object Placement in Real 3D Scenes. Given a 3D reconstructed point-cloud scene, a 3D asset, and a natural-language instruction, the goal is to place the asset so that the instruction is satisfied. The task demands tackling four intertwined challenges: (a) one-to-many ambiguity in valid placements; (b) precise geometric and physical reasoning; (c) joint understanding across the scene, the asset, and language; and (d) robustness to noisy point clouds with no privileged metadata at test time. The first three challenges mirror the complexities of synthetic scene generation, while the metadata-free, noisy-scan scenario is inherited from language-guided 3D visual grounding. We inaugurate this task by introducing a benchmark and evaluation protocol, releasing a dataset for training multi-modal large language models (MLLMs), and establishing a first nontrivial baseline. We believe this challenging setup and benchmark will provide a foundation for evaluating and advancing MLLMs in 3D understanding.

Haipeng Li, Tianhao Zhou, Zhanglei Yang, Yi Wu, Yan Chen, Zijing Mao, Shen Cheng, Bing Zeng, Shuaicheng Liu

Estimating 2D camera motion is a fundamental computer vision task that models the projection of 3D camera movements onto the 2D image plane. Current methods rely on either homography-based approaches, limited to planar scenes, or meshflow techniques that use grid-based local homographies but struggle with complex non-linear transformations. We introduce CamFlow, a novel framework that represents camera motion using hybrid motion bases: physical bases derived from camera geometry and stochastic bases for complex scenarios. Our approach includes a hybrid probabilistic loss function based on the Laplace distribution that enhances training robustness. For evaluation, we create a new benchmark by masking dynamic objects in existing optical flow datasets to isolate pure camera motion. Experiments show CamFlow outperforms state-of-the-art methods across diverse scenarios, demonstrating superior robustness and generalization in zero-shot settings. Code and datasets are available at our project page: https://lhaippp.github.io/CamFlow/.

Ava Pun, Kangle Deng, Ruixuan Liu, Deva Ramanan, Changliu Liu, Jun-Yan Zhu

We introduce BrickGPT, the first approach for generating physically stable interconnecting brick assembly models from text prompts. To achieve this, we construct a large-scale, physically stable dataset of brick structures, along with their associated captions, and train an autoregressive large language model to predict the next brick to add via next-token prediction. To improve the stability of the resulting designs, we employ an efficient validity check and physics-aware rollback during autoregressive inference, which prunes infeasible token predictions using physics laws and assembly constraints. Our experiments show that BrickGPT produces stable, diverse, and aesthetically pleasing brick structures that align closely with the input text prompts. We also develop a text-based brick texturing method to generate colored and textured designs. We show that our designs can be assembled manually by humans and automatically by robotic arms. We release our new dataset, StableText2Brick, containing over 47,000 brick structures of over 28,000 unique 3D objects accompanied by detailed captions, along with our code and models at the project website: https://avalovelace1.github.io/BrickGPT/.

Gang Fu

The Dichromatic Reflection Model (DRM), a widely used physical image formation model, has been extensively applied to specular highlight removal. However, traditional DRM solvers fail to effectively recover the missing content underneath specular highlights and are prone to producing visual artifacts. Additionally, existing deep learning-based methods do not fully exploit the full set of the DRM variables. Instead, they typically learn to translate an input image into its diffuse image (and specular residue image). As a result, their performance remains somewhat limited. To overcome these limitations, we propose a neural DRM solver for specular highlight removal. Our pipeline consists of three networks: Highlight Detection Network (HDNet), Alpha-Chrom Estimation Network (ACENet), and Refinement Network (RNet). Specifically, HDNet is first used to detect specular highlights. Meanwhile, guided by multi-level contextual contrasted features from HDNet, ACENet estimates the DRM variables. These estimated variables are then used by our reconstruction models to generate the specular-free and specular residue images. Finally, we introduce RNet, a model-free network, to further refine the results. Extensive experiments on existing datasets and our collected images demonstrate that our neural solver is superior to previous methods.

Yufei Zhu, Yiming Zhong, Zemin Yang, Peishan Cong, Jingyi Yu, Xinge Zhu, Yuexin Ma

Dexterous robotic hands often struggle to generalize effectively in complex environments due to models trained on low-diversity data. However, the real world presents an inherently unbounded range of scenarios. A natural solution is to enable robots learning from experience in complex environments--an approach akin to evolution, where systems improve through learning from both failures and successes. Motivated by this, we propose EvolvingGrasp, an evolutionary grasp generation method that continuously enhances grasping performance through efficient preference alignment. Specifically, we introduce Handpose-wise Preference Optimization (HPO), which allows the model to continuously align with preferences from both positive and negative feedback while progressively refining its grasping strategies. To further enhance efficiency and reliability during online adjustments, we incorporate a Physics-aware Consistency Model within HPO, which accelerates inference, reduces the number of timesteps needed for preference fine-tuning, and ensures physical plausibility throughout the process. Our results validate that EvolvingGrasp enables evolutionary grasp generation, ensuring robust, physically feasible, and preference-aligned grasping in both simulation and real scenarios.

Vahid Balazadeh, Mohammadmehdi Ataei, Hyunmin Cheong, Amir Hosein Khasahmadi, Rahul G. Krishnan

Physical reasoning remains a significant challenge for Vision-Language Models (VLMs). This limitation arises from an inability to translate learned knowledge into predictions about physical behavior. Although continual fine-tuning can mitigate this issue, it is expensive for large models and impractical to perform repeatedly for every task. This necessitates the creation of modular and scalable ways to teach VLMs about physical reasoning. To that end, we introduce Physics Context Builders (PCBs), a modular framework where specialized smaller VLMs are fine-tuned to generate detailed physical scene descriptions. These can be used as physical contexts to enhance the reasoning capabilities of larger VLMs. PCBs enable the separation of visual perception from reasoning, allowing us to analyze their relative contributions to physical understanding. We perform experiments on CLEVRER and on Falling Tower, a stability detection dataset with both simulated and real-world scenes, to demonstrate that PCBs provide substantial performance improvements, increasing average accuracy by up to 13.8% on complex physical reasoning tasks. Notably, PCBs also show strong Sim2Real transfer, successfully generalizing from simulated training data to real-world scenes.

Yikun Ma, Yiqing Li, Jiawei Wu, Xing Luo, Zhi Jin

Generative models have made remarkable advancements and are capable of producing high-quality content. However, performing controllable editing with generative models remains challenging, due to their inherent uncertainty in outputs. This challenge is particularly pronounced in motion editing, which involves the processing of spatial information. While some physics-based generative methods have attempted to implement motion editing, they typically operate on single-view images with simple motions, such as translation and dragging. These methods struggle to handle complex rotation and stretching motions and ensure multi-view consistency, often necessitating resource-intensive retraining. To address these challenges, we propose a training-free zero-shot diffusion method that leverages optical flow for complex multi-view motion editing. Specifically, given a static scene, users can interactively select objects of interest to add motion priors. The proposed Point Kinematic Model then estimates corresponding multi-view optical flows during the Multi-view Flow Estimation Stage. Subsequently, these optical flows are utilized to generate multi-view motion results through decoupled motion representation in the Multi-view Motion Diffusion Stage. Extensive experiments demonstrate that our method outperforms other physics-based generative motion editing methods in achieving high-quality multi-view consistent motion results. Notably, our method does not require retraining, enabling users to conveniently adapt it for various down-stream tasks.

Zizhang Li, Hong-Xing Yu, Wei Liu, Yin Yang, Charles Herrmann, Gordon Wetzstein, Jiajun Wu

WonderPlay is a novel framework integrating physics simulation with video generation for generating action-conditioned dynamic 3D scenes from a single image. Our hybrid generative simulator first uses a physics solver to simulate coarse 3D dynamics, which subsequently conditions a video generator to produce a video with finer, more realistic motion. The generated video is then used to update the simulated dynamic 3D scene, closing the loop between the physics solver and the video generator. This approach enables intuitive user control to be combined with the accurate dynamics of physics-based simulators and the expressivity of diffusion-based video generators. Experimental results demonstrate that WonderPlay enables users to interact with various scenes of diverse content, including cloth, sand, snow, liquid, smoke, elasticity, and rigid bodies -- all using a single image input. Code will be made public.

Kailong Zhang, Youwei Lyu, Heng Guo, Si Li, Zhanyu Ma, Boxin Shi

Polarization images facilitate image enhancement and 3D reconstruction tasks, but the limited accessibility of polarization cameras hinders their broader application. This gap drives the need for synthesizing photorealistic polarization images. The existing polarization simulator Mitsuba relies on a parametric polarization image formation model and requires extensive 3D assets covering shape and PBR materials, preventing it from generating large-scale photorealistic images. To address this problem, we propose PolarAnything, capable of synthesizing polarization images from a single RGB input with both photorealism and physical accuracy, eliminating the dependency on 3D asset collections. Drawing inspiration from the zero-shot performance of pretrained diffusion models, we introduce a diffusion-based generative framework with an effective representation strategy that preserves the fidelity of polarization properties. Experiments show that our model generates high-quality polarization images and supports downstream tasks like shape from polarization.

Peilin Tao, Hainan Cui, Diantao Tu, Shuhan Shen

Multi-camera systems are increasingly vital in the environmental perception of autonomous vehicles and robotics. Their physical configuration offers inherent fixed relative pose constraints that benefit Structure-from-Motion (SfM). However, traditional global SfM systems struggle with robustness due to their optimization framework.We propose a novel global motion averaging framework for multi-camera systems, featuring two core components: a decoupled rotation averaging module and a hybrid translation averaging module.Our rotation averaging employs a hierarchical strategy by first estimating relative rotations within rigid camera units and then computing global rigid unit rotations.To enhance the robustness of translation averaging, we incorporate both camera-to-camera and camera-to-point constraints to initialize camera positions and 3D points with a convex distance-based objective function and refine them with an unbiased non-bilinear angle-based objective function.Experiments on large-scale datasets show that our system matches or exceeds incremental SfM accuracy while significantly improving efficiency.Our framework outperforms existing global SfM methods, establishing itself as a robust solution for real-world multi-camera SfM applications. We will share our system as an open-source implementation.