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SubscribeStereo Anything: Unifying Stereo Matching with Large-Scale Mixed Data
Stereo matching has been a pivotal component in 3D vision, aiming to find corresponding points between pairs of stereo images to recover depth information. In this work, we introduce StereoAnything, a highly practical solution for robust stereo matching. Rather than focusing on a specialized model, our goal is to develop a versatile foundational model capable of handling stereo images across diverse environments. To this end, we scale up the dataset by collecting labeled stereo images and generating synthetic stereo pairs from unlabeled monocular images. To further enrich the model's ability to generalize across different conditions, we introduce a novel synthetic dataset that complements existing data by adding variability in baselines, camera angles, and scene types. We extensively evaluate the zero-shot capabilities of our model on five public datasets, showcasing its impressive ability to generalize to new, unseen data. Code will be available at https://github.com/XiandaGuo/OpenStereo.
Real-Time Semantic Stereo Matching
Scene understanding is paramount in robotics, self-navigation, augmented reality, and many other fields. To fully accomplish this task, an autonomous agent has to infer the 3D structure of the sensed scene (to know where it looks at) and its content (to know what it sees). To tackle the two tasks, deep neural networks trained to infer semantic segmentation and depth from stereo images are often the preferred choices. Specifically, Semantic Stereo Matching can be tackled by either standalone models trained for the two tasks independently or joint end-to-end architectures. Nonetheless, as proposed so far, both solutions are inefficient because requiring two forward passes in the former case or due to the complexity of a single network in the latter, although jointly tackling both tasks is usually beneficial in terms of accuracy. In this paper, we propose a single compact and lightweight architecture for real-time semantic stereo matching. Our framework relies on coarse-to-fine estimations in a multi-stage fashion, allowing: i) very fast inference even on embedded devices, with marginal drops in accuracy, compared to state-of-the-art networks, ii) trade accuracy for speed, according to the specific application requirements. Experimental results on high-end GPUs as well as on an embedded Jetson TX2 confirm the superiority of semantic stereo matching compared to standalone tasks and highlight the versatility of our framework on any hardware and for any application.
A Learned Stereo Depth System for Robotic Manipulation in Homes
We present a passive stereo depth system that produces dense and accurate point clouds optimized for human environments, including dark, textureless, thin, reflective and specular surfaces and objects, at 2560x2048 resolution, with 384 disparities, in 30 ms. The system consists of an algorithm combining learned stereo matching with engineered filtering, a training and data-mixing methodology, and a sensor hardware design. Our architecture is 15x faster than approaches that perform similarly on the Middlebury and Flying Things Stereo Benchmarks. To effectively supervise the training of this model, we combine real data labelled using off-the-shelf depth sensors, as well as a number of different rendered, simulated labeled datasets. We demonstrate the efficacy of our system by presenting a large number of qualitative results in the form of depth maps and point-clouds, experiments validating the metric accuracy of our system and comparisons to other sensors on challenging objects and scenes. We also show the competitiveness of our algorithm compared to state-of-the-art learned models using the Middlebury and FlyingThings datasets.
OpenStereo: A Comprehensive Benchmark for Stereo Matching and Strong Baseline
Stereo matching aims to estimate the disparity between matching pixels in a stereo image pair, which is important to robotics, autonomous driving, and other computer vision tasks. Despite the development of numerous impressive methods in recent years, determining the most suitable architecture for practical application remains challenging. Addressing this gap, our paper introduces a comprehensive benchmark focusing on practical applicability rather than solely on individual models for optimized performance. Specifically, we develop a flexible and efficient stereo matching codebase, called OpenStereo. OpenStereo includes training and inference codes of more than 10 network models, making it, to our knowledge, the most complete stereo matching toolbox available. Based on OpenStereo, we conducted experiments and have achieved or surpassed the performance metrics reported in the original paper. Additionally, we conduct an exhaustive analysis and deconstruction of recent developments in stereo matching through comprehensive ablative experiments. These investigations inspired the creation of StereoBase, a strong baseline model. Our StereoBase ranks 1st on SceneFlow, KITTI 2015, 2012 (Reflective) among published methods and achieves the best performance across all metrics. In addition, StereoBase has strong cross-dataset generalization. Code is available at https://github.com/XiandaGuo/OpenStereo.
IMP: Iterative Matching and Pose Estimation with Adaptive Pooling
Previous methods solve feature matching and pose estimation using a two-stage process by first finding matches and then estimating the pose. As they ignore the geometric relationships between the two tasks, they focus on either improving the quality of matches or filtering potential outliers, leading to limited efficiency or accuracy. In contrast, we propose an iterative matching and pose estimation framework (IMP) leveraging the geometric connections between the two tasks: a few good matches are enough for a roughly accurate pose estimation; a roughly accurate pose can be used to guide the matching by providing geometric constraints. To this end, we implement a geometry-aware recurrent attention-based module which jointly outputs sparse matches and camera poses. Specifically, for each iteration, we first implicitly embed geometric information into the module via a pose-consistency loss, allowing it to predict geometry-aware matches progressively. Second, we introduce an efficient IMP, called EIMP, to dynamically discard keypoints without potential matches, avoiding redundant updating and significantly reducing the quadratic time complexity of attention computation in transformers. Experiments on YFCC100m, Scannet, and Aachen Day-Night datasets demonstrate that the proposed method outperforms previous approaches in terms of accuracy and efficiency.
Pyramid Stereo Matching Network
Recent work has shown that depth estimation from a stereo pair of images can be formulated as a supervised learning task to be resolved with convolutional neural networks (CNNs). However, current architectures rely on patch-based Siamese networks, lacking the means to exploit context information for finding correspondence in illposed regions. To tackle this problem, we propose PSMNet, a pyramid stereo matching network consisting of two main modules: spatial pyramid pooling and 3D CNN. The spatial pyramid pooling module takes advantage of the capacity of global context information by aggregating context in different scales and locations to form a cost volume. The 3D CNN learns to regularize cost volume using stacked multiple hourglass networks in conjunction with intermediate supervision. The proposed approach was evaluated on several benchmark datasets. Our method ranked first in the KITTI 2012 and 2015 leaderboards before March 18, 2018. The codes of PSMNet are available at: https://github.com/JiaRenChang/PSMNet.
C2F2NeUS: Cascade Cost Frustum Fusion for High Fidelity and Generalizable Neural Surface Reconstruction
There is an emerging effort to combine the two popular 3D frameworks using Multi-View Stereo (MVS) and Neural Implicit Surfaces (NIS) with a specific focus on the few-shot / sparse view setting. In this paper, we introduce a novel integration scheme that combines the multi-view stereo with neural signed distance function representations, which potentially overcomes the limitations of both methods. MVS uses per-view depth estimation and cross-view fusion to generate accurate surfaces, while NIS relies on a common coordinate volume. Based on this strategy, we propose to construct per-view cost frustum for finer geometry estimation, and then fuse cross-view frustums and estimate the implicit signed distance functions to tackle artifacts that are due to noise and holes in the produced surface reconstruction. We further apply a cascade frustum fusion strategy to effectively captures global-local information and structural consistency. Finally, we apply cascade sampling and a pseudo-geometric loss to foster stronger integration between the two architectures. Extensive experiments demonstrate that our method reconstructs robust surfaces and outperforms existing state-of-the-art methods.
AANet: Adaptive Aggregation Network for Efficient Stereo Matching
Despite the remarkable progress made by learning based stereo matching algorithms, one key challenge remains unsolved. Current state-of-the-art stereo models are mostly based on costly 3D convolutions, the cubic computational complexity and high memory consumption make it quite expensive to deploy in real-world applications. In this paper, we aim at completely replacing the commonly used 3D convolutions to achieve fast inference speed while maintaining comparable accuracy. To this end, we first propose a sparse points based intra-scale cost aggregation method to alleviate the well-known edge-fattening issue at disparity discontinuities. Further, we approximate traditional cross-scale cost aggregation algorithm with neural network layers to handle large textureless regions. Both modules are simple, lightweight, and complementary, leading to an effective and efficient architecture for cost aggregation. With these two modules, we can not only significantly speed up existing top-performing models (e.g., 41times than GC-Net, 4times than PSMNet and 38times than GA-Net), but also improve the performance of fast stereo models (e.g., StereoNet). We also achieve competitive results on Scene Flow and KITTI datasets while running at 62ms, demonstrating the versatility and high efficiency of the proposed method. Our full framework is available at https://github.com/haofeixu/aanet .
GNeSF: Generalizable Neural Semantic Fields
3D scene segmentation based on neural implicit representation has emerged recently with the advantage of training only on 2D supervision. However, existing approaches still requires expensive per-scene optimization that prohibits generalization to novel scenes during inference. To circumvent this problem, we introduce a generalizable 3D segmentation framework based on implicit representation. Specifically, our framework takes in multi-view image features and semantic maps as the inputs instead of only spatial information to avoid overfitting to scene-specific geometric and semantic information. We propose a novel soft voting mechanism to aggregate the 2D semantic information from different views for each 3D point. In addition to the image features, view difference information is also encoded in our framework to predict the voting scores. Intuitively, this allows the semantic information from nearby views to contribute more compared to distant ones. Furthermore, a visibility module is also designed to detect and filter out detrimental information from occluded views. Due to the generalizability of our proposed method, we can synthesize semantic maps or conduct 3D semantic segmentation for novel scenes with solely 2D semantic supervision. Experimental results show that our approach achieves comparable performance with scene-specific approaches. More importantly, our approach can even outperform existing strong supervision-based approaches with only 2D annotations. Our source code is available at: https://github.com/HLinChen/GNeSF.
Unifying Flow, Stereo and Depth Estimation
We present a unified formulation and model for three motion and 3D perception tasks: optical flow, rectified stereo matching and unrectified stereo depth estimation from posed images. Unlike previous specialized architectures for each specific task, we formulate all three tasks as a unified dense correspondence matching problem, which can be solved with a single model by directly comparing feature similarities. Such a formulation calls for discriminative feature representations, which we achieve using a Transformer, in particular the cross-attention mechanism. We demonstrate that cross-attention enables integration of knowledge from another image via cross-view interactions, which greatly improves the quality of the extracted features. Our unified model naturally enables cross-task transfer since the model architecture and parameters are shared across tasks. We outperform RAFT with our unified model on the challenging Sintel dataset, and our final model that uses a few additional task-specific refinement steps outperforms or compares favorably to recent state-of-the-art methods on 10 popular flow, stereo and depth datasets, while being simpler and more efficient in terms of model design and inference speed.
ImmersePro: End-to-End Stereo Video Synthesis Via Implicit Disparity Learning
We introduce ImmersePro, an innovative framework specifically designed to transform single-view videos into stereo videos. This framework utilizes a novel dual-branch architecture comprising a disparity branch and a context branch on video data by leveraging spatial-temporal attention mechanisms. ImmersePro employs implicit disparity guidance, enabling the generation of stereo pairs from video sequences without the need for explicit disparity maps, thus reducing potential errors associated with disparity estimation models. In addition to the technical advancements, we introduce the YouTube-SBS dataset, a comprehensive collection of 423 stereo videos sourced from YouTube. This dataset is unprecedented in its scale, featuring over 7 million stereo pairs, and is designed to facilitate training and benchmarking of stereo video generation models. Our experiments demonstrate the effectiveness of ImmersePro in producing high-quality stereo videos, offering significant improvements over existing methods. Compared to the best competitor stereo-from-mono we quantitatively improve the results by 11.76\% (L1), 6.39\% (SSIM), and 5.10\% (PSNR).
Explicit Correspondence Matching for Generalizable Neural Radiance Fields
We present a new generalizable NeRF method that is able to directly generalize to new unseen scenarios and perform novel view synthesis with as few as two source views. The key to our approach lies in the explicitly modeled correspondence matching information, so as to provide the geometry prior to the prediction of NeRF color and density for volume rendering. The explicit correspondence matching is quantified with the cosine similarity between image features sampled at the 2D projections of a 3D point on different views, which is able to provide reliable cues about the surface geometry. Unlike previous methods where image features are extracted independently for each view, we consider modeling the cross-view interactions via Transformer cross-attention, which greatly improves the feature matching quality. Our method achieves state-of-the-art results on different evaluation settings, with the experiments showing a strong correlation between our learned cosine feature similarity and volume density, demonstrating the effectiveness and superiority of our proposed method. Code is at https://github.com/donydchen/matchnerf
PatchmatchNet: Learned Multi-View Patchmatch Stereo
We present PatchmatchNet, a novel and learnable cascade formulation of Patchmatch for high-resolution multi-view stereo. With high computation speed and low memory requirement, PatchmatchNet can process higher resolution imagery and is more suited to run on resource limited devices than competitors that employ 3D cost volume regularization. For the first time we introduce an iterative multi-scale Patchmatch in an end-to-end trainable architecture and improve the Patchmatch core algorithm with a novel and learned adaptive propagation and evaluation scheme for each iteration. Extensive experiments show a very competitive performance and generalization for our method on DTU, Tanks & Temples and ETH3D, but at a significantly higher efficiency than all existing top-performing models: at least two and a half times faster than state-of-the-art methods with twice less memory usage.
GEDepth: Ground Embedding for Monocular Depth Estimation
Monocular depth estimation is an ill-posed problem as the same 2D image can be projected from infinite 3D scenes. Although the leading algorithms in this field have reported significant improvement, they are essentially geared to the particular compound of pictorial observations and camera parameters (i.e., intrinsics and extrinsics), strongly limiting their generalizability in real-world scenarios. To cope with this challenge, this paper proposes a novel ground embedding module to decouple camera parameters from pictorial cues, thus promoting the generalization capability. Given camera parameters, the proposed module generates the ground depth, which is stacked with the input image and referenced in the final depth prediction. A ground attention is designed in the module to optimally combine ground depth with residual depth. Our ground embedding is highly flexible and lightweight, leading to a plug-in module that is amenable to be integrated into various depth estimation networks. Experiments reveal that our approach achieves the state-of-the-art results on popular benchmarks, and more importantly, renders significant generalization improvement on a wide range of cross-domain tests.
TextField3D: Towards Enhancing Open-Vocabulary 3D Generation with Noisy Text Fields
Recent works learn 3D representation explicitly under text-3D guidance. However, limited text-3D data restricts the vocabulary scale and text control of generations. Generators may easily fall into a stereotype concept for certain text prompts, thus losing open-vocabulary generation ability. To tackle this issue, we introduce a conditional 3D generative model, namely TextField3D. Specifically, rather than using the text prompts as input directly, we suggest to inject dynamic noise into the latent space of given text prompts, i.e., Noisy Text Fields (NTFs). In this way, limited 3D data can be mapped to the appropriate range of textual latent space that is expanded by NTFs. To this end, an NTFGen module is proposed to model general text latent code in noisy fields. Meanwhile, an NTFBind module is proposed to align view-invariant image latent code to noisy fields, further supporting image-conditional 3D generation. To guide the conditional generation in both geometry and texture, multi-modal discrimination is constructed with a text-3D discriminator and a text-2.5D discriminator. Compared to previous methods, TextField3D includes three merits: 1) large vocabulary, 2) text consistency, and 3) low latency. Extensive experiments demonstrate that our method achieves a potential open-vocabulary 3D generation capability.
MVPSNet: Fast Generalizable Multi-view Photometric Stereo
We propose a fast and generalizable solution to Multi-view Photometric Stereo (MVPS), called MVPSNet. The key to our approach is a feature extraction network that effectively combines images from the same view captured under multiple lighting conditions to extract geometric features from shading cues for stereo matching. We demonstrate these features, termed `Light Aggregated Feature Maps' (LAFM), are effective for feature matching even in textureless regions, where traditional multi-view stereo methods fail. Our method produces similar reconstruction results to PS-NeRF, a state-of-the-art MVPS method that optimizes a neural network per-scene, while being 411times faster (105 seconds vs. 12 hours) in inference. Additionally, we introduce a new synthetic dataset for MVPS, sMVPS, which is shown to be effective to train a generalizable MVPS method.
Grounding Image Matching in 3D with MASt3R
Image Matching is a core component of all best-performing algorithms and pipelines in 3D vision. Yet despite matching being fundamentally a 3D problem, intrinsically linked to camera pose and scene geometry, it is typically treated as a 2D problem. This makes sense as the goal of matching is to establish correspondences between 2D pixel fields, but also seems like a potentially hazardous choice. In this work, we take a different stance and propose to cast matching as a 3D task with DUSt3R, a recent and powerful 3D reconstruction framework based on Transformers. Based on pointmaps regression, this method displayed impressive robustness in matching views with extreme viewpoint changes, yet with limited accuracy. We aim here to improve the matching capabilities of such an approach while preserving its robustness. We thus propose to augment the DUSt3R network with a new head that outputs dense local features, trained with an additional matching loss. We further address the issue of quadratic complexity of dense matching, which becomes prohibitively slow for downstream applications if not carefully treated. We introduce a fast reciprocal matching scheme that not only accelerates matching by orders of magnitude, but also comes with theoretical guarantees and, lastly, yields improved results. Extensive experiments show that our approach, coined MASt3R, significantly outperforms the state of the art on multiple matching tasks. In particular, it beats the best published methods by 30% (absolute improvement) in VCRE AUC on the extremely challenging Map-free localization dataset.
SAIR: Learning Semantic-aware Implicit Representation
Implicit representation of an image can map arbitrary coordinates in the continuous domain to their corresponding color values, presenting a powerful capability for image reconstruction. Nevertheless, existing implicit representation approaches only focus on building continuous appearance mapping, ignoring the continuities of the semantic information across pixels. As a result, they can hardly achieve desired reconstruction results when the semantic information within input images is corrupted, for example, a large region misses. To address the issue, we propose to learn semantic-aware implicit representation (SAIR), that is, we make the implicit representation of each pixel rely on both its appearance and semantic information (\eg, which object does the pixel belong to). To this end, we propose a framework with two modules: (1) building a semantic implicit representation (SIR) for a corrupted image whose large regions miss. Given an arbitrary coordinate in the continuous domain, we can obtain its respective text-aligned embedding indicating the object the pixel belongs. (2) building an appearance implicit representation (AIR) based on the SIR. Given an arbitrary coordinate in the continuous domain, we can reconstruct its color whether or not the pixel is missed in the input. We validate the novel semantic-aware implicit representation method on the image inpainting task, and the extensive experiments demonstrate that our method surpasses state-of-the-art approaches by a significant margin.
Two-in-One Depth: Bridging the Gap Between Monocular and Binocular Self-supervised Depth Estimation
Monocular and binocular self-supervised depth estimations are two important and related tasks in computer vision, which aim to predict scene depths from single images and stereo image pairs respectively. In literature, the two tasks are usually tackled separately by two different kinds of models, and binocular models generally fail to predict depth from single images, while the prediction accuracy of monocular models is generally inferior to binocular models. In this paper, we propose a Two-in-One self-supervised depth estimation network, called TiO-Depth, which could not only compatibly handle the two tasks, but also improve the prediction accuracy. TiO-Depth employs a Siamese architecture and each sub-network of it could be used as a monocular depth estimation model. For binocular depth estimation, a Monocular Feature Matching module is proposed for incorporating the stereo knowledge between the two images, and the full TiO-Depth is used to predict depths. We also design a multi-stage joint-training strategy for improving the performances of TiO-Depth in both two tasks by combining the relative advantages of them. Experimental results on the KITTI, Cityscapes, and DDAD datasets demonstrate that TiO-Depth outperforms both the monocular and binocular state-of-the-art methods in most cases, and further verify the feasibility of a two-in-one network for monocular and binocular depth estimation. The code is available at https://github.com/ZM-Zhou/TiO-Depth_pytorch.
FoundationPose: Unified 6D Pose Estimation and Tracking of Novel Objects
We present FoundationPose, a unified foundation model for 6D object pose estimation and tracking, supporting both model-based and model-free setups. Our approach can be instantly applied at test-time to a novel object without fine-tuning, as long as its CAD model is given, or a small number of reference images are captured. We bridge the gap between these two setups with a neural implicit representation that allows for effective novel view synthesis, keeping the downstream pose estimation modules invariant under the same unified framework. Strong generalizability is achieved via large-scale synthetic training, aided by a large language model (LLM), a novel transformer-based architecture, and contrastive learning formulation. Extensive evaluation on multiple public datasets involving challenging scenarios and objects indicate our unified approach outperforms existing methods specialized for each task by a large margin. In addition, it even achieves comparable results to instance-level methods despite the reduced assumptions. Project page: https://nvlabs.github.io/FoundationPose/
2D3D-MATR: 2D-3D Matching Transformer for Detection-free Registration between Images and Point Clouds
The commonly adopted detect-then-match approach to registration finds difficulties in the cross-modality cases due to the incompatible keypoint detection and inconsistent feature description. We propose, 2D3D-MATR, a detection-free method for accurate and robust registration between images and point clouds. Our method adopts a coarse-to-fine pipeline where it first computes coarse correspondences between downsampled patches of the input image and the point cloud and then extends them to form dense correspondences between pixels and points within the patch region. The coarse-level patch matching is based on transformer which jointly learns global contextual constraints with self-attention and cross-modality correlations with cross-attention. To resolve the scale ambiguity in patch matching, we construct a multi-scale pyramid for each image patch and learn to find for each point patch the best matching image patch at a proper resolution level. Extensive experiments on two public benchmarks demonstrate that 2D3D-MATR outperforms the previous state-of-the-art P2-Net by around 20 percentage points on inlier ratio and over 10 points on registration recall. Our code and models are available at https://github.com/minhaolee/2D3DMATR.
NILUT: Conditional Neural Implicit 3D Lookup Tables for Image Enhancement
3D lookup tables (3D LUTs) are a key component for image enhancement. Modern image signal processors (ISPs) have dedicated support for these as part of the camera rendering pipeline. Cameras typically provide multiple options for picture styles, where each style is usually obtained by applying a unique handcrafted 3D LUT. Current approaches for learning and applying 3D LUTs are notably fast, yet not so memory-efficient, as storing multiple 3D LUTs is required. For this reason and other implementation limitations, their use on mobile devices is less popular. In this work, we propose a Neural Implicit LUT (NILUT), an implicitly defined continuous 3D color transformation parameterized by a neural network. We show that NILUTs are capable of accurately emulating real 3D LUTs. Moreover, a NILUT can be extended to incorporate multiple styles into a single network with the ability to blend styles implicitly. Our novel approach is memory-efficient, controllable and can complement previous methods, including learned ISPs. Code, models and dataset available at: https://github.com/mv-lab/nilut
3DEgo: 3D Editing on the Go!
We introduce 3DEgo to address a novel problem of directly synthesizing photorealistic 3D scenes from monocular videos guided by textual prompts. Conventional methods construct a text-conditioned 3D scene through a three-stage process, involving pose estimation using Structure-from-Motion (SfM) libraries like COLMAP, initializing the 3D model with unedited images, and iteratively updating the dataset with edited images to achieve a 3D scene with text fidelity. Our framework streamlines the conventional multi-stage 3D editing process into a single-stage workflow by overcoming the reliance on COLMAP and eliminating the cost of model initialization. We apply a diffusion model to edit video frames prior to 3D scene creation by incorporating our designed noise blender module for enhancing multi-view editing consistency, a step that does not require additional training or fine-tuning of T2I diffusion models. 3DEgo utilizes 3D Gaussian Splatting to create 3D scenes from the multi-view consistent edited frames, capitalizing on the inherent temporal continuity and explicit point cloud data. 3DEgo demonstrates remarkable editing precision, speed, and adaptability across a variety of video sources, as validated by extensive evaluations on six datasets, including our own prepared GS25 dataset. Project Page: https://3dego.github.io/
Customizing Text-to-Image Diffusion with Camera Viewpoint Control
Model customization introduces new concepts to existing text-to-image models, enabling the generation of the new concept in novel contexts. However, such methods lack accurate camera view control w.r.t the object, and users must resort to prompt engineering (e.g., adding "top-view") to achieve coarse view control. In this work, we introduce a new task -- enabling explicit control of camera viewpoint for model customization. This allows us to modify object properties amongst various background scenes via text prompts, all while incorporating the target camera pose as additional control. This new task presents significant challenges in merging a 3D representation from the multi-view images of the new concept with a general, 2D text-to-image model. To bridge this gap, we propose to condition the 2D diffusion process on rendered, view-dependent features of the new object. During training, we jointly adapt the 2D diffusion modules and 3D feature predictions to reconstruct the object's appearance and geometry while reducing overfitting to the input multi-view images. Our method outperforms existing image editing and model personalization baselines in preserving the custom object's identity while following the input text prompt and the object's camera pose.
SparseCraft: Few-Shot Neural Reconstruction through Stereopsis Guided Geometric Linearization
We present a novel approach for recovering 3D shape and view dependent appearance from a few colored images, enabling efficient 3D reconstruction and novel view synthesis. Our method learns an implicit neural representation in the form of a Signed Distance Function (SDF) and a radiance field. The model is trained progressively through ray marching enabled volumetric rendering, and regularized with learning-free multi-view stereo (MVS) cues. Key to our contribution is a novel implicit neural shape function learning strategy that encourages our SDF field to be as linear as possible near the level-set, hence robustifying the training against noise emanating from the supervision and regularization signals. Without using any pretrained priors, our method, called SparseCraft, achieves state-of-the-art performances both in novel-view synthesis and reconstruction from sparse views in standard benchmarks, while requiring less than 10 minutes for training.
Uncertainty Guided Adaptive Warping for Robust and Efficient Stereo Matching
Correlation based stereo matching has achieved outstanding performance, which pursues cost volume between two feature maps. Unfortunately, current methods with a fixed model do not work uniformly well across various datasets, greatly limiting their real-world applicability. To tackle this issue, this paper proposes a new perspective to dynamically calculate correlation for robust stereo matching. A novel Uncertainty Guided Adaptive Correlation (UGAC) module is introduced to robustly adapt the same model for different scenarios. Specifically, a variance-based uncertainty estimation is employed to adaptively adjust the sampling area during warping operation. Additionally, we improve the traditional non-parametric warping with learnable parameters, such that the position-specific weights can be learned. We show that by empowering the recurrent network with the UGAC module, stereo matching can be exploited more robustly and effectively. Extensive experiments demonstrate that our method achieves state-of-the-art performance over the ETH3D, KITTI, and Middlebury datasets when employing the same fixed model over these datasets without any retraining procedure. To target real-time applications, we further design a lightweight model based on UGAC, which also outperforms other methods over KITTI benchmarks with only 0.6 M parameters.
360SD-Net: 360° Stereo Depth Estimation with Learnable Cost Volume
Recently, end-to-end trainable deep neural networks have significantly improved stereo depth estimation for perspective images. However, 360{\deg} images captured under equirectangular projection cannot benefit from directly adopting existing methods due to distortion introduced (i.e., lines in 3D are not projected onto lines in 2D). To tackle this issue, we present a novel architecture specifically designed for spherical disparity using the setting of top-bottom 360{\deg} camera pairs. Moreover, we propose to mitigate the distortion issue by (1) an additional input branch capturing the position and relation of each pixel in the spherical coordinate, and (2) a cost volume built upon a learnable shifting filter. Due to the lack of 360{\deg} stereo data, we collect two 360{\deg} stereo datasets from Matterport3D and Stanford3D for training and evaluation. Extensive experiments and ablation study are provided to validate our method against existing algorithms. Finally, we show promising results on real-world environments capturing images with two consumer-level cameras.
RomniStereo: Recurrent Omnidirectional Stereo Matching
Omnidirectional stereo matching (OSM) is an essential and reliable means for 360^{circ} depth sensing. However, following earlier works on conventional stereo matching, prior state-of-the-art (SOTA) methods rely on a 3D encoder-decoder block to regularize the cost volume, causing the whole system complicated and sub-optimal results. Recently, the Recurrent All-pairs Field Transforms (RAFT) based approach employs the recurrent update in 2D and has efficiently improved image-matching tasks, ie, optical flow, and stereo matching. To bridge the gap between OSM and RAFT, we mainly propose an opposite adaptive weighting scheme to seamlessly transform the outputs of spherical sweeping of OSM into the required inputs for the recurrent update, thus creating a recurrent omnidirectional stereo matching (RomniStereo) algorithm. Furthermore, we introduce two techniques, ie, grid embedding and adaptive context feature generation, which also contribute to RomniStereo's performance. Our best model improves the average MAE metric by 40.7\% over the previous SOTA baseline across five datasets. When visualizing the results, our models demonstrate clear advantages on both synthetic and realistic examples. The code is available at https://github.com/HalleyJiang/RomniStereo.
Improving Neural Indoor Surface Reconstruction with Mask-Guided Adaptive Consistency Constraints
3D scene reconstruction from 2D images has been a long-standing task. Instead of estimating per-frame depth maps and fusing them in 3D, recent research leverages the neural implicit surface as a unified representation for 3D reconstruction. Equipped with data-driven pre-trained geometric cues, these methods have demonstrated promising performance. However, inaccurate prior estimation, which is usually inevitable, can lead to suboptimal reconstruction quality, particularly in some geometrically complex regions. In this paper, we propose a two-stage training process, decouple view-dependent and view-independent colors, and leverage two novel consistency constraints to enhance detail reconstruction performance without requiring extra priors. Additionally, we introduce an essential mask scheme to adaptively influence the selection of supervision constraints, thereby improving performance in a self-supervised paradigm. Experiments on synthetic and real-world datasets show the capability of reducing the interference from prior estimation errors and achieving high-quality scene reconstruction with rich geometric details.
NeO 360: Neural Fields for Sparse View Synthesis of Outdoor Scenes
Recent implicit neural representations have shown great results for novel view synthesis. However, existing methods require expensive per-scene optimization from many views hence limiting their application to real-world unbounded urban settings where the objects of interest or backgrounds are observed from very few views. To mitigate this challenge, we introduce a new approach called NeO 360, Neural fields for sparse view synthesis of outdoor scenes. NeO 360 is a generalizable method that reconstructs 360{\deg} scenes from a single or a few posed RGB images. The essence of our approach is in capturing the distribution of complex real-world outdoor 3D scenes and using a hybrid image-conditional triplanar representation that can be queried from any world point. Our representation combines the best of both voxel-based and bird's-eye-view (BEV) representations and is more effective and expressive than each. NeO 360's representation allows us to learn from a large collection of unbounded 3D scenes while offering generalizability to new views and novel scenes from as few as a single image during inference. We demonstrate our approach on the proposed challenging 360{\deg} unbounded dataset, called NeRDS 360, and show that NeO 360 outperforms state-of-the-art generalizable methods for novel view synthesis while also offering editing and composition capabilities. Project page: https://zubair-irshad.github.io/projects/neo360.html
ELFNet: Evidential Local-global Fusion for Stereo Matching
Although existing stereo matching models have achieved continuous improvement, they often face issues related to trustworthiness due to the absence of uncertainty estimation. Additionally, effectively leveraging multi-scale and multi-view knowledge of stereo pairs remains unexplored. In this paper, we introduce the Evidential Local-global Fusion (ELF) framework for stereo matching, which endows both uncertainty estimation and confidence-aware fusion with trustworthy heads. Instead of predicting the disparity map alone, our model estimates an evidential-based disparity considering both aleatoric and epistemic uncertainties. With the normal inverse-Gamma distribution as a bridge, the proposed framework realizes intra evidential fusion of multi-level predictions and inter evidential fusion between cost-volume-based and transformer-based stereo matching. Extensive experimental results show that the proposed framework exploits multi-view information effectively and achieves state-of-the-art overall performance both on accuracy and cross-domain generalization. The codes are available at https://github.com/jimmy19991222/ELFNet.
Templates for 3D Object Pose Estimation Revisited: Generalization to New Objects and Robustness to Occlusions
We present a method that can recognize new objects and estimate their 3D pose in RGB images even under partial occlusions. Our method requires neither a training phase on these objects nor real images depicting them, only their CAD models. It relies on a small set of training objects to learn local object representations, which allow us to locally match the input image to a set of "templates", rendered images of the CAD models for the new objects. In contrast with the state-of-the-art methods, the new objects on which our method is applied can be very different from the training objects. As a result, we are the first to show generalization without retraining on the LINEMOD and Occlusion-LINEMOD datasets. Our analysis of the failure modes of previous template-based approaches further confirms the benefits of local features for template matching. We outperform the state-of-the-art template matching methods on the LINEMOD, Occlusion-LINEMOD and T-LESS datasets. Our source code and data are publicly available at https://github.com/nv-nguyen/template-pose
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
Level-S^2fM: Structure from Motion on Neural Level Set of Implicit Surfaces
This paper presents a neural incremental Structure-from-Motion (SfM) approach, Level-S^2fM, which estimates the camera poses and scene geometry from a set of uncalibrated images by learning coordinate MLPs for the implicit surfaces and the radiance fields from the established keypoint correspondences. Our novel formulation poses some new challenges due to inevitable two-view and few-view configurations in the incremental SfM pipeline, which complicates the optimization of coordinate MLPs for volumetric neural rendering with unknown camera poses. Nevertheless, we demonstrate that the strong inductive basis conveying in the 2D correspondences is promising to tackle those challenges by exploiting the relationship between the ray sampling schemes. Based on this, we revisit the pipeline of incremental SfM and renew the key components, including two-view geometry initialization, the camera poses registration, the 3D points triangulation, and Bundle Adjustment, with a fresh perspective based on neural implicit surfaces. By unifying the scene geometry in small MLP networks through coordinate MLPs, our Level-S^2fM treats the zero-level set of the implicit surface as an informative top-down regularization to manage the reconstructed 3D points, reject the outliers in correspondences via querying SDF, and refine the estimated geometries by NBA (Neural BA). Not only does our Level-S^2fM lead to promising results on camera pose estimation and scene geometry reconstruction, but it also shows a promising way for neural implicit rendering without knowing camera extrinsic beforehand.
CNOS: A Strong Baseline for CAD-based Novel Object Segmentation
We propose a simple three-stage approach to segment unseen objects in RGB images using their CAD models. Leveraging recent powerful foundation models, DINOv2 and Segment Anything, we create descriptors and generate proposals, including binary masks for a given input RGB image. By matching proposals with reference descriptors created from CAD models, we achieve precise object ID assignment along with modal masks. We experimentally demonstrate that our method achieves state-of-the-art results in CAD-based novel object segmentation, surpassing existing approaches on the seven core datasets of the BOP challenge by 19.8\% AP using the same BOP evaluation protocol. Our source code is available at https://github.com/nv-nguyen/cnos.
Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation
This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.
Distillation of Diffusion Features for Semantic Correspondence
Semantic correspondence, the task of determining relationships between different parts of images, underpins various applications including 3D reconstruction, image-to-image translation, object tracking, and visual place recognition. Recent studies have begun to explore representations learned in large generative image models for semantic correspondence, demonstrating promising results. Building on this progress, current state-of-the-art methods rely on combining multiple large models, resulting in high computational demands and reduced efficiency. In this work, we address this challenge by proposing a more computationally efficient approach. We propose a novel knowledge distillation technique to overcome the problem of reduced efficiency. We show how to use two large vision foundation models and distill the capabilities of these complementary models into one smaller model that maintains high accuracy at reduced computational cost. Furthermore, we demonstrate that by incorporating 3D data, we are able to further improve performance, without the need for human-annotated correspondences. Overall, our empirical results demonstrate that our distilled model with 3D data augmentation achieves performance superior to current state-of-the-art methods while significantly reducing computational load and enhancing practicality for real-world applications, such as semantic video correspondence. Our code and weights are publicly available on our project page.
UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction
Neural implicit 3D representations have emerged as a powerful paradigm for reconstructing surfaces from multi-view images and synthesizing novel views. Unfortunately, existing methods such as DVR or IDR require accurate per-pixel object masks as supervision. At the same time, neural radiance fields have revolutionized novel view synthesis. However, NeRF's estimated volume density does not admit accurate surface reconstruction. Our key insight is that implicit surface models and radiance fields can be formulated in a unified way, enabling both surface and volume rendering using the same model. This unified perspective enables novel, more efficient sampling procedures and the ability to reconstruct accurate surfaces without input masks. We compare our method on the DTU, BlendedMVS, and a synthetic indoor dataset. Our experiments demonstrate that we outperform NeRF in terms of reconstruction quality while performing on par with IDR without requiring masks.
GRF: Learning a General Radiance Field for 3D Representation and Rendering
We present a simple yet powerful neural network that implicitly represents and renders 3D objects and scenes only from 2D observations. The network models 3D geometries as a general radiance field, which takes a set of 2D images with camera poses and intrinsics as input, constructs an internal representation for each point of the 3D space, and then renders the corresponding appearance and geometry of that point viewed from an arbitrary position. The key to our approach is to learn local features for each pixel in 2D images and to then project these features to 3D points, thus yielding general and rich point representations. We additionally integrate an attention mechanism to aggregate pixel features from multiple 2D views, such that visual occlusions are implicitly taken into account. Extensive experiments demonstrate that our method can generate high-quality and realistic novel views for novel objects, unseen categories and challenging real-world scenes.
Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting
Reconstructing dynamic 3D scenes from 2D images and generating diverse views over time is challenging due to scene complexity and temporal dynamics. Despite advancements in neural implicit models, limitations persist: (i) Inadequate Scene Structure: Existing methods struggle to reveal the spatial and temporal structure of dynamic scenes from directly learning the complex 6D plenoptic function. (ii) Scaling Deformation Modeling: Explicitly modeling scene element deformation becomes impractical for complex dynamics. To address these issues, we consider the spacetime as an entirety and propose to approximate the underlying spatio-temporal 4D volume of a dynamic scene by optimizing a collection of 4D primitives, with explicit geometry and appearance modeling. Learning to optimize the 4D primitives enables us to synthesize novel views at any desired time with our tailored rendering routine. Our model is conceptually simple, consisting of a 4D Gaussian parameterized by anisotropic ellipses that can rotate arbitrarily in space and time, as well as view-dependent and time-evolved appearance represented by the coefficient of 4D spherindrical harmonics. This approach offers simplicity, flexibility for variable-length video and end-to-end training, and efficient real-time rendering, making it suitable for capturing complex dynamic scene motions. Experiments across various benchmarks, including monocular and multi-view scenarios, demonstrate our 4DGS model's superior visual quality and efficiency.
Diffusion 3D Features (Diff3F): Decorating Untextured Shapes with Distilled Semantic Features
We present Diff3F as a simple, robust, and class-agnostic feature descriptor that can be computed for untextured input shapes (meshes or point clouds). Our method distills diffusion features from image foundational models onto input shapes. Specifically, we use the input shapes to produce depth and normal maps as guidance for conditional image synthesis. In the process, we produce (diffusion) features in 2D that we subsequently lift and aggregate on the original surface. Our key observation is that even if the conditional image generations obtained from multi-view rendering of the input shapes are inconsistent, the associated image features are robust and, hence, can be directly aggregated across views. This produces semantic features on the input shapes, without requiring additional data or training. We perform extensive experiments on multiple benchmarks (SHREC'19, SHREC'20, FAUST, and TOSCA) and demonstrate that our features, being semantic instead of geometric, produce reliable correspondence across both isometric and non-isometrically related shape families. Code is available via the project page at https://diff3f.github.io/
MonoDETR: Depth-guided Transformer for Monocular 3D Object Detection
Monocular 3D object detection has long been a challenging task in autonomous driving. Most existing methods follow conventional 2D detectors to first localize object centers, and then predict 3D attributes by neighboring features. However, only using local visual features is insufficient to understand the scene-level 3D spatial structures and ignores the long-range inter-object depth relations. In this paper, we introduce the first DETR framework for Monocular DEtection with a depth-guided TRansformer, named MonoDETR. We modify the vanilla transformer to be depth-aware and guide the whole detection process by contextual depth cues. Specifically, concurrent to the visual encoder that captures object appearances, we introduce to predict a foreground depth map, and specialize a depth encoder to extract non-local depth embeddings. Then, we formulate 3D object candidates as learnable queries and propose a depth-guided decoder to conduct object-scene depth interactions. In this way, each object query estimates its 3D attributes adaptively from the depth-guided regions on the image and is no longer constrained to local visual features. On KITTI benchmark with monocular images as input, MonoDETR achieves state-of-the-art performance and requires no extra dense depth annotations. Besides, our depth-guided modules can also be plug-and-play to enhance multi-view 3D object detectors on nuScenes dataset, demonstrating our superior generalization capacity. Code is available at https://github.com/ZrrSkywalker/MonoDETR.
Unity Perception: Generate Synthetic Data for Computer Vision
We introduce the Unity Perception package which aims to simplify and accelerate the process of generating synthetic datasets for computer vision tasks by offering an easy-to-use and highly customizable toolset. This open-source package extends the Unity Editor and engine components to generate perfectly annotated examples for several common computer vision tasks. Additionally, it offers an extensible Randomization framework that lets the user quickly construct and configure randomized simulation parameters in order to introduce variation into the generated datasets. We provide an overview of the provided tools and how they work, and demonstrate the value of the generated synthetic datasets by training a 2D object detection model. The model trained with mostly synthetic data outperforms the model trained using only real data.
Learning the Distribution of Errors in Stereo Matching for Joint Disparity and Uncertainty Estimation
We present a new loss function for joint disparity and uncertainty estimation in deep stereo matching. Our work is motivated by the need for precise uncertainty estimates and the observation that multi-task learning often leads to improved performance in all tasks. We show that this can be achieved by requiring the distribution of uncertainty to match the distribution of disparity errors via a KL divergence term in the network's loss function. A differentiable soft-histogramming technique is used to approximate the distributions so that they can be used in the loss. We experimentally assess the effectiveness of our approach and observe significant improvements in both disparity and uncertainty prediction on large datasets.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
A Large Dataset to Train Convolutional Networks for Disparity, Optical Flow, and Scene Flow Estimation
Recent work has shown that optical flow estimation can be formulated as a supervised learning task and can be successfully solved with convolutional networks. Training of the so-called FlowNet was enabled by a large synthetically generated dataset. The present paper extends the concept of optical flow estimation via convolutional networks to disparity and scene flow estimation. To this end, we propose three synthetic stereo video datasets with sufficient realism, variation, and size to successfully train large networks. Our datasets are the first large-scale datasets to enable training and evaluating scene flow methods. Besides the datasets, we present a convolutional network for real-time disparity estimation that provides state-of-the-art results. By combining a flow and disparity estimation network and training it jointly, we demonstrate the first scene flow estimation with a convolutional network.
Convolutional Occupancy Networks
Recently, implicit neural representations have gained popularity for learning-based 3D reconstruction. While demonstrating promising results, most implicit approaches are limited to comparably simple geometry of single objects and do not scale to more complicated or large-scale scenes. The key limiting factor of implicit methods is their simple fully-connected network architecture which does not allow for integrating local information in the observations or incorporating inductive biases such as translational equivariance. In this paper, we propose Convolutional Occupancy Networks, a more flexible implicit representation for detailed reconstruction of objects and 3D scenes. By combining convolutional encoders with implicit occupancy decoders, our model incorporates inductive biases, enabling structured reasoning in 3D space. We investigate the effectiveness of the proposed representation by reconstructing complex geometry from noisy point clouds and low-resolution voxel representations. We empirically find that our method enables the fine-grained implicit 3D reconstruction of single objects, scales to large indoor scenes, and generalizes well from synthetic to real data.
Object-Compositional Neural Implicit Surfaces
The neural implicit representation has shown its effectiveness in novel view synthesis and high-quality 3D reconstruction from multi-view images. However, most approaches focus on holistic scene representation yet ignore individual objects inside it, thus limiting potential downstream applications. In order to learn object-compositional representation, a few works incorporate the 2D semantic map as a cue in training to grasp the difference between objects. But they neglect the strong connections between object geometry and instance semantic information, which leads to inaccurate modeling of individual instance. This paper proposes a novel framework, ObjectSDF, to build an object-compositional neural implicit representation with high fidelity in 3D reconstruction and object representation. Observing the ambiguity of conventional volume rendering pipelines, we model the scene by combining the Signed Distance Functions (SDF) of individual object to exert explicit surface constraint. The key in distinguishing different instances is to revisit the strong association between an individual object's SDF and semantic label. Particularly, we convert the semantic information to a function of object SDF and develop a unified and compact representation for scene and objects. Experimental results show the superiority of ObjectSDF framework in representing both the holistic object-compositional scene and the individual instances. Code can be found at https://qianyiwu.github.io/objectsdf/
Doppelgangers: Learning to Disambiguate Images of Similar Structures
We consider the visual disambiguation task of determining whether a pair of visually similar images depict the same or distinct 3D surfaces (e.g., the same or opposite sides of a symmetric building). Illusory image matches, where two images observe distinct but visually similar 3D surfaces, can be challenging for humans to differentiate, and can also lead 3D reconstruction algorithms to produce erroneous results. We propose a learning-based approach to visual disambiguation, formulating it as a binary classification task on image pairs. To that end, we introduce a new dataset for this problem, Doppelgangers, which includes image pairs of similar structures with ground truth labels. We also design a network architecture that takes the spatial distribution of local keypoints and matches as input, allowing for better reasoning about both local and global cues. Our evaluation shows that our method can distinguish illusory matches in difficult cases, and can be integrated into SfM pipelines to produce correct, disambiguated 3D reconstructions. See our project page for our code, datasets, and more results: http://doppelgangers-3d.github.io/.
CroCo v2: Improved Cross-view Completion Pre-training for Stereo Matching and Optical Flow
Despite impressive performance for high-level downstream tasks, self-supervised pre-training methods have not yet fully delivered on dense geometric vision tasks such as stereo matching or optical flow. The application of self-supervised concepts, such as instance discrimination or masked image modeling, to geometric tasks is an active area of research. In this work, we build on the recent cross-view completion framework, a variation of masked image modeling that leverages a second view from the same scene which makes it well suited for binocular downstream tasks. The applicability of this concept has so far been limited in at least two ways: (a) by the difficulty of collecting real-world image pairs -- in practice only synthetic data have been used -- and (b) by the lack of generalization of vanilla transformers to dense downstream tasks for which relative position is more meaningful than absolute position. We explore three avenues of improvement. First, we introduce a method to collect suitable real-world image pairs at large scale. Second, we experiment with relative positional embeddings and show that they enable vision transformers to perform substantially better. Third, we scale up vision transformer based cross-completion architectures, which is made possible by the use of large amounts of data. With these improvements, we show for the first time that state-of-the-art results on stereo matching and optical flow can be reached without using any classical task-specific techniques like correlation volume, iterative estimation, image warping or multi-scale reasoning, thus paving the way towards universal vision models.
Adaptive Spot-Guided Transformer for Consistent Local Feature Matching
Local feature matching aims at finding correspondences between a pair of images. Although current detector-free methods leverage Transformer architecture to obtain an impressive performance, few works consider maintaining local consistency. Meanwhile, most methods struggle with large scale variations. To deal with the above issues, we propose Adaptive Spot-Guided Transformer (ASTR) for local feature matching, which jointly models the local consistency and scale variations in a unified coarse-to-fine architecture. The proposed ASTR enjoys several merits. First, we design a spot-guided aggregation module to avoid interfering with irrelevant areas during feature aggregation. Second, we design an adaptive scaling module to adjust the size of grids according to the calculated depth information at fine stage. Extensive experimental results on five standard benchmarks demonstrate that our ASTR performs favorably against state-of-the-art methods. Our code will be released on https://astr2023.github.io.
V-FUSE: Volumetric Depth Map Fusion with Long-Range Constraints
We introduce a learning-based depth map fusion framework that accepts a set of depth and confidence maps generated by a Multi-View Stereo (MVS) algorithm as input and improves them. This is accomplished by integrating volumetric visibility constraints that encode long-range surface relationships across different views into an end-to-end trainable architecture. We also introduce a depth search window estimation sub-network trained jointly with the larger fusion sub-network to reduce the depth hypothesis search space along each ray. Our method learns to model depth consensus and violations of visibility constraints directly from the data; effectively removing the necessity of fine-tuning fusion parameters. Extensive experiments on MVS datasets show substantial improvements in the accuracy of the output fused depth and confidence maps.
Patch-based 3D Natural Scene Generation from a Single Example
We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.
Surface Normal Clustering for Implicit Representation of Manhattan Scenes
Novel view synthesis and 3D modeling using implicit neural field representation are shown to be very effective for calibrated multi-view cameras. Such representations are known to benefit from additional geometric and semantic supervision. Most existing methods that exploit additional supervision require dense pixel-wise labels or localized scene priors. These methods cannot benefit from high-level vague scene priors provided in terms of scenes' descriptions. In this work, we aim to leverage the geometric prior of Manhattan scenes to improve the implicit neural radiance field representations. More precisely, we assume that only the knowledge of the indoor scene (under investigation) being Manhattan is known -- with no additional information whatsoever -- with an unknown Manhattan coordinate frame. Such high-level prior is used to self-supervise the surface normals derived explicitly in the implicit neural fields. Our modeling allows us to cluster the derived normals and exploit their orthogonality constraints for self-supervision. Our exhaustive experiments on datasets of diverse indoor scenes demonstrate the significant benefit of the proposed method over the established baselines. The source code will be available at https://github.com/nikola3794/normal-clustering-nerf.
JIFF: Jointly-aligned Implicit Face Function for High Quality Single View Clothed Human Reconstruction
This paper addresses the problem of single view 3D human reconstruction. Recent implicit function based methods have shown impressive results, but they fail to recover fine face details in their reconstructions. This largely degrades user experience in applications like 3D telepresence. In this paper, we focus on improving the quality of face in the reconstruction and propose a novel Jointly-aligned Implicit Face Function (JIFF) that combines the merits of the implicit function based approach and model based approach. We employ a 3D morphable face model as our shape prior and compute space-aligned 3D features that capture detailed face geometry information. Such space-aligned 3D features are combined with pixel-aligned 2D features to jointly predict an implicit face function for high quality face reconstruction. We further extend our pipeline and introduce a coarse-to-fine architecture to predict high quality texture for our detailed face model. Extensive evaluations have been carried out on public datasets and our proposed JIFF has demonstrates superior performance (both quantitatively and qualitatively) over existing state-of-the-arts.
Blended-NeRF: Zero-Shot Object Generation and Blending in Existing Neural Radiance Fields
Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.
Category-level Neural Field for Reconstruction of Partially Observed Objects in Indoor Environment
Neural implicit representation has attracted attention in 3D reconstruction through various success cases. For further applications such as scene understanding or editing, several works have shown progress towards object compositional reconstruction. Despite their superior performance in observed regions, their performance is still limited in reconstructing objects that are partially observed. To better treat this problem, we introduce category-level neural fields that learn meaningful common 3D information among objects belonging to the same category present in the scene. Our key idea is to subcategorize objects based on their observed shape for better training of the category-level model. Then we take advantage of the neural field to conduct the challenging task of registering partially observed objects by selecting and aligning against representative objects selected by ray-based uncertainty. Experiments on both simulation and real-world datasets demonstrate that our method improves the reconstruction of unobserved parts for several categories.
Learning Unified Decompositional and Compositional NeRF for Editable Novel View Synthesis
Implicit neural representations have shown powerful capacity in modeling real-world 3D scenes, offering superior performance in novel view synthesis. In this paper, we target a more challenging scenario, i.e., joint scene novel view synthesis and editing based on implicit neural scene representations. State-of-the-art methods in this direction typically consider building separate networks for these two tasks (i.e., view synthesis and editing). Thus, the modeling of interactions and correlations between these two tasks is very limited, which, however, is critical for learning high-quality scene representations. To tackle this problem, in this paper, we propose a unified Neural Radiance Field (NeRF) framework to effectively perform joint scene decomposition and composition for modeling real-world scenes. The decomposition aims at learning disentangled 3D representations of different objects and the background, allowing for scene editing, while scene composition models an entire scene representation for novel view synthesis. Specifically, with a two-stage NeRF framework, we learn a coarse stage for predicting a global radiance field as guidance for point sampling, and in the second fine-grained stage, we perform scene decomposition by a novel one-hot object radiance field regularization module and a pseudo supervision via inpainting to handle ambiguous background regions occluded by objects. The decomposed object-level radiance fields are further composed by using activations from the decomposition module. Extensive quantitative and qualitative results show the effectiveness of our method for scene decomposition and composition, outperforming state-of-the-art methods for both novel-view synthesis and editing tasks.
Learning Personalized High Quality Volumetric Head Avatars from Monocular RGB Videos
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches.
XFeat: Accelerated Features for Lightweight Image Matching
We introduce a lightweight and accurate architecture for resource-efficient visual correspondence. Our method, dubbed XFeat (Accelerated Features), revisits fundamental design choices in convolutional neural networks for detecting, extracting, and matching local features. Our new model satisfies a critical need for fast and robust algorithms suitable to resource-limited devices. In particular, accurate image matching requires sufficiently large image resolutions - for this reason, we keep the resolution as large as possible while limiting the number of channels in the network. Besides, our model is designed to offer the choice of matching at the sparse or semi-dense levels, each of which may be more suitable for different downstream applications, such as visual navigation and augmented reality. Our model is the first to offer semi-dense matching efficiently, leveraging a novel match refinement module that relies on coarse local descriptors. XFeat is versatile and hardware-independent, surpassing current deep learning-based local features in speed (up to 5x faster) with comparable or better accuracy, proven in pose estimation and visual localization. We showcase it running in real-time on an inexpensive laptop CPU without specialized hardware optimizations. Code and weights are available at www.verlab.dcc.ufmg.br/descriptors/xfeat_cvpr24.
DepthFM: Fast Monocular Depth Estimation with Flow Matching
Monocular depth estimation is crucial for numerous downstream vision tasks and applications. Current discriminative approaches to this problem are limited due to blurry artifacts, while state-of-the-art generative methods suffer from slow sampling due to their SDE nature. Rather than starting from noise, we seek a direct mapping from input image to depth map. We observe that this can be effectively framed using flow matching, since its straight trajectories through solution space offer efficiency and high quality. Our study demonstrates that a pre-trained image diffusion model can serve as an adequate prior for a flow matching depth model, allowing efficient training on only synthetic data to generalize to real images. We find that an auxiliary surface normals loss further improves the depth estimates. Due to the generative nature of our approach, our model reliably predicts the confidence of its depth estimates. On standard benchmarks of complex natural scenes, our lightweight approach exhibits state-of-the-art performance at favorable low computational cost despite only being trained on little synthetic data.
RoMa: Revisiting Robust Losses for Dense Feature Matching
Dense feature matching is an important computer vision task that involves estimating all correspondences between two images of a 3D scene. In this paper, we revisit robust losses for matching from a Markov chain perspective, yielding theoretical insights and large gains in performance. We begin by constructing a unifying formulation of matching as a Markov chain, based on which we identify two key stages which we argue should be decoupled for matching. The first is the coarse stage, where the estimated result needs to be globally consistent. The second is the refinement stage, where the model needs precise localization capabilities. Inspired by the insight that these stages concern distinct issues, we propose a coarse matcher following the regression-by-classification paradigm that provides excellent globally consistent, albeit not exactly localized, matches. This is followed by a local feature refinement stage using well-motivated robust regression losses, yielding extremely precise matches. Our proposed approach, which we call RoMa, achieves significant improvements compared to the state-of-the-art. Code is available at https://github.com/Parskatt/RoMa
DPC: Unsupervised Deep Point Correspondence via Cross and Self Construction
We present a new method for real-time non-rigid dense correspondence between point clouds based on structured shape construction. Our method, termed Deep Point Correspondence (DPC), requires a fraction of the training data compared to previous techniques and presents better generalization capabilities. Until now, two main approaches have been suggested for the dense correspondence problem. The first is a spectral-based approach that obtains great results on synthetic datasets but requires mesh connectivity of the shapes and long inference processing time while being unstable in real-world scenarios. The second is a spatial approach that uses an encoder-decoder framework to regress an ordered point cloud for the matching alignment from an irregular input. Unfortunately, the decoder brings considerable disadvantages, as it requires a large amount of training data and struggles to generalize well in cross-dataset evaluations. DPC's novelty lies in its lack of a decoder component. Instead, we use latent similarity and the input coordinates themselves to construct the point cloud and determine correspondence, replacing the coordinate regression done by the decoder. Extensive experiments show that our construction scheme leads to a performance boost in comparison to recent state-of-the-art correspondence methods. Our code is publicly available at https://github.com/dvirginz/DPC.
SceneWiz3D: Towards Text-guided 3D Scene Composition
We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.
HOC-Search: Efficient CAD Model and Pose Retrieval from RGB-D Scans
We present an automated and efficient approach for retrieving high-quality CAD models of objects and their poses in a scene captured by a moving RGB-D camera. We first investigate various objective functions to measure similarity between a candidate CAD object model and the available data, and the best objective function appears to be a "render-and-compare" method comparing depth and mask rendering. We thus introduce a fast-search method that approximates an exhaustive search based on this objective function for simultaneously retrieving the object category, a CAD model, and the pose of an object given an approximate 3D bounding box. This method involves a search tree that organizes the CAD models and object properties including object category and pose for fast retrieval and an algorithm inspired by Monte Carlo Tree Search, that efficiently searches this tree. We show that this method retrieves CAD models that fit the real objects very well, with a speed-up factor of 10x to 120x compared to exhaustive search.
ConDL: Detector-Free Dense Image Matching
In this work, we introduce a deep-learning framework designed for estimating dense image correspondences. Our fully convolutional model generates dense feature maps for images, where each pixel is associated with a descriptor that can be matched across multiple images. Unlike previous methods, our model is trained on synthetic data that includes significant distortions, such as perspective changes, illumination variations, shadows, and specular highlights. Utilizing contrastive learning, our feature maps achieve greater invariance to these distortions, enabling robust matching. Notably, our method eliminates the need for a keypoint detector, setting it apart from many existing image-matching techniques.
OBJECT 3DIT: Language-guided 3D-aware Image Editing
Existing image editing tools, while powerful, typically disregard the underlying 3D geometry from which the image is projected. As a result, edits made using these tools may become detached from the geometry and lighting conditions that are at the foundation of the image formation process. In this work, we formulate the newt ask of language-guided 3D-aware editing, where objects in an image should be edited according to a language instruction in context of the underlying 3D scene. To promote progress towards this goal, we release OBJECT: a dataset consisting of 400K editing examples created from procedurally generated 3D scenes. Each example consists of an input image, editing instruction in language, and the edited image. We also introduce 3DIT : single and multi-task models for four editing tasks. Our models show impressive abilities to understand the 3D composition of entire scenes, factoring in surrounding objects, surfaces, lighting conditions, shadows, and physically-plausible object configurations. Surprisingly, training on only synthetic scenes from OBJECT, editing capabilities of 3DIT generalize to real-world images.
ObjectSDF++: Improved Object-Compositional Neural Implicit Surfaces
In recent years, neural implicit surface reconstruction has emerged as a popular paradigm for multi-view 3D reconstruction. Unlike traditional multi-view stereo approaches, the neural implicit surface-based methods leverage neural networks to represent 3D scenes as signed distance functions (SDFs). However, they tend to disregard the reconstruction of individual objects within the scene, which limits their performance and practical applications. To address this issue, previous work ObjectSDF introduced a nice framework of object-composition neural implicit surfaces, which utilizes 2D instance masks to supervise individual object SDFs. In this paper, we propose a new framework called ObjectSDF++ to overcome the limitations of ObjectSDF. First, in contrast to ObjectSDF whose performance is primarily restricted by its converted semantic field, the core component of our model is an occlusion-aware object opacity rendering formulation that directly volume-renders object opacity to be supervised with instance masks. Second, we design a novel regularization term for object distinction, which can effectively mitigate the issue that ObjectSDF may result in unexpected reconstruction in invisible regions due to the lack of constraint to prevent collisions. Our extensive experiments demonstrate that our novel framework not only produces superior object reconstruction results but also significantly improves the quality of scene reconstruction. Code and more resources can be found in https://qianyiwu.github.io/objectsdf++
Animal Avatars: Reconstructing Animatable 3D Animals from Casual Videos
We present a method to build animatable dog avatars from monocular videos. This is challenging as animals display a range of (unpredictable) non-rigid movements and have a variety of appearance details (e.g., fur, spots, tails). We develop an approach that links the video frames via a 4D solution that jointly solves for animal's pose variation, and its appearance (in a canonical pose). To this end, we significantly improve the quality of template-based shape fitting by endowing the SMAL parametric model with Continuous Surface Embeddings, which brings image-to-mesh reprojection constaints that are denser, and thus stronger, than the previously used sparse semantic keypoint correspondences. To model appearance, we propose an implicit duplex-mesh texture that is defined in the canonical pose, but can be deformed using SMAL pose coefficients and later rendered to enforce a photometric compatibility with the input video frames. On the challenging CoP3D and APTv2 datasets, we demonstrate superior results (both in terms of pose estimates and predicted appearance) to existing template-free (RAC) and template-based approaches (BARC, BITE).
GridPull: Towards Scalability in Learning Implicit Representations from 3D Point Clouds
Learning implicit representations has been a widely used solution for surface reconstruction from 3D point clouds. The latest methods infer a distance or occupancy field by overfitting a neural network on a single point cloud. However, these methods suffer from a slow inference due to the slow convergence of neural networks and the extensive calculation of distances to surface points, which limits them to small scale points. To resolve the scalability issue in surface reconstruction, we propose GridPull to improve the efficiency of learning implicit representations from large scale point clouds. Our novelty lies in the fast inference of a discrete distance field defined on grids without using any neural components. To remedy the lack of continuousness brought by neural networks, we introduce a loss function to encourage continuous distances and consistent gradients in the field during pulling queries onto the surface in grids near to the surface. We use uniform grids for a fast grid search to localize sampled queries, and organize surface points in a tree structure to speed up the calculation of distances to the surface. We do not rely on learning priors or normal supervision during optimization, and achieve superiority over the latest methods in terms of complexity and accuracy. We evaluate our method on shape and scene benchmarks, and report numerical and visual comparisons with the latest methods to justify our effectiveness and superiority. The code is available at https://github.com/chenchao15/GridPull.
360MonoDepth: High-Resolution 360° Monocular Depth Estimation
360{\deg} cameras can capture complete environments in a single shot, which makes 360{\deg} imagery alluring in many computer vision tasks. However, monocular depth estimation remains a challenge for 360{\deg} data, particularly for high resolutions like 2K (2048x1024) and beyond that are important for novel-view synthesis and virtual reality applications. Current CNN-based methods do not support such high resolutions due to limited GPU memory. In this work, we propose a flexible framework for monocular depth estimation from high-resolution 360{\deg} images using tangent images. We project the 360{\deg} input image onto a set of tangent planes that produce perspective views, which are suitable for the latest, most accurate state-of-the-art perspective monocular depth estimators. To achieve globally consistent disparity estimates, we recombine the individual depth estimates using deformable multi-scale alignment followed by gradient-domain blending. The result is a dense, high-resolution 360{\deg} depth map with a high level of detail, also for outdoor scenes which are not supported by existing methods. Our source code and data are available at https://manurare.github.io/360monodepth/.
BundleSDF: Neural 6-DoF Tracking and 3D Reconstruction of Unknown Objects
We present a near real-time method for 6-DoF tracking of an unknown object from a monocular RGBD video sequence, while simultaneously performing neural 3D reconstruction of the object. Our method works for arbitrary rigid objects, even when visual texture is largely absent. The object is assumed to be segmented in the first frame only. No additional information is required, and no assumption is made about the interaction agent. Key to our method is a Neural Object Field that is learned concurrently with a pose graph optimization process in order to robustly accumulate information into a consistent 3D representation capturing both geometry and appearance. A dynamic pool of posed memory frames is automatically maintained to facilitate communication between these threads. Our approach handles challenging sequences with large pose changes, partial and full occlusion, untextured surfaces, and specular highlights. We show results on HO3D, YCBInEOAT, and BEHAVE datasets, demonstrating that our method significantly outperforms existing approaches. Project page: https://bundlesdf.github.io
OpenIns3D: Snap and Lookup for 3D Open-vocabulary Instance Segmentation
Current 3D open-vocabulary scene understanding methods mostly utilize well-aligned 2D images as the bridge to learn 3D features with language. However, applying these approaches becomes challenging in scenarios where 2D images are absent. In this work, we introduce a completely new pipeline, namely, OpenIns3D, which requires no 2D image inputs, for 3D open-vocabulary scene understanding at the instance level. The OpenIns3D framework employs a "Mask-Snap-Lookup" scheme. The "Mask" module learns class-agnostic mask proposals in 3D point clouds. The "Snap" module generates synthetic scene-level images at multiple scales and leverages 2D vision language models to extract interesting objects. The "Lookup" module searches through the outcomes of "Snap" with the help of Mask2Pixel maps, which contain the precise correspondence between 3D masks and synthetic images, to assign category names to the proposed masks. This 2D input-free, easy-to-train, and flexible approach achieved state-of-the-art results on a wide range of indoor and outdoor datasets with a large margin. Furthermore, OpenIns3D allows for effortless switching of 2D detectors without re-training. When integrated with state-of-the-art 2D open-world models such as ODISE and GroundingDINO, superb results are observed on open-vocabulary instance segmentation. When integrated with LLM-powered 2D models like LISA, it demonstrates a remarkable capacity to process highly complex text queries, including those that require intricate reasoning and world knowledge. Project page: https://zheninghuang.github.io/OpenIns3D/
MaRINeR: Enhancing Novel Views by Matching Rendered Images with Nearby References
Rendering realistic images from 3D reconstruction is an essential task of many Computer Vision and Robotics pipelines, notably for mixed-reality applications as well as training autonomous agents in simulated environments. However, the quality of novel views heavily depends of the source reconstruction which is often imperfect due to noisy or missing geometry and appearance. Inspired by the recent success of reference-based super-resolution networks, we propose MaRINeR, a refinement method that leverages information of a nearby mapping image to improve the rendering of a target viewpoint. We first establish matches between the raw rendered image of the scene geometry from the target viewpoint and the nearby reference based on deep features, followed by hierarchical detail transfer. We show improved renderings in quantitative metrics and qualitative examples from both explicit and implicit scene representations. We further employ our method on the downstream tasks of pseudo-ground-truth validation, synthetic data enhancement and detail recovery for renderings of reduced 3D reconstructions.
DUSt3R: Geometric 3D Vision Made Easy
Multi-view stereo reconstruction (MVS) in the wild requires to first estimate the camera parameters e.g. intrinsic and extrinsic parameters. These are usually tedious and cumbersome to obtain, yet they are mandatory to triangulate corresponding pixels in 3D space, which is the core of all best performing MVS algorithms. In this work, we take an opposite stance and introduce DUSt3R, a radically novel paradigm for Dense and Unconstrained Stereo 3D Reconstruction of arbitrary image collections, i.e. operating without prior information about camera calibration nor viewpoint poses. We cast the pairwise reconstruction problem as a regression of pointmaps, relaxing the hard constraints of usual projective camera models. We show that this formulation smoothly unifies the monocular and binocular reconstruction cases. In the case where more than two images are provided, we further propose a simple yet effective global alignment strategy that expresses all pairwise pointmaps in a common reference frame. We base our network architecture on standard Transformer encoders and decoders, allowing us to leverage powerful pretrained models. Our formulation directly provides a 3D model of the scene as well as depth information, but interestingly, we can seamlessly recover from it, pixel matches, relative and absolute camera. Exhaustive experiments on all these tasks showcase that the proposed DUSt3R can unify various 3D vision tasks and set new SoTAs on monocular/multi-view depth estimation as well as relative pose estimation. In summary, DUSt3R makes many geometric 3D vision tasks easy.
Zero-Shot 3D Shape Correspondence
We propose a novel zero-shot approach to computing correspondences between 3D shapes. Existing approaches mainly focus on isometric and near-isometric shape pairs (e.g., human vs. human), but less attention has been given to strongly non-isometric and inter-class shape matching (e.g., human vs. cow). To this end, we introduce a fully automatic method that exploits the exceptional reasoning capabilities of recent foundation models in language and vision to tackle difficult shape correspondence problems. Our approach comprises multiple stages. First, we classify the 3D shapes in a zero-shot manner by feeding rendered shape views to a language-vision model (e.g., BLIP2) to generate a list of class proposals per shape. These proposals are unified into a single class per shape by employing the reasoning capabilities of ChatGPT. Second, we attempt to segment the two shapes in a zero-shot manner, but in contrast to the co-segmentation problem, we do not require a mutual set of semantic regions. Instead, we propose to exploit the in-context learning capabilities of ChatGPT to generate two different sets of semantic regions for each shape and a semantic mapping between them. This enables our approach to match strongly non-isometric shapes with significant differences in geometric structure. Finally, we employ the generated semantic mapping to produce coarse correspondences that can further be refined by the functional maps framework to produce dense point-to-point maps. Our approach, despite its simplicity, produces highly plausible results in a zero-shot manner, especially between strongly non-isometric shapes.
DiffCAD: Weakly-Supervised Probabilistic CAD Model Retrieval and Alignment from an RGB Image
Perceiving 3D structures from RGB images based on CAD model primitives can enable an effective, efficient 3D object-based representation of scenes. However, current approaches rely on supervision from expensive annotations of CAD models associated with real images, and encounter challenges due to the inherent ambiguities in the task -- both in depth-scale ambiguity in monocular perception, as well as inexact matches of CAD database models to real observations. We thus propose DiffCAD, the first weakly-supervised probabilistic approach to CAD retrieval and alignment from an RGB image. We formulate this as a conditional generative task, leveraging diffusion to learn implicit probabilistic models capturing the shape, pose, and scale of CAD objects in an image. This enables multi-hypothesis generation of different plausible CAD reconstructions, requiring only a few hypotheses to characterize ambiguities in depth/scale and inexact shape matches. Our approach is trained only on synthetic data, leveraging monocular depth and mask estimates to enable robust zero-shot adaptation to various real target domains. Despite being trained solely on synthetic data, our multi-hypothesis approach can even surpass the supervised state-of-the-art on the Scan2CAD dataset by 5.9% with 8 hypotheses.
Dynamic Appearance Modeling of Clothed 3D Human Avatars using a Single Camera
The appearance of a human in clothing is driven not only by the pose but also by its temporal context, i.e., motion. However, such context has been largely neglected by existing monocular human modeling methods whose neural networks often struggle to learn a video of a person with large dynamics due to the motion ambiguity, i.e., there exist numerous geometric configurations of clothes that are dependent on the context of motion even for the same pose. In this paper, we introduce a method for high-quality modeling of clothed 3D human avatars using a video of a person with dynamic movements. The main challenge comes from the lack of 3D ground truth data of geometry and its temporal correspondences. We address this challenge by introducing a novel compositional human modeling framework that takes advantage of both explicit and implicit human modeling. For explicit modeling, a neural network learns to generate point-wise shape residuals and appearance features of a 3D body model by comparing its 2D rendering results and the original images. This explicit model allows for the reconstruction of discriminative 3D motion features from UV space by encoding their temporal correspondences. For implicit modeling, an implicit network combines the appearance and 3D motion features to decode high-fidelity clothed 3D human avatars with motion-dependent geometry and texture. The experiments show that our method can generate a large variation of secondary motion in a physically plausible way.
CamCtrl3D: Single-Image Scene Exploration with Precise 3D Camera Control
We propose a method for generating fly-through videos of a scene, from a single image and a given camera trajectory. We build upon an image-to-video latent diffusion model. We condition its UNet denoiser on the camera trajectory, using four techniques. (1) We condition the UNet's temporal blocks on raw camera extrinsics, similar to MotionCtrl. (2) We use images containing camera rays and directions, similar to CameraCtrl. (3) We reproject the initial image to subsequent frames and use the resulting video as a condition. (4) We use 2D<=>3D transformers to introduce a global 3D representation, which implicitly conditions on the camera poses. We combine all conditions in a ContolNet-style architecture. We then propose a metric that evaluates overall video quality and the ability to preserve details with view changes, which we use to analyze the trade-offs of individual and combined conditions. Finally, we identify an optimal combination of conditions. We calibrate camera positions in our datasets for scale consistency across scenes, and we train our scene exploration model, CamCtrl3D, demonstrating state-of-theart results.
Learning Implicit Representation for Reconstructing Articulated Objects
3D Reconstruction of moving articulated objects without additional information about object structure is a challenging problem. Current methods overcome such challenges by employing category-specific skeletal models. Consequently, they do not generalize well to articulated objects in the wild. We treat an articulated object as an unknown, semi-rigid skeletal structure surrounded by nonrigid material (e.g., skin). Our method simultaneously estimates the visible (explicit) representation (3D shapes, colors, camera parameters) and the implicit skeletal representation, from motion cues in the object video without 3D supervision. Our implicit representation consists of four parts. (1) Skeleton, which specifies how semi-rigid parts are connected. (2) black{Skinning Weights}, which associates each surface vertex with semi-rigid parts with probability. (3) Rigidity Coefficients, specifying the articulation of the local surface. (4) Time-Varying Transformations, which specify the skeletal motion and surface deformation parameters. We introduce an algorithm that uses physical constraints as regularization terms and iteratively estimates both implicit and explicit representations. Our method is category-agnostic, thus eliminating the need for category-specific skeletons, we show that our method outperforms state-of-the-art across standard video datasets.
MonoScene: Monocular 3D Semantic Scene Completion
MonoScene proposes a 3D Semantic Scene Completion (SSC) framework, where the dense geometry and semantics of a scene are inferred from a single monocular RGB image. Different from the SSC literature, relying on 2.5 or 3D input, we solve the complex problem of 2D to 3D scene reconstruction while jointly inferring its semantics. Our framework relies on successive 2D and 3D UNets bridged by a novel 2D-3D features projection inspiring from optics and introduces a 3D context relation prior to enforce spatio-semantic consistency. Along with architectural contributions, we introduce novel global scene and local frustums losses. Experiments show we outperform the literature on all metrics and datasets while hallucinating plausible scenery even beyond the camera field of view. Our code and trained models are available at https://github.com/cv-rits/MonoScene.
Depth Anything V2
This work presents Depth Anything V2. Without pursuing fancy techniques, we aim to reveal crucial findings to pave the way towards building a powerful monocular depth estimation model. Notably, compared with V1, this version produces much finer and more robust depth predictions through three key practices: 1) replacing all labeled real images with synthetic images, 2) scaling up the capacity of our teacher model, and 3) teaching student models via the bridge of large-scale pseudo-labeled real images. Compared with the latest models built on Stable Diffusion, our models are significantly more efficient (more than 10x faster) and more accurate. We offer models of different scales (ranging from 25M to 1.3B params) to support extensive scenarios. Benefiting from their strong generalization capability, we fine-tune them with metric depth labels to obtain our metric depth models. In addition to our models, considering the limited diversity and frequent noise in current test sets, we construct a versatile evaluation benchmark with precise annotations and diverse scenes to facilitate future research.
Depth Pro: Sharp Monocular Metric Depth in Less Than a Second
We present a foundation model for zero-shot metric monocular depth estimation. Our model, Depth Pro, synthesizes high-resolution depth maps with unparalleled sharpness and high-frequency details. The predictions are metric, with absolute scale, without relying on the availability of metadata such as camera intrinsics. And the model is fast, producing a 2.25-megapixel depth map in 0.3 seconds on a standard GPU. These characteristics are enabled by a number of technical contributions, including an efficient multi-scale vision transformer for dense prediction, a training protocol that combines real and synthetic datasets to achieve high metric accuracy alongside fine boundary tracing, dedicated evaluation metrics for boundary accuracy in estimated depth maps, and state-of-the-art focal length estimation from a single image. Extensive experiments analyze specific design choices and demonstrate that Depth Pro outperforms prior work along multiple dimensions. We release code and weights at https://github.com/apple/ml-depth-pro
Invisible Stitch: Generating Smooth 3D Scenes with Depth Inpainting
3D scene generation has quickly become a challenging new research direction, fueled by consistent improvements of 2D generative diffusion models. Most prior work in this area generates scenes by iteratively stitching newly generated frames with existing geometry. These works often depend on pre-trained monocular depth estimators to lift the generated images into 3D, fusing them with the existing scene representation. These approaches are then often evaluated via a text metric, measuring the similarity between the generated images and a given text prompt. In this work, we make two fundamental contributions to the field of 3D scene generation. First, we note that lifting images to 3D with a monocular depth estimation model is suboptimal as it ignores the geometry of the existing scene. We thus introduce a novel depth completion model, trained via teacher distillation and self-training to learn the 3D fusion process, resulting in improved geometric coherence of the scene. Second, we introduce a new benchmarking scheme for scene generation methods that is based on ground truth geometry, and thus measures the quality of the structure of the scene.
An Improved RaftStereo Trained with A Mixed Dataset for the Robust Vision Challenge 2022
Stereo-matching is a fundamental problem in computer vision. Despite recent progress by deep learning, improving the robustness is ineluctable when deploying stereo-matching models to real-world applications. Different from the common practices, i.e., developing an elaborate model to achieve robustness, we argue that collecting multiple available datasets for training is a cheaper way to increase generalization ability. Specifically, this report presents an improved RaftStereo trained with a mixed dataset of seven public datasets for the robust vision challenge (denoted as iRaftStereo_RVC). When evaluated on the training sets of Middlebury, KITTI-2015, and ETH3D, the model outperforms its counterparts trained with only one dataset, such as the popular Sceneflow. After fine-tuning the pre-trained model on the three datasets of the challenge, it ranks at 2nd place on the stereo leaderboard, demonstrating the benefits of mixed dataset pre-training.
SimNP: Learning Self-Similarity Priors Between Neural Points
Existing neural field representations for 3D object reconstruction either (1) utilize object-level representations, but suffer from low-quality details due to conditioning on a global latent code, or (2) are able to perfectly reconstruct the observations, but fail to utilize object-level prior knowledge to infer unobserved regions. We present SimNP, a method to learn category-level self-similarities, which combines the advantages of both worlds by connecting neural point radiance fields with a category-level self-similarity representation. Our contribution is two-fold. (1) We design the first neural point representation on a category level by utilizing the concept of coherent point clouds. The resulting neural point radiance fields store a high level of detail for locally supported object regions. (2) We learn how information is shared between neural points in an unconstrained and unsupervised fashion, which allows to derive unobserved regions of an object during the reconstruction process from given observations. We show that SimNP is able to outperform previous methods in reconstructing symmetric unseen object regions, surpassing methods that build upon category-level or pixel-aligned radiance fields, while providing semantic correspondences between instances
Inst3D-LMM: Instance-Aware 3D Scene Understanding with Multi-modal Instruction Tuning
Despite encouraging progress in 3D scene understanding, it remains challenging to develop an effective Large Multi-modal Model (LMM) that is capable of understanding and reasoning in complex 3D environments. Most previous methods typically encode 3D point and 2D image features separately, neglecting interactions between 2D semantics and 3D object properties, as well as the spatial relationships within the 3D environment. This limitation not only hinders comprehensive representations of 3D scene, but also compromises training and inference efficiency. To address these challenges, we propose a unified Instance-aware 3D Large Multi-modal Model (Inst3D-LMM) to deal with multiple 3D scene understanding tasks simultaneously. To obtain the fine-grained instance-level visual tokens, we first introduce a novel Multi-view Cross-Modal Fusion (MCMF) module to inject the multi-view 2D semantics into their corresponding 3D geometric features. For scene-level relation-aware tokens, we further present a 3D Instance Spatial Relation (3D-ISR) module to capture the intricate pairwise spatial relationships among objects. Additionally, we perform end-to-end multi-task instruction tuning simultaneously without the subsequent task-specific fine-tuning. Extensive experiments demonstrate that our approach outperforms the state-of-the-art methods across 3D scene understanding, reasoning and grounding tasks. Source code is available at https://github.com/hanxunyu/Inst3D-LMM
3D Human Pose Perception from Egocentric Stereo Videos
While head-mounted devices are becoming more compact, they provide egocentric views with significant self-occlusions of the device user. Hence, existing methods often fail to accurately estimate complex 3D poses from egocentric views. In this work, we propose a new transformer-based framework to improve egocentric stereo 3D human pose estimation, which leverages the scene information and temporal context of egocentric stereo videos. Specifically, we utilize 1) depth features from our 3D scene reconstruction module with uniformly sampled windows of egocentric stereo frames, and 2) human joint queries enhanced by temporal features of the video inputs. Our method is able to accurately estimate human poses even in challenging scenarios, such as crouching and sitting. Furthermore, we introduce two new benchmark datasets, i.e., UnrealEgo2 and UnrealEgo-RW (RealWorld). The proposed datasets offer a much larger number of egocentric stereo views with a wider variety of human motions than the existing datasets, allowing comprehensive evaluation of existing and upcoming methods. Our extensive experiments show that the proposed approach significantly outperforms previous methods. We will release UnrealEgo2, UnrealEgo-RW, and trained models on our project page.
ICE-G: Image Conditional Editing of 3D Gaussian Splats
Recently many techniques have emerged to create high quality 3D assets and scenes. When it comes to editing of these objects, however, existing approaches are either slow, compromise on quality, or do not provide enough customization. We introduce a novel approach to quickly edit a 3D model from a single reference view. Our technique first segments the edit image, and then matches semantically corresponding regions across chosen segmented dataset views using DINO features. A color or texture change from a particular region of the edit image can then be applied to other views automatically in a semantically sensible manner. These edited views act as an updated dataset to further train and re-style the 3D scene. The end-result is therefore an edited 3D model. Our framework enables a wide variety of editing tasks such as manual local edits, correspondence based style transfer from any example image, and a combination of different styles from multiple example images. We use Gaussian Splats as our primary 3D representation due to their speed and ease of local editing, but our technique works for other methods such as NeRFs as well. We show through multiple examples that our method produces higher quality results while offering fine-grained control of editing. Project page: ice-gaussian.github.io
NAVI: Category-Agnostic Image Collections with High-Quality 3D Shape and Pose Annotations
Recent advances in neural reconstruction enable high-quality 3D object reconstruction from casually captured image collections. Current techniques mostly analyze their progress on relatively simple image collections where Structure-from-Motion (SfM) techniques can provide ground-truth (GT) camera poses. We note that SfM techniques tend to fail on in-the-wild image collections such as image search results with varying backgrounds and illuminations. To enable systematic research progress on 3D reconstruction from casual image captures, we propose NAVI: a new dataset of category-agnostic image collections of objects with high-quality 3D scans along with per-image 2D-3D alignments providing near-perfect GT camera parameters. These 2D-3D alignments allow us to extract accurate derivative annotations such as dense pixel correspondences, depth and segmentation maps. We demonstrate the use of NAVI image collections on different problem settings and show that NAVI enables more thorough evaluations that were not possible with existing datasets. We believe NAVI is beneficial for systematic research progress on 3D reconstruction and correspondence estimation. Project page: https://navidataset.github.io
SWAG: Splatting in the Wild images with Appearance-conditioned Gaussians
Implicit neural representation methods have shown impressive advancements in learning 3D scenes from unstructured in-the-wild photo collections but are still limited by the large computational cost of volumetric rendering. More recently, 3D Gaussian Splatting emerged as a much faster alternative with superior rendering quality and training efficiency, especially for small-scale and object-centric scenarios. Nevertheless, this technique suffers from poor performance on unstructured in-the-wild data. To tackle this, we extend over 3D Gaussian Splatting to handle unstructured image collections. We achieve this by modeling appearance to seize photometric variations in the rendered images. Additionally, we introduce a new mechanism to train transient Gaussians to handle the presence of scene occluders in an unsupervised manner. Experiments on diverse photo collection scenes and multi-pass acquisition of outdoor landmarks show the effectiveness of our method over prior works achieving state-of-the-art results with improved efficiency.
3D Copy-Paste: Physically Plausible Object Insertion for Monocular 3D Detection
A major challenge in monocular 3D object detection is the limited diversity and quantity of objects in real datasets. While augmenting real scenes with virtual objects holds promise to improve both the diversity and quantity of the objects, it remains elusive due to the lack of an effective 3D object insertion method in complex real captured scenes. In this work, we study augmenting complex real indoor scenes with virtual objects for monocular 3D object detection. The main challenge is to automatically identify plausible physical properties for virtual assets (e.g., locations, appearances, sizes, etc.) in cluttered real scenes. To address this challenge, we propose a physically plausible indoor 3D object insertion approach to automatically copy virtual objects and paste them into real scenes. The resulting objects in scenes have 3D bounding boxes with plausible physical locations and appearances. In particular, our method first identifies physically feasible locations and poses for the inserted objects to prevent collisions with the existing room layout. Subsequently, it estimates spatially-varying illumination for the insertion location, enabling the immersive blending of the virtual objects into the original scene with plausible appearances and cast shadows. We show that our augmentation method significantly improves existing monocular 3D object models and achieves state-of-the-art performance. For the first time, we demonstrate that a physically plausible 3D object insertion, serving as a generative data augmentation technique, can lead to significant improvements for discriminative downstream tasks such as monocular 3D object detection. Project website: https://gyhandy.github.io/3D-Copy-Paste/
FrozenRecon: Pose-free 3D Scene Reconstruction with Frozen Depth Models
3D scene reconstruction is a long-standing vision task. Existing approaches can be categorized into geometry-based and learning-based methods. The former leverages multi-view geometry but can face catastrophic failures due to the reliance on accurate pixel correspondence across views. The latter was proffered to mitigate these issues by learning 2D or 3D representation directly. However, without a large-scale video or 3D training data, it can hardly generalize to diverse real-world scenarios due to the presence of tens of millions or even billions of optimization parameters in the deep network. Recently, robust monocular depth estimation models trained with large-scale datasets have been proven to possess weak 3D geometry prior, but they are insufficient for reconstruction due to the unknown camera parameters, the affine-invariant property, and inter-frame inconsistency. Here, we propose a novel test-time optimization approach that can transfer the robustness of affine-invariant depth models such as LeReS to challenging diverse scenes while ensuring inter-frame consistency, with only dozens of parameters to optimize per video frame. Specifically, our approach involves freezing the pre-trained affine-invariant depth model's depth predictions, rectifying them by optimizing the unknown scale-shift values with a geometric consistency alignment module, and employing the resulting scale-consistent depth maps to robustly obtain camera poses and achieve dense scene reconstruction, even in low-texture regions. Experiments show that our method achieves state-of-the-art cross-dataset reconstruction on five zero-shot testing datasets.
MPI-Flow: Learning Realistic Optical Flow with Multiplane Images
The accuracy of learning-based optical flow estimation models heavily relies on the realism of the training datasets. Current approaches for generating such datasets either employ synthetic data or generate images with limited realism. However, the domain gap of these data with real-world scenes constrains the generalization of the trained model to real-world applications. To address this issue, we investigate generating realistic optical flow datasets from real-world images. Firstly, to generate highly realistic new images, we construct a layered depth representation, known as multiplane images (MPI), from single-view images. This allows us to generate novel view images that are highly realistic. To generate optical flow maps that correspond accurately to the new image, we calculate the optical flows of each plane using the camera matrix and plane depths. We then project these layered optical flows into the output optical flow map with volume rendering. Secondly, to ensure the realism of motion, we present an independent object motion module that can separate the camera and dynamic object motion in MPI. This module addresses the deficiency in MPI-based single-view methods, where optical flow is generated only by camera motion and does not account for any object movement. We additionally devise a depth-aware inpainting module to merge new images with dynamic objects and address unnatural motion occlusions. We show the superior performance of our method through extensive experiments on real-world datasets. Moreover, our approach achieves state-of-the-art performance in both unsupervised and supervised training of learning-based models. The code will be made publicly available at: https://github.com/Sharpiless/MPI-Flow.
NoPose-NeuS: Jointly Optimizing Camera Poses with Neural Implicit Surfaces for Multi-view Reconstruction
Learning neural implicit surfaces from volume rendering has become popular for multi-view reconstruction. Neural surface reconstruction approaches can recover complex 3D geometry that are difficult for classical Multi-view Stereo (MVS) approaches, such as non-Lambertian surfaces and thin structures. However, one key assumption for these methods is knowing accurate camera parameters for the input multi-view images, which are not always available. In this paper, we present NoPose-NeuS, a neural implicit surface reconstruction method that extends NeuS to jointly optimize camera poses with the geometry and color networks. We encode the camera poses as a multi-layer perceptron (MLP) and introduce two additional losses, which are multi-view feature consistency and rendered depth losses, to constrain the learned geometry for better estimated camera poses and scene surfaces. Extensive experiments on the DTU dataset show that the proposed method can estimate relatively accurate camera poses, while maintaining a high surface reconstruction quality with 0.89 mean Chamfer distance.
R3DS: Reality-linked 3D Scenes for Panoramic Scene Understanding
We introduce the Reality-linked 3D Scenes (R3DS) dataset of synthetic 3D scenes mirroring the real-world scene arrangements from Matterport3D panoramas. Compared to prior work, R3DS has more complete and densely populated scenes with objects linked to real-world observations in panoramas. R3DS also provides an object support hierarchy, and matching object sets (e.g., same chairs around a dining table) for each scene. Overall, R3DS contains 19K objects represented by 3,784 distinct CAD models from over 100 object categories. We demonstrate the effectiveness of R3DS on the Panoramic Scene Understanding task. We find that: 1) training on R3DS enables better generalization; 2) support relation prediction trained with R3DS improves performance compared to heuristically calculated support; and 3) R3DS offers a challenging benchmark for future work on panoramic scene understanding.
MonoTAKD: Teaching Assistant Knowledge Distillation for Monocular 3D Object Detection
Monocular 3D object detection (Mono3D) holds noteworthy promise for autonomous driving applications owing to the cost-effectiveness and rich visual context of monocular camera sensors. However, depth ambiguity poses a significant challenge, as it requires extracting precise 3D scene geometry from a single image, resulting in suboptimal performance when transferring knowledge from a LiDAR-based teacher model to a camera-based student model. To address this issue, we introduce {\em Monocular Teaching Assistant Knowledge Distillation (MonoTAKD)} to enhance 3D perception in Mono3D. Our approach presents a robust camera-based teaching assistant model that effectively bridges the representation gap between different modalities for teacher and student models, addressing the challenge of inaccurate depth estimation. By defining 3D spatial cues as residual features that capture the differences between the teacher and the teaching assistant models, we leverage these cues into the student model, improving its 3D perception capabilities. Experimental results show that our MonoTAKD achieves state-of-the-art performance on the KITTI3D dataset. Additionally, we evaluate the performance on nuScenes and KITTI raw datasets to demonstrate the generalization of our model to multi-view 3D and unsupervised data settings. Our code will be available at https://github.com/hoiliu-0801/MonoTAKD.
Correspondences of the Third Kind: Camera Pose Estimation from Object Reflection
Computer vision has long relied on two kinds of correspondences: pixel correspondences in images and 3D correspondences on object surfaces. Is there another kind, and if there is, what can they do for us? In this paper, we introduce correspondences of the third kind we call reflection correspondences and show that they can help estimate camera pose by just looking at objects without relying on the background. Reflection correspondences are point correspondences in the reflected world, i.e., the scene reflected by the object surface. The object geometry and reflectance alters the scene geometrically and radiometrically, respectively, causing incorrect pixel correspondences. Geometry recovered from each image is also hampered by distortions, namely generalized bas-relief ambiguity, leading to erroneous 3D correspondences. We show that reflection correspondences can resolve the ambiguities arising from these distortions. We introduce a neural correspondence estimator and a RANSAC algorithm that fully leverages all three kinds of correspondences for robust and accurate joint camera pose and object shape estimation just from the object appearance. The method expands the horizon of numerous downstream tasks, including camera pose estimation for appearance modeling (e.g., NeRF) and motion estimation of reflective objects (e.g., cars on the road), to name a few, as it relieves the requirement of overlapping background.
OpenDlign: Enhancing Open-World 3D Learning with Depth-Aligned Images
Recent open-world 3D representation learning methods using Vision-Language Models (VLMs) to align 3D data with image-text information have shown superior 3D zero-shot performance. However, CAD-rendered images for this alignment often lack realism and texture variation, compromising alignment robustness. Moreover, the volume discrepancy between 3D and 2D pretraining datasets highlights the need for effective strategies to transfer the representational abilities of VLMs to 3D learning. In this paper, we present OpenDlign, a novel open-world 3D model using depth-aligned images generated from a diffusion model for robust multimodal alignment. These images exhibit greater texture diversity than CAD renderings due to the stochastic nature of the diffusion model. By refining the depth map projection pipeline and designing depth-specific prompts, OpenDlign leverages rich knowledge in pre-trained VLM for 3D representation learning with streamlined fine-tuning. Our experiments show that OpenDlign achieves high zero-shot and few-shot performance on diverse 3D tasks, despite only fine-tuning 6 million parameters on a limited ShapeNet dataset. In zero-shot classification, OpenDlign surpasses previous models by 8.0% on ModelNet40 and 16.4% on OmniObject3D. Additionally, using depth-aligned images for multimodal alignment consistently enhances the performance of other state-of-the-art models.
ZeroComp: Zero-shot Object Compositing from Image Intrinsics via Diffusion
We present ZeroComp, an effective zero-shot 3D object compositing approach that does not require paired composite-scene images during training. Our method leverages ControlNet to condition from intrinsic images and combines it with a Stable Diffusion model to utilize its scene priors, together operating as an effective rendering engine. During training, ZeroComp uses intrinsic images based on geometry, albedo, and masked shading, all without the need for paired images of scenes with and without composite objects. Once trained, it seamlessly integrates virtual 3D objects into scenes, adjusting shading to create realistic composites. We developed a high-quality evaluation dataset and demonstrate that ZeroComp outperforms methods using explicit lighting estimations and generative techniques in quantitative and human perception benchmarks. Additionally, ZeroComp extends to real and outdoor image compositing, even when trained solely on synthetic indoor data, showcasing its effectiveness in image compositing.
MVSFormer++: Revealing the Devil in Transformer's Details for Multi-View Stereo
Recent advancements in learning-based Multi-View Stereo (MVS) methods have prominently featured transformer-based models with attention mechanisms. However, existing approaches have not thoroughly investigated the profound influence of transformers on different MVS modules, resulting in limited depth estimation capabilities. In this paper, we introduce MVSFormer++, a method that prudently maximizes the inherent characteristics of attention to enhance various components of the MVS pipeline. Formally, our approach involves infusing cross-view information into the pre-trained DINOv2 model to facilitate MVS learning. Furthermore, we employ different attention mechanisms for the feature encoder and cost volume regularization, focusing on feature and spatial aggregations respectively. Additionally, we uncover that some design details would substantially impact the performance of transformer modules in MVS, including normalized 3D positional encoding, adaptive attention scaling, and the position of layer normalization. Comprehensive experiments on DTU, Tanks-and-Temples, BlendedMVS, and ETH3D validate the effectiveness of the proposed method. Notably, MVSFormer++ achieves state-of-the-art performance on the challenging DTU and Tanks-and-Temples benchmarks.
Rotation-Invariant Transformer for Point Cloud Matching
The intrinsic rotation invariance lies at the core of matching point clouds with handcrafted descriptors. However, it is widely despised by recent deep matchers that obtain the rotation invariance extrinsically via data augmentation. As the finite number of augmented rotations can never span the continuous SO(3) space, these methods usually show instability when facing rotations that are rarely seen. To this end, we introduce RoITr, a Rotation-Invariant Transformer to cope with the pose variations in the point cloud matching task. We contribute both on the local and global levels. Starting from the local level, we introduce an attention mechanism embedded with Point Pair Feature (PPF)-based coordinates to describe the pose-invariant geometry, upon which a novel attention-based encoder-decoder architecture is constructed. We further propose a global transformer with rotation-invariant cross-frame spatial awareness learned by the self-attention mechanism, which significantly improves the feature distinctiveness and makes the model robust with respect to the low overlap. Experiments are conducted on both the rigid and non-rigid public benchmarks, where RoITr outperforms all the state-of-the-art models by a considerable margin in the low-overlapping scenarios. Especially when the rotations are enlarged on the challenging 3DLoMatch benchmark, RoITr surpasses the existing methods by at least 13 and 5 percentage points in terms of Inlier Ratio and Registration Recall, respectively.
MVSplat360: Feed-Forward 360 Scene Synthesis from Sparse Views
We introduce MVSplat360, a feed-forward approach for 360{\deg} novel view synthesis (NVS) of diverse real-world scenes, using only sparse observations. This setting is inherently ill-posed due to minimal overlap among input views and insufficient visual information provided, making it challenging for conventional methods to achieve high-quality results. Our MVSplat360 addresses this by effectively combining geometry-aware 3D reconstruction with temporally consistent video generation. Specifically, it refactors a feed-forward 3D Gaussian Splatting (3DGS) model to render features directly into the latent space of a pre-trained Stable Video Diffusion (SVD) model, where these features then act as pose and visual cues to guide the denoising process and produce photorealistic 3D-consistent views. Our model is end-to-end trainable and supports rendering arbitrary views with as few as 5 sparse input views. To evaluate MVSplat360's performance, we introduce a new benchmark using the challenging DL3DV-10K dataset, where MVSplat360 achieves superior visual quality compared to state-of-the-art methods on wide-sweeping or even 360{\deg} NVS tasks. Experiments on the existing benchmark RealEstate10K also confirm the effectiveness of our model. The video results are available on our project page: https://donydchen.github.io/mvsplat360.
MegaSaM: Accurate, Fast, and Robust Structure and Motion from Casual Dynamic Videos
We present a system that allows for accurate, fast, and robust estimation of camera parameters and depth maps from casual monocular videos of dynamic scenes. Most conventional structure from motion and monocular SLAM techniques assume input videos that feature predominantly static scenes with large amounts of parallax. Such methods tend to produce erroneous estimates in the absence of these conditions. Recent neural network-based approaches attempt to overcome these challenges; however, such methods are either computationally expensive or brittle when run on dynamic videos with uncontrolled camera motion or unknown field of view. We demonstrate the surprising effectiveness of a deep visual SLAM framework: with careful modifications to its training and inference schemes, this system can scale to real-world videos of complex dynamic scenes with unconstrained camera paths, including videos with little camera parallax. Extensive experiments on both synthetic and real videos demonstrate that our system is significantly more accurate and robust at camera pose and depth estimation when compared with prior and concurrent work, with faster or comparable running times. See interactive results on our project page: https://mega-sam.github.io/
FoundPose: Unseen Object Pose Estimation with Foundation Features
We propose FoundPose, a model-based method for 6D pose estimation of unseen objects from a single RGB image. The method can quickly onboard new objects using their 3D models without requiring any object- or task-specific training. In contrast, existing methods typically pre-train on large-scale, task-specific datasets in order to generalize to new objects and to bridge the image-to-model domain gap. We demonstrate that such generalization capabilities can be observed in a recent vision foundation model trained in a self-supervised manner. Specifically, our method estimates the object pose from image-to-model 2D-3D correspondences, which are established by matching patch descriptors from the recent DINOv2 model between the image and pre-rendered object templates. We find that reliable correspondences can be established by kNN matching of patch descriptors from an intermediate DINOv2 layer. Such descriptors carry stronger positional information than descriptors from the last layer, and we show their importance when semantic information is ambiguous due to object symmetries or a lack of texture. To avoid establishing correspondences against all object templates, we develop an efficient template retrieval approach that integrates the patch descriptors into the bag-of-words representation and can promptly propose a handful of similarly looking templates. Additionally, we apply featuremetric alignment to compensate for discrepancies in the 2D-3D correspondences caused by coarse patch sampling. The resulting method noticeably outperforms existing RGB methods for refinement-free pose estimation on the standard BOP benchmark with seven diverse datasets and can be seamlessly combined with an existing render-and-compare refinement method to achieve RGB-only state-of-the-art results. Project page: evinpinar.github.io/foundpose.
In-Hand 3D Object Scanning from an RGB Sequence
We propose a method for in-hand 3D scanning of an unknown object with a monocular camera. Our method relies on a neural implicit surface representation that captures both the geometry and the appearance of the object, however, by contrast with most NeRF-based methods, we do not assume that the camera-object relative poses are known. Instead, we simultaneously optimize both the object shape and the pose trajectory. As direct optimization over all shape and pose parameters is prone to fail without coarse-level initialization, we propose an incremental approach that starts by splitting the sequence into carefully selected overlapping segments within which the optimization is likely to succeed. We reconstruct the object shape and track its poses independently within each segment, then merge all the segments before performing a global optimization. We show that our method is able to reconstruct the shape and color of both textured and challenging texture-less objects, outperforms classical methods that rely only on appearance features, and that its performance is close to recent methods that assume known camera poses.
Single-view 3D Scene Reconstruction with High-fidelity Shape and Texture
Reconstructing detailed 3D scenes from single-view images remains a challenging task due to limitations in existing approaches, which primarily focus on geometric shape recovery, overlooking object appearances and fine shape details. To address these challenges, we propose a novel framework for simultaneous high-fidelity recovery of object shapes and textures from single-view images. Our approach utilizes the proposed Single-view neural implicit Shape and Radiance field (SSR) representations to leverage both explicit 3D shape supervision and volume rendering of color, depth, and surface normal images. To overcome shape-appearance ambiguity under partial observations, we introduce a two-stage learning curriculum incorporating both 3D and 2D supervisions. A distinctive feature of our framework is its ability to generate fine-grained textured meshes while seamlessly integrating rendering capabilities into the single-view 3D reconstruction model. This integration enables not only improved textured 3D object reconstruction by 27.7% and 11.6% on the 3D-FRONT and Pix3D datasets, respectively, but also supports the rendering of images from novel viewpoints. Beyond individual objects, our approach facilitates composing object-level representations into flexible scene representations, thereby enabling applications such as holistic scene understanding and 3D scene editing. We conduct extensive experiments to demonstrate the effectiveness of our method.
MarS3D: A Plug-and-Play Motion-Aware Model for Semantic Segmentation on Multi-Scan 3D Point Clouds
3D semantic segmentation on multi-scan large-scale point clouds plays an important role in autonomous systems. Unlike the single-scan-based semantic segmentation task, this task requires distinguishing the motion states of points in addition to their semantic categories. However, methods designed for single-scan-based segmentation tasks perform poorly on the multi-scan task due to the lacking of an effective way to integrate temporal information. We propose MarS3D, a plug-and-play motion-aware module for semantic segmentation on multi-scan 3D point clouds. This module can be flexibly combined with single-scan models to allow them to have multi-scan perception abilities. The model encompasses two key designs: the Cross-Frame Feature Embedding module for enriching representation learning and the Motion-Aware Feature Learning module for enhancing motion awareness. Extensive experiments show that MarS3D can improve the performance of the baseline model by a large margin. The code is available at https://github.com/CVMI-Lab/MarS3D.
Prompt2NeRF-PIL: Fast NeRF Generation via Pretrained Implicit Latent
This paper explores promptable NeRF generation (e.g., text prompt or single image prompt) for direct conditioning and fast generation of NeRF parameters for the underlying 3D scenes, thus undoing complex intermediate steps while providing full 3D generation with conditional control. Unlike previous diffusion-CLIP-based pipelines that involve tedious per-prompt optimizations, Prompt2NeRF-PIL is capable of generating a variety of 3D objects with a single forward pass, leveraging a pre-trained implicit latent space of NeRF parameters. Furthermore, in zero-shot tasks, our experiments demonstrate that the NeRFs produced by our method serve as semantically informative initializations, significantly accelerating the inference process of existing prompt-to-NeRF methods. Specifically, we will show that our approach speeds up the text-to-NeRF model DreamFusion and the 3D reconstruction speed of the image-to-NeRF method Zero-1-to-3 by 3 to 5 times.
V3D: Video Diffusion Models are Effective 3D Generators
Automatic 3D generation has recently attracted widespread attention. Recent methods have greatly accelerated the generation speed, but usually produce less-detailed objects due to limited model capacity or 3D data. Motivated by recent advancements in video diffusion models, we introduce V3D, which leverages the world simulation capacity of pre-trained video diffusion models to facilitate 3D generation. To fully unleash the potential of video diffusion to perceive the 3D world, we further introduce geometrical consistency prior and extend the video diffusion model to a multi-view consistent 3D generator. Benefiting from this, the state-of-the-art video diffusion model could be fine-tuned to generate 360degree orbit frames surrounding an object given a single image. With our tailored reconstruction pipelines, we can generate high-quality meshes or 3D Gaussians within 3 minutes. Furthermore, our method can be extended to scene-level novel view synthesis, achieving precise control over the camera path with sparse input views. Extensive experiments demonstrate the superior performance of the proposed approach, especially in terms of generation quality and multi-view consistency. Our code is available at https://github.com/heheyas/V3D
Text2Room: Extracting Textured 3D Meshes from 2D Text-to-Image Models
We present Text2Room, a method for generating room-scale textured 3D meshes from a given text prompt as input. To this end, we leverage pre-trained 2D text-to-image models to synthesize a sequence of images from different poses. In order to lift these outputs into a consistent 3D scene representation, we combine monocular depth estimation with a text-conditioned inpainting model. The core idea of our approach is a tailored viewpoint selection such that the content of each image can be fused into a seamless, textured 3D mesh. More specifically, we propose a continuous alignment strategy that iteratively fuses scene frames with the existing geometry to create a seamless mesh. Unlike existing works that focus on generating single objects or zoom-out trajectories from text, our method generates complete 3D scenes with multiple objects and explicit 3D geometry. We evaluate our approach using qualitative and quantitative metrics, demonstrating it as the first method to generate room-scale 3D geometry with compelling textures from only text as input.
Occ^2Net: Robust Image Matching Based on 3D Occupancy Estimation for Occluded Regions
Image matching is a fundamental and critical task in various visual applications, such as Simultaneous Localization and Mapping (SLAM) and image retrieval, which require accurate pose estimation. However, most existing methods ignore the occlusion relations between objects caused by camera motion and scene structure. In this paper, we propose Occ^2Net, a novel image matching method that models occlusion relations using 3D occupancy and infers matching points in occluded regions. Thanks to the inductive bias encoded in the Occupancy Estimation (OE) module, it greatly simplifies bootstrapping of a multi-view consistent 3D representation that can then integrate information from multiple views. Together with an Occlusion-Aware (OA) module, it incorporates attention layers and rotation alignment to enable matching between occluded and visible points. We evaluate our method on both real-world and simulated datasets and demonstrate its superior performance over state-of-the-art methods on several metrics, especially in occlusion scenarios.
SceneScript: Reconstructing Scenes With An Autoregressive Structured Language Model
We introduce SceneScript, a method that directly produces full scene models as a sequence of structured language commands using an autoregressive, token-based approach. Our proposed scene representation is inspired by recent successes in transformers & LLMs, and departs from more traditional methods which commonly describe scenes as meshes, voxel grids, point clouds or radiance fields. Our method infers the set of structured language commands directly from encoded visual data using a scene language encoder-decoder architecture. To train SceneScript, we generate and release a large-scale synthetic dataset called Aria Synthetic Environments consisting of 100k high-quality in-door scenes, with photorealistic and ground-truth annotated renders of egocentric scene walkthroughs. Our method gives state-of-the art results in architectural layout estimation, and competitive results in 3D object detection. Lastly, we explore an advantage for SceneScript, which is the ability to readily adapt to new commands via simple additions to the structured language, which we illustrate for tasks such as coarse 3D object part reconstruction.
EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction on Mobile Devices
Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present EvaSurf, an Efficient View-Aware implicit textured Surface reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.
Multi-Modal Neural Radiance Field for Monocular Dense SLAM with a Light-Weight ToF Sensor
Light-weight time-of-flight (ToF) depth sensors are compact and cost-efficient, and thus widely used on mobile devices for tasks such as autofocus and obstacle detection. However, due to the sparse and noisy depth measurements, these sensors have rarely been considered for dense geometry reconstruction. In this work, we present the first dense SLAM system with a monocular camera and a light-weight ToF sensor. Specifically, we propose a multi-modal implicit scene representation that supports rendering both the signals from the RGB camera and light-weight ToF sensor which drives the optimization by comparing with the raw sensor inputs. Moreover, in order to guarantee successful pose tracking and reconstruction, we exploit a predicted depth as an intermediate supervision and develop a coarse-to-fine optimization strategy for efficient learning of the implicit representation. At last, the temporal information is explicitly exploited to deal with the noisy signals from light-weight ToF sensors to improve the accuracy and robustness of the system. Experiments demonstrate that our system well exploits the signals of light-weight ToF sensors and achieves competitive results both on camera tracking and dense scene reconstruction. Project page: https://zju3dv.github.io/tof_slam/.
Robust Scene Change Detection Using Visual Foundation Models and Cross-Attention Mechanisms
We present a novel method for scene change detection that leverages the robust feature extraction capabilities of a visual foundational model, DINOv2, and integrates full-image cross-attention to address key challenges such as varying lighting, seasonal variations, and viewpoint differences. In order to effectively learn correspondences and mis-correspondences between an image pair for the change detection task, we propose to a) ``freeze'' the backbone in order to retain the generality of dense foundation features, and b) employ ``full-image'' cross-attention to better tackle the viewpoint variations between the image pair. We evaluate our approach on two benchmark datasets, VL-CMU-CD and PSCD, along with their viewpoint-varied versions. Our experiments demonstrate significant improvements in F1-score, particularly in scenarios involving geometric changes between image pairs. The results indicate our method's superior generalization capabilities over existing state-of-the-art approaches, showing robustness against photometric and geometric variations as well as better overall generalization when fine-tuned to adapt to new environments. Detailed ablation studies further validate the contributions of each component in our architecture. Our source code is available at: https://github.com/ChadLin9596/Robust-Scene-Change-Detection.
LAN-HDR: Luminance-based Alignment Network for High Dynamic Range Video Reconstruction
As demands for high-quality videos continue to rise, high-resolution and high-dynamic range (HDR) imaging techniques are drawing attention. To generate an HDR video from low dynamic range (LDR) images, one of the critical steps is the motion compensation between LDR frames, for which most existing works employed the optical flow algorithm. However, these methods suffer from flow estimation errors when saturation or complicated motions exist. In this paper, we propose an end-to-end HDR video composition framework, which aligns LDR frames in the feature space and then merges aligned features into an HDR frame, without relying on pixel-domain optical flow. Specifically, we propose a luminance-based alignment network for HDR (LAN-HDR) consisting of an alignment module and a hallucination module. The alignment module aligns a frame to the adjacent reference by evaluating luminance-based attention, excluding color information. The hallucination module generates sharp details, especially for washed-out areas due to saturation. The aligned and hallucinated features are then blended adaptively to complement each other. Finally, we merge the features to generate a final HDR frame. In training, we adopt a temporal loss, in addition to frame reconstruction losses, to enhance temporal consistency and thus reduce flickering. Extensive experiments demonstrate that our method performs better or comparable to state-of-the-art methods on several benchmarks.
MINIMA: Modality Invariant Image Matching
Image matching for both cross-view and cross-modality plays a critical role in multimodal perception. In practice, the modality gap caused by different imaging systems/styles poses great challenges to the matching task. Existing works try to extract invariant features for specific modalities and train on limited datasets, showing poor generalization. In this paper, we present MINIMA, a unified image matching framework for multiple cross-modal cases. Without pursuing fancy modules, our MINIMA aims to enhance universal performance from the perspective of data scaling up. For such purpose, we propose a simple yet effective data engine that can freely produce a large dataset containing multiple modalities, rich scenarios, and accurate matching labels. Specifically, we scale up the modalities from cheap but rich RGB-only matching data, by means of generative models. Under this setting, the matching labels and rich diversity of the RGB dataset are well inherited by the generated multimodal data. Benefiting from this, we construct MD-syn, a new comprehensive dataset that fills the data gap for general multimodal image matching. With MD-syn, we can directly train any advanced matching pipeline on randomly selected modality pairs to obtain cross-modal ability. Extensive experiments on in-domain and zero-shot matching tasks, including 19 cross-modal cases, demonstrate that our MINIMA can significantly outperform the baselines and even surpass modality-specific methods. The dataset and code are available at https://github.com/LSXI7/MINIMA .
VP3D: Unleashing 2D Visual Prompt for Text-to-3D Generation
Recent innovations on text-to-3D generation have featured Score Distillation Sampling (SDS), which enables the zero-shot learning of implicit 3D models (NeRF) by directly distilling prior knowledge from 2D diffusion models. However, current SDS-based models still struggle with intricate text prompts and commonly result in distorted 3D models with unrealistic textures or cross-view inconsistency issues. In this work, we introduce a novel Visual Prompt-guided text-to-3D diffusion model (VP3D) that explicitly unleashes the visual appearance knowledge in 2D visual prompt to boost text-to-3D generation. Instead of solely supervising SDS with text prompt, VP3D first capitalizes on 2D diffusion model to generate a high-quality image from input text, which subsequently acts as visual prompt to strengthen SDS optimization with explicit visual appearance. Meanwhile, we couple the SDS optimization with additional differentiable reward function that encourages rendering images of 3D models to better visually align with 2D visual prompt and semantically match with text prompt. Through extensive experiments, we show that the 2D Visual Prompt in our VP3D significantly eases the learning of visual appearance of 3D models and thus leads to higher visual fidelity with more detailed textures. It is also appealing in view that when replacing the self-generating visual prompt with a given reference image, VP3D is able to trigger a new task of stylized text-to-3D generation. Our project page is available at https://vp3d-cvpr24.github.io.
Metric3D: Towards Zero-shot Metric 3D Prediction from A Single Image
Reconstructing accurate 3D scenes from images is a long-standing vision task. Due to the ill-posedness of the single-image reconstruction problem, most well-established methods are built upon multi-view geometry. State-of-the-art (SOTA) monocular metric depth estimation methods can only handle a single camera model and are unable to perform mixed-data training due to the metric ambiguity. Meanwhile, SOTA monocular methods trained on large mixed datasets achieve zero-shot generalization by learning affine-invariant depths, which cannot recover real-world metrics. In this work, we show that the key to a zero-shot single-view metric depth model lies in the combination of large-scale data training and resolving the metric ambiguity from various camera models. We propose a canonical camera space transformation module, which explicitly addresses the ambiguity problems and can be effortlessly plugged into existing monocular models. Equipped with our module, monocular models can be stably trained with over 8 million images with thousands of camera models, resulting in zero-shot generalization to in-the-wild images with unseen camera settings. Experiments demonstrate SOTA performance of our method on 7 zero-shot benchmarks. Notably, our method won the championship in the 2nd Monocular Depth Estimation Challenge. Our method enables the accurate recovery of metric 3D structures on randomly collected internet images, paving the way for plausible single-image metrology. The potential benefits extend to downstream tasks, which can be significantly improved by simply plugging in our model. For example, our model relieves the scale drift issues of monocular-SLAM (Fig. 1), leading to high-quality metric scale dense mapping. The code is available at https://github.com/YvanYin/Metric3D.
LBM: Latent Bridge Matching for Fast Image-to-Image Translation
In this paper, we introduce Latent Bridge Matching (LBM), a new, versatile and scalable method that relies on Bridge Matching in a latent space to achieve fast image-to-image translation. We show that the method can reach state-of-the-art results for various image-to-image tasks using only a single inference step. In addition to its efficiency, we also demonstrate the versatility of the method across different image translation tasks such as object removal, normal and depth estimation, and object relighting. We also derive a conditional framework of LBM and demonstrate its effectiveness by tackling the tasks of controllable image relighting and shadow generation. We provide an open-source implementation of the method at https://github.com/gojasper/LBM.
Efficient 3D Implicit Head Avatar with Mesh-anchored Hash Table Blendshapes
3D head avatars built with neural implicit volumetric representations have achieved unprecedented levels of photorealism. However, the computational cost of these methods remains a significant barrier to their widespread adoption, particularly in real-time applications such as virtual reality and teleconferencing. While attempts have been made to develop fast neural rendering approaches for static scenes, these methods cannot be simply employed to support realistic facial expressions, such as in the case of a dynamic facial performance. To address these challenges, we propose a novel fast 3D neural implicit head avatar model that achieves real-time rendering while maintaining fine-grained controllability and high rendering quality. Our key idea lies in the introduction of local hash table blendshapes, which are learned and attached to the vertices of an underlying face parametric model. These per-vertex hash-tables are linearly merged with weights predicted via a CNN, resulting in expression dependent embeddings. Our novel representation enables efficient density and color predictions using a lightweight MLP, which is further accelerated by a hierarchical nearest neighbor search method. Extensive experiments show that our approach runs in real-time while achieving comparable rendering quality to state-of-the-arts and decent results on challenging expressions.
iDisc: Internal Discretization for Monocular Depth Estimation
Monocular depth estimation is fundamental for 3D scene understanding and downstream applications. However, even under the supervised setup, it is still challenging and ill-posed due to the lack of full geometric constraints. Although a scene can consist of millions of pixels, there are fewer high-level patterns. We propose iDisc to learn those patterns with internal discretized representations. The method implicitly partitions the scene into a set of high-level patterns. In particular, our new module, Internal Discretization (ID), implements a continuous-discrete-continuous bottleneck to learn those concepts without supervision. In contrast to state-of-the-art methods, the proposed model does not enforce any explicit constraints or priors on the depth output. The whole network with the ID module can be trained end-to-end, thanks to the bottleneck module based on attention. Our method sets the new state of the art with significant improvements on NYU-Depth v2 and KITTI, outperforming all published methods on the official KITTI benchmark. iDisc can also achieve state-of-the-art results on surface normal estimation. Further, we explore the model generalization capability via zero-shot testing. We observe the compelling need to promote diversification in the outdoor scenario. Hence, we introduce splits of two autonomous driving datasets, DDAD and Argoverse. Code is available at http://vis.xyz/pub/idisc .
RICO: Regularizing the Unobservable for Indoor Compositional Reconstruction
Recently, neural implicit surfaces have become popular for multi-view reconstruction. To facilitate practical applications like scene editing and manipulation, some works extend the framework with semantic masks input for the object-compositional reconstruction rather than the holistic perspective. Though achieving plausible disentanglement, the performance drops significantly when processing the indoor scenes where objects are usually partially observed. We propose RICO to address this by regularizing the unobservable regions for indoor compositional reconstruction. Our key idea is to first regularize the smoothness of the occluded background, which then in turn guides the foreground object reconstruction in unobservable regions based on the object-background relationship. Particularly, we regularize the geometry smoothness of occluded background patches. With the improved background surface, the signed distance function and the reversedly rendered depth of objects can be optimized to bound them within the background range. Extensive experiments show our method outperforms other methods on synthetic and real-world indoor scenes and prove the effectiveness of proposed regularizations.
Multiview Equivariance Improves 3D Correspondence Understanding with Minimal Feature Finetuning
Vision foundation models, particularly the ViT family, have revolutionized image understanding by providing rich semantic features. However, despite their success in 2D comprehension, their abilities on grasping 3D spatial relationships are still unclear. In this work, we evaluate and enhance the 3D awareness of ViT-based models. We begin by systematically assessing their ability to learn 3D equivariant features, specifically examining the consistency of semantic embeddings across different viewpoints. Our findings indicate that improved 3D equivariance leads to better performance on various downstream tasks, including pose estimation, tracking, and semantic transfer. Building on this insight, we propose a simple yet effective finetuning strategy based on 3D correspondences, which significantly enhances the 3D correspondence understanding of existing vision models. Remarkably, even finetuning on a single object for just one iteration results in substantial performance gains. All code and resources will be made publicly available to support further advancements in 3D-aware vision models. Our code is available at https://github.com/qq456cvb/3DCorrEnhance.
Volumetric Wireframe Parsing from Neural Attraction Fields
The primal sketch is a fundamental representation in Marr's vision theory, which allows for parsimonious image-level processing from 2D to 2.5D perception. This paper takes a further step by computing 3D primal sketch of wireframes from a set of images with known camera poses, in which we take the 2D wireframes in multi-view images as the basis to compute 3D wireframes in a volumetric rendering formulation. In our method, we first propose a NEural Attraction (NEAT) Fields that parameterizes the 3D line segments with coordinate Multi-Layer Perceptrons (MLPs), enabling us to learn the 3D line segments from 2D observation without incurring any explicit feature correspondences across views. We then present a novel Global Junction Perceiving (GJP) module to perceive meaningful 3D junctions from the NEAT Fields of 3D line segments by optimizing a randomly initialized high-dimensional latent array and a lightweight decoding MLP. Benefitting from our explicit modeling of 3D junctions, we finally compute the primal sketch of 3D wireframes by attracting the queried 3D line segments to the 3D junctions, significantly simplifying the computation paradigm of 3D wireframe parsing. In experiments, we evaluate our approach on the DTU and BlendedMVS datasets with promising performance obtained. As far as we know, our method is the first approach to achieve high-fidelity 3D wireframe parsing without requiring explicit matching.
Depth Anywhere: Enhancing 360 Monocular Depth Estimation via Perspective Distillation and Unlabeled Data Augmentation
Accurately estimating depth in 360-degree imagery is crucial for virtual reality, autonomous navigation, and immersive media applications. Existing depth estimation methods designed for perspective-view imagery fail when applied to 360-degree images due to different camera projections and distortions, whereas 360-degree methods perform inferior due to the lack of labeled data pairs. We propose a new depth estimation framework that utilizes unlabeled 360-degree data effectively. Our approach uses state-of-the-art perspective depth estimation models as teacher models to generate pseudo labels through a six-face cube projection technique, enabling efficient labeling of depth in 360-degree images. This method leverages the increasing availability of large datasets. Our approach includes two main stages: offline mask generation for invalid regions and an online semi-supervised joint training regime. We tested our approach on benchmark datasets such as Matterport3D and Stanford2D3D, showing significant improvements in depth estimation accuracy, particularly in zero-shot scenarios. Our proposed training pipeline can enhance any 360 monocular depth estimator and demonstrates effective knowledge transfer across different camera projections and data types. See our project page for results: https://albert100121.github.io/Depth-Anywhere/
JM3D & JM3D-LLM: Elevating 3D Representation with Joint Multi-modal Cues
The rising importance of 3D representation learning, pivotal in computer vision, autonomous driving, and robotics, is evident. However, a prevailing trend, which straightforwardly resorted to transferring 2D alignment strategies to the 3D domain, encounters three distinct challenges: (1) Information Degradation: This arises from the alignment of 3D data with mere single-view 2D images and generic texts, neglecting the need for multi-view images and detailed subcategory texts. (2) Insufficient Synergy: These strategies align 3D representations to image and text features individually, hampering the overall optimization for 3D models. (3) Underutilization: The fine-grained information inherent in the learned representations is often not fully exploited, indicating a potential loss in detail. To address these issues, we introduce JM3D, a comprehensive approach integrating point cloud, text, and image. Key contributions include the Structured Multimodal Organizer (SMO), enriching vision-language representation with multiple views and hierarchical text, and the Joint Multi-modal Alignment (JMA), combining language understanding with visual representation. Our advanced model, JM3D-LLM, marries 3D representation with large language models via efficient fine-tuning. Evaluations on ModelNet40 and ScanObjectNN establish JM3D's superiority. The superior performance of JM3D-LLM further underscores the effectiveness of our representation transfer approach. Our code and models are available at https://github.com/Mr-Neko/JM3D.
3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation
The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.
SHINOBI: Shape and Illumination using Neural Object Decomposition via BRDF Optimization In-the-wild
We present SHINOBI, an end-to-end framework for the reconstruction of shape, material, and illumination from object images captured with varying lighting, pose, and background. Inverse rendering of an object based on unconstrained image collections is a long-standing challenge in computer vision and graphics and requires a joint optimization over shape, radiance, and pose. We show that an implicit shape representation based on a multi-resolution hash encoding enables faster and robust shape reconstruction with joint camera alignment optimization that outperforms prior work. Further, to enable the editing of illumination and object reflectance (i.e. material) we jointly optimize BRDF and illumination together with the object's shape. Our method is class-agnostic and works on in-the-wild image collections of objects to produce relightable 3D assets for several use cases such as AR/VR, movies, games, etc. Project page: https://shinobi.aengelhardt.com Video: https://www.youtube.com/watch?v=iFENQ6AcYd8&feature=youtu.be
SpatialDreamer: Self-supervised Stereo Video Synthesis from Monocular Input
Stereo video synthesis from a monocular input is a demanding task in the fields of spatial computing and virtual reality. The main challenges of this task lie on the insufficiency of high-quality paired stereo videos for training and the difficulty of maintaining the spatio-temporal consistency between frames. Existing methods primarily address these issues by directly applying novel view synthesis (NVS) techniques to video, while facing limitations such as the inability to effectively represent dynamic scenes and the requirement for large amounts of training data. In this paper, we introduce a novel self-supervised stereo video synthesis paradigm via a video diffusion model, termed SpatialDreamer, which meets the challenges head-on. Firstly, to address the stereo video data insufficiency, we propose a Depth based Video Generation module DVG, which employs a forward-backward rendering mechanism to generate paired videos with geometric and temporal priors. Leveraging data generated by DVG, we propose RefinerNet along with a self-supervised synthetic framework designed to facilitate efficient and dedicated training. More importantly, we devise a consistency control module, which consists of a metric of stereo deviation strength and a Temporal Interaction Learning module TIL for geometric and temporal consistency ensurance respectively. We evaluated the proposed method against various benchmark methods, with the results showcasing its superior performance.
Real-time self-adaptive deep stereo
Deep convolutional neural networks trained end-to-end are the state-of-the-art methods to regress dense disparity maps from stereo pairs. These models, however, suffer from a notable decrease in accuracy when exposed to scenarios significantly different from the training set, e.g., real vs synthetic images, etc.). We argue that it is extremely unlikely to gather enough samples to achieve effective training/tuning in any target domain, thus making this setup impractical for many applications. Instead, we propose to perform unsupervised and continuous online adaptation of a deep stereo network, which allows for preserving its accuracy in any environment. However, this strategy is extremely computationally demanding and thus prevents real-time inference. We address this issue introducing a new lightweight, yet effective, deep stereo architecture, Modularly ADaptive Network (MADNet) and developing a Modular ADaptation (MAD) algorithm, which independently trains sub-portions of the network. By deploying MADNet together with MAD we introduce the first real-time self-adaptive deep stereo system enabling competitive performance on heterogeneous datasets.
Ref-NeuS: Ambiguity-Reduced Neural Implicit Surface Learning for Multi-View Reconstruction with Reflection
Neural implicit surface learning has shown significant progress in multi-view 3D reconstruction, where an object is represented by multilayer perceptrons that provide continuous implicit surface representation and view-dependent radiance. However, current methods often fail to accurately reconstruct reflective surfaces, leading to severe ambiguity. To overcome this issue, we propose Ref-NeuS, which aims to reduce ambiguity by attenuating the effect of reflective surfaces. Specifically, we utilize an anomaly detector to estimate an explicit reflection score with the guidance of multi-view context to localize reflective surfaces. Afterward, we design a reflection-aware photometric loss that adaptively reduces ambiguity by modeling rendered color as a Gaussian distribution, with the reflection score representing the variance. We show that together with a reflection direction-dependent radiance, our model achieves high-quality surface reconstruction on reflective surfaces and outperforms the state-of-the-arts by a large margin. Besides, our model is also comparable on general surfaces.
3D-LFM: Lifting Foundation Model
The lifting of 3D structure and camera from 2D landmarks is at the cornerstone of the entire discipline of computer vision. Traditional methods have been confined to specific rigid objects, such as those in Perspective-n-Point (PnP) problems, but deep learning has expanded our capability to reconstruct a wide range of object classes (e.g. C3PDO and PAUL) with resilience to noise, occlusions, and perspective distortions. All these techniques, however, have been limited by the fundamental need to establish correspondences across the 3D training data -- significantly limiting their utility to applications where one has an abundance of "in-correspondence" 3D data. Our approach harnesses the inherent permutation equivariance of transformers to manage varying number of points per 3D data instance, withstands occlusions, and generalizes to unseen categories. We demonstrate state of the art performance across 2D-3D lifting task benchmarks. Since our approach can be trained across such a broad class of structures we refer to it simply as a 3D Lifting Foundation Model (3D-LFM) -- the first of its kind.
UniDepth: Universal Monocular Metric Depth Estimation
Accurate monocular metric depth estimation (MMDE) is crucial to solving downstream tasks in 3D perception and modeling. However, the remarkable accuracy of recent MMDE methods is confined to their training domains. These methods fail to generalize to unseen domains even in the presence of moderate domain gaps, which hinders their practical applicability. We propose a new model, UniDepth, capable of reconstructing metric 3D scenes from solely single images across domains. Departing from the existing MMDE methods, UniDepth directly predicts metric 3D points from the input image at inference time without any additional information, striving for a universal and flexible MMDE solution. In particular, UniDepth implements a self-promptable camera module predicting dense camera representation to condition depth features. Our model exploits a pseudo-spherical output representation, which disentangles camera and depth representations. In addition, we propose a geometric invariance loss that promotes the invariance of camera-prompted depth features. Thorough evaluations on ten datasets in a zero-shot regime consistently demonstrate the superior performance of UniDepth, even when compared with methods directly trained on the testing domains. Code and models are available at: https://github.com/lpiccinelli-eth/unidepth
Stereo4D: Learning How Things Move in 3D from Internet Stereo Videos
Learning to understand dynamic 3D scenes from imagery is crucial for applications ranging from robotics to scene reconstruction. Yet, unlike other problems where large-scale supervised training has enabled rapid progress, directly supervising methods for recovering 3D motion remains challenging due to the fundamental difficulty of obtaining ground truth annotations. We present a system for mining high-quality 4D reconstructions from internet stereoscopic, wide-angle videos. Our system fuses and filters the outputs of camera pose estimation, stereo depth estimation, and temporal tracking methods into high-quality dynamic 3D reconstructions. We use this method to generate large-scale data in the form of world-consistent, pseudo-metric 3D point clouds with long-term motion trajectories. We demonstrate the utility of this data by training a variant of DUSt3R to predict structure and 3D motion from real-world image pairs, showing that training on our reconstructed data enables generalization to diverse real-world scenes. Project page: https://stereo4d.github.io
Zero-Shot Dual-Path Integration Framework for Open-Vocabulary 3D Instance Segmentation
Open-vocabulary 3D instance segmentation transcends traditional closed-vocabulary methods by enabling the identification of both previously seen and unseen objects in real-world scenarios. It leverages a dual-modality approach, utilizing both 3D point clouds and 2D multi-view images to generate class-agnostic object mask proposals. Previous efforts predominantly focused on enhancing 3D mask proposal models; consequently, the information that could come from 2D association to 3D was not fully exploited. This bias towards 3D data, while effective for familiar indoor objects, limits the system's adaptability to new and varied object types, where 2D models offer greater utility. Addressing this gap, we introduce Zero-Shot Dual-Path Integration Framework that equally values the contributions of both 3D and 2D modalities. Our framework comprises three components: 3D pathway, 2D pathway, and Dual-Path Integration. 3D pathway generates spatially accurate class-agnostic mask proposals of common indoor objects from 3D point cloud data using a pre-trained 3D model, while 2D pathway utilizes pre-trained open-vocabulary instance segmentation model to identify a diverse array of object proposals from multi-view RGB-D images. In Dual-Path Integration, our Conditional Integration process, which operates in two stages, filters and merges the proposals from both pathways adaptively. This process harmonizes output proposals to enhance segmentation capabilities. Our framework, utilizing pre-trained models in a zero-shot manner, is model-agnostic and demonstrates superior performance on both seen and unseen data, as evidenced by comprehensive evaluations on the ScanNet200 and qualitative results on ARKitScenes datasets.
Multi-Cali Anything: Dense Feature Multi-Frame Structure-from-Motion for Large-Scale Camera Array Calibration
Calibrating large-scale camera arrays, such as those in dome-based setups, is time-intensive and typically requires dedicated captures of known patterns. While extrinsics in such arrays are fixed due to the physical setup, intrinsics often vary across sessions due to factors like lens adjustments or temperature changes. In this paper, we propose a dense-feature-driven multi-frame calibration method that refines intrinsics directly from scene data, eliminating the necessity for additional calibration captures. Our approach enhances traditional Structure-from-Motion (SfM) pipelines by introducing an extrinsics regularization term to progressively align estimated extrinsics with ground-truth values, a dense feature reprojection term to reduce keypoint errors by minimizing reprojection loss in the feature space, and an intrinsics variance term for joint optimization across multiple frames. Experiments on the Multiface dataset show that our method achieves nearly the same precision as dedicated calibration processes, and significantly enhances intrinsics and 3D reconstruction accuracy. Fully compatible with existing SfM pipelines, our method provides an efficient and practical plug-and-play solution for large-scale camera setups. Our code is publicly available at: https://github.com/YJJfish/Multi-Cali-Anything
Latent Radiance Fields with 3D-aware 2D Representations
Latent 3D reconstruction has shown great promise in empowering 3D semantic understanding and 3D generation by distilling 2D features into the 3D space. However, existing approaches struggle with the domain gap between 2D feature space and 3D representations, resulting in degraded rendering performance. To address this challenge, we propose a novel framework that integrates 3D awareness into the 2D latent space. The framework consists of three stages: (1) a correspondence-aware autoencoding method that enhances the 3D consistency of 2D latent representations, (2) a latent radiance field (LRF) that lifts these 3D-aware 2D representations into 3D space, and (3) a VAE-Radiance Field (VAE-RF) alignment strategy that improves image decoding from the rendered 2D representations. Extensive experiments demonstrate that our method outperforms the state-of-the-art latent 3D reconstruction approaches in terms of synthesis performance and cross-dataset generalizability across diverse indoor and outdoor scenes. To our knowledge, this is the first work showing the radiance field representations constructed from 2D latent representations can yield photorealistic 3D reconstruction performance.
Iterative Geometry Encoding Volume for Stereo Matching
Recurrent All-Pairs Field Transforms (RAFT) has shown great potentials in matching tasks. However, all-pairs correlations lack non-local geometry knowledge and have difficulties tackling local ambiguities in ill-posed regions. In this paper, we propose Iterative Geometry Encoding Volume (IGEV-Stereo), a new deep network architecture for stereo matching. The proposed IGEV-Stereo builds a combined geometry encoding volume that encodes geometry and context information as well as local matching details, and iteratively indexes it to update the disparity map. To speed up the convergence, we exploit GEV to regress an accurate starting point for ConvGRUs iterations. Our IGEV-Stereo ranks 1^{st} on KITTI 2015 and 2012 (Reflective) among all published methods and is the fastest among the top 10 methods. In addition, IGEV-Stereo has strong cross-dataset generalization as well as high inference efficiency. We also extend our IGEV to multi-view stereo (MVS), i.e. IGEV-MVS, which achieves competitive accuracy on DTU benchmark. Code is available at https://github.com/gangweiX/IGEV.
NeuMap: Neural Coordinate Mapping by Auto-Transdecoder for Camera Localization
This paper presents an end-to-end neural mapping method for camera localization, dubbed NeuMap, encoding a whole scene into a grid of latent codes, with which a Transformer-based auto-decoder regresses 3D coordinates of query pixels. State-of-the-art feature matching methods require each scene to be stored as a 3D point cloud with per-point features, consuming several gigabytes of storage per scene. While compression is possible, performance drops significantly at high compression rates. Conversely, coordinate regression methods achieve high compression by storing scene information in a neural network but suffer from reduced robustness. NeuMap combines the advantages of both approaches by utilizing 1) learnable latent codes for efficient scene representation and 2) a scene-agnostic Transformer-based auto-decoder to infer coordinates for query pixels. This scene-agnostic network design learns robust matching priors from large-scale data and enables rapid optimization of codes for new scenes while keeping the network weights fixed. Extensive evaluations on five benchmarks show that NeuMap significantly outperforms other coordinate regression methods and achieves comparable performance to feature matching methods while requiring a much smaller scene representation size. For example, NeuMap achieves 39.1% accuracy in the Aachen night benchmark with only 6MB of data, whereas alternative methods require 100MB or several gigabytes and fail completely under high compression settings. The codes are available at https://github.com/Tangshitao/NeuMap
iComMa: Inverting 3D Gaussian Splatting for Camera Pose Estimation via Comparing and Matching
We present a method named iComMa to address the 6D camera pose estimation problem in computer vision. Conventional pose estimation methods typically rely on the target's CAD model or necessitate specific network training tailored to particular object classes. Some existing methods have achieved promising results in mesh-free object and scene pose estimation by inverting the Neural Radiance Fields (NeRF). However, they still struggle with adverse initializations such as large rotations and translations. To address this issue, we propose an efficient method for accurate camera pose estimation by inverting 3D Gaussian Splatting (3DGS). Specifically, a gradient-based differentiable framework optimizes camera pose by minimizing the residual between the query image and the rendered image, requiring no training. An end-to-end matching module is designed to enhance the model's robustness against adverse initializations, while minimizing pixel-level comparing loss aids in precise pose estimation. Experimental results on synthetic and complex real-world data demonstrate the effectiveness of the proposed approach in challenging conditions and the accuracy of camera pose estimation.
InstantSplat: Unbounded Sparse-view Pose-free Gaussian Splatting in 40 Seconds
While novel view synthesis (NVS) has made substantial progress in 3D computer vision, it typically requires an initial estimation of camera intrinsics and extrinsics from dense viewpoints. This pre-processing is usually conducted via a Structure-from-Motion (SfM) pipeline, a procedure that can be slow and unreliable, particularly in sparse-view scenarios with insufficient matched features for accurate reconstruction. In this work, we integrate the strengths of point-based representations (e.g., 3D Gaussian Splatting, 3D-GS) with end-to-end dense stereo models (DUSt3R) to tackle the complex yet unresolved issues in NVS under unconstrained settings, which encompasses pose-free and sparse view challenges. Our framework, InstantSplat, unifies dense stereo priors with 3D-GS to build 3D Gaussians of large-scale scenes from sparseview & pose-free images in less than 1 minute. Specifically, InstantSplat comprises a Coarse Geometric Initialization (CGI) module that swiftly establishes a preliminary scene structure and camera parameters across all training views, utilizing globally-aligned 3D point maps derived from a pre-trained dense stereo pipeline. This is followed by the Fast 3D-Gaussian Optimization (F-3DGO) module, which jointly optimizes the 3D Gaussian attributes and the initialized poses with pose regularization. Experiments conducted on the large-scale outdoor Tanks & Temples datasets demonstrate that InstantSplat significantly improves SSIM (by 32%) while concurrently reducing Absolute Trajectory Error (ATE) by 80%. These establish InstantSplat as a viable solution for scenarios involving posefree and sparse-view conditions. Project page: instantsplat.github.io.
RealmDreamer: Text-Driven 3D Scene Generation with Inpainting and Depth Diffusion
We introduce RealmDreamer, a technique for generation of general forward-facing 3D scenes from text descriptions. Our technique optimizes a 3D Gaussian Splatting representation to match complex text prompts. We initialize these splats by utilizing the state-of-the-art text-to-image generators, lifting their samples into 3D, and computing the occlusion volume. We then optimize this representation across multiple views as a 3D inpainting task with image-conditional diffusion models. To learn correct geometric structure, we incorporate a depth diffusion model by conditioning on the samples from the inpainting model, giving rich geometric structure. Finally, we finetune the model using sharpened samples from image generators. Notably, our technique does not require video or multi-view data and can synthesize a variety of high-quality 3D scenes in different styles, consisting of multiple objects. Its generality additionally allows 3D synthesis from a single image.
Self-Supervised Monocular Depth Estimation by Direction-aware Cumulative Convolution Network
Monocular depth estimation is known as an ill-posed task in which objects in a 2D image usually do not contain sufficient information to predict their depth. Thus, it acts differently from other tasks (e.g., classification and segmentation) in many ways. In this paper, we find that self-supervised monocular depth estimation shows a direction sensitivity and environmental dependency in the feature representation. But the current backbones borrowed from other tasks pay less attention to handling different types of environmental information, limiting the overall depth accuracy. To bridge this gap, we propose a new Direction-aware Cumulative Convolution Network (DaCCN), which improves the depth feature representation in two aspects. First, we propose a direction-aware module, which can learn to adjust the feature extraction in each direction, facilitating the encoding of different types of information. Secondly, we design a new cumulative convolution to improve the efficiency for aggregating important environmental information. Experiments show that our method achieves significant improvements on three widely used benchmarks, KITTI, Cityscapes, and Make3D, setting a new state-of-the-art performance on the popular benchmarks with all three types of self-supervision.
IterMVS: Iterative Probability Estimation for Efficient Multi-View Stereo
We present IterMVS, a new data-driven method for high-resolution multi-view stereo. We propose a novel GRU-based estimator that encodes pixel-wise probability distributions of depth in its hidden state. Ingesting multi-scale matching information, our model refines these distributions over multiple iterations and infers depth and confidence. To extract the depth maps, we combine traditional classification and regression in a novel manner. We verify the efficiency and effectiveness of our method on DTU, Tanks&Temples and ETH3D. While being the most efficient method in both memory and run-time, our model achieves competitive performance on DTU and better generalization ability on Tanks&Temples as well as ETH3D than most state-of-the-art methods. Code is available at https://github.com/FangjinhuaWang/IterMVS.
From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
Telling Left from Right: Identifying Geometry-Aware Semantic Correspondence
While pre-trained large-scale vision models have shown significant promise for semantic correspondence, their features often struggle to grasp the geometry and orientation of instances. This paper identifies the importance of being geometry-aware for semantic correspondence and reveals a limitation of the features of current foundation models under simple post-processing. We show that incorporating this information can markedly enhance semantic correspondence performance with simple but effective solutions in both zero-shot and supervised settings. We also construct a new challenging benchmark for semantic correspondence built from an existing animal pose estimation dataset, for both pre-training validating models. Our method achieves a [email protected] score of 65.4 (zero-shot) and 85.6 (supervised) on the challenging SPair-71k dataset, outperforming the state of the art by 5.5p and 11.0p absolute gains, respectively. Our code and datasets are publicly available at: https://telling-left-from-right.github.io/.
Improving 2D Feature Representations by 3D-Aware Fine-Tuning
Current visual foundation models are trained purely on unstructured 2D data, limiting their understanding of 3D structure of objects and scenes. In this work, we show that fine-tuning on 3D-aware data improves the quality of emerging semantic features. We design a method to lift semantic 2D features into an efficient 3D Gaussian representation, which allows us to re-render them for arbitrary views. Using the rendered 3D-aware features, we design a fine-tuning strategy to transfer such 3D awareness into a 2D foundation model. We demonstrate that models fine-tuned in that way produce features that readily improve downstream task performance in semantic segmentation and depth estimation through simple linear probing. Notably, though fined-tuned on a single indoor dataset, the improvement is transferable to a variety of indoor datasets and out-of-domain datasets. We hope our study encourages the community to consider injecting 3D awareness when training 2D foundation models. Project page: https://ywyue.github.io/FiT3D.
PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization
We introduce Pixel-aligned Implicit Function (PIFu), a highly effective implicit representation that locally aligns pixels of 2D images with the global context of their corresponding 3D object. Using PIFu, we propose an end-to-end deep learning method for digitizing highly detailed clothed humans that can infer both 3D surface and texture from a single image, and optionally, multiple input images. Highly intricate shapes, such as hairstyles, clothing, as well as their variations and deformations can be digitized in a unified way. Compared to existing representations used for 3D deep learning, PIFu can produce high-resolution surfaces including largely unseen regions such as the back of a person. In particular, it is memory efficient unlike the voxel representation, can handle arbitrary topology, and the resulting surface is spatially aligned with the input image. Furthermore, while previous techniques are designed to process either a single image or multiple views, PIFu extends naturally to arbitrary number of views. We demonstrate high-resolution and robust reconstructions on real world images from the DeepFashion dataset, which contains a variety of challenging clothing types. Our method achieves state-of-the-art performance on a public benchmark and outperforms the prior work for clothed human digitization from a single image.
Depth Is All You Need for Monocular 3D Detection
A key contributor to recent progress in 3D detection from single images is monocular depth estimation. Existing methods focus on how to leverage depth explicitly, by generating pseudo-pointclouds or providing attention cues for image features. More recent works leverage depth prediction as a pretraining task and fine-tune the depth representation while training it for 3D detection. However, the adaptation is insufficient and is limited in scale by manual labels. In this work, we propose to further align depth representation with the target domain in unsupervised fashions. Our methods leverage commonly available LiDAR or RGB videos during training time to fine-tune the depth representation, which leads to improved 3D detectors. Especially when using RGB videos, we show that our two-stage training by first generating pseudo-depth labels is critical because of the inconsistency in loss distribution between the two tasks. With either type of reference data, our multi-task learning approach improves over the state of the art on both KITTI and NuScenes, while matching the test-time complexity of its single task sub-network.
PE3R: Perception-Efficient 3D Reconstruction
Recent advancements in 2D-to-3D perception have significantly improved the understanding of 3D scenes from 2D images. However, existing methods face critical challenges, including limited generalization across scenes, suboptimal perception accuracy, and slow reconstruction speeds. To address these limitations, we propose Perception-Efficient 3D Reconstruction (PE3R), a novel framework designed to enhance both accuracy and efficiency. PE3R employs a feed-forward architecture to enable rapid 3D semantic field reconstruction. The framework demonstrates robust zero-shot generalization across diverse scenes and objects while significantly improving reconstruction speed. Extensive experiments on 2D-to-3D open-vocabulary segmentation and 3D reconstruction validate the effectiveness and versatility of PE3R. The framework achieves a minimum 9-fold speedup in 3D semantic field reconstruction, along with substantial gains in perception accuracy and reconstruction precision, setting new benchmarks in the field. The code is publicly available at: https://github.com/hujiecpp/PE3R.
Single-Layer Learnable Activation for Implicit Neural Representation (SL^{2}A-INR)
Implicit Neural Representation (INR), leveraging a neural network to transform coordinate input into corresponding attributes, has recently driven significant advances in several vision-related domains. However, the performance of INR is heavily influenced by the choice of the nonlinear activation function used in its multilayer perceptron (MLP) architecture. Multiple nonlinearities have been investigated; yet, current INRs face limitations in capturing high-frequency components, diverse signal types, and handling inverse problems. We have identified that these problems can be greatly alleviated by introducing a paradigm shift in INRs. We find that an architecture with learnable activations in initial layers can represent fine details in the underlying signals. Specifically, we propose SL^{2}A-INR, a hybrid network for INR with a single-layer learnable activation function, prompting the effectiveness of traditional ReLU-based MLPs. Our method performs superior across diverse tasks, including image representation, 3D shape reconstructions, inpainting, single image super-resolution, CT reconstruction, and novel view synthesis. Through comprehensive experiments, SL^{2}A-INR sets new benchmarks in accuracy, quality, and convergence rates for INR.
UniPLV: Towards Label-Efficient Open-World 3D Scene Understanding by Regional Visual Language Supervision
We present UniPLV, a powerful framework that unifies point clouds, images and text in a single learning paradigm for open-world 3D scene understanding. UniPLV employs the image modal as a bridge to co-embed 3D points with pre-aligned images and text in a shared feature space without requiring carefully crafted point cloud text pairs. To accomplish multi-modal alignment, we propose two key strategies:(i) logit and feature distillation modules between images and point clouds, and (ii) a vison-point matching module is given to explicitly correct the misalignment caused by points to pixels projection. To further improve the performance of our unified framework, we adopt four task-specific losses and a two-stage training strategy. Extensive experiments show that our method outperforms the state-of-the-art methods by an average of 15.6% and 14.8% for semantic segmentation over Base-Annotated and Annotation-Free tasks, respectively. The code will be released later.
BlendedMVS: A Large-scale Dataset for Generalized Multi-view Stereo Networks
While deep learning has recently achieved great success on multi-view stereo (MVS), limited training data makes the trained model hard to be generalized to unseen scenarios. Compared with other computer vision tasks, it is rather difficult to collect a large-scale MVS dataset as it requires expensive active scanners and labor-intensive process to obtain ground truth 3D structures. In this paper, we introduce BlendedMVS, a novel large-scale dataset, to provide sufficient training ground truth for learning-based MVS. To create the dataset, we apply a 3D reconstruction pipeline to recover high-quality textured meshes from images of well-selected scenes. Then, we render these mesh models to color images and depth maps. To introduce the ambient lighting information during training, the rendered color images are further blended with the input images to generate the training input. Our dataset contains over 17k high-resolution images covering a variety of scenes, including cities, architectures, sculptures and small objects. Extensive experiments demonstrate that BlendedMVS endows the trained model with significantly better generalization ability compared with other MVS datasets. The dataset and pretrained models are available at https://github.com/YoYo000/BlendedMVS.
3DPPE: 3D Point Positional Encoding for Multi-Camera 3D Object Detection Transformers
Transformer-based methods have swept the benchmarks on 2D and 3D detection on images. Because tokenization before the attention mechanism drops the spatial information, positional encoding becomes critical for those methods. Recent works found that encodings based on samples of the 3D viewing rays can significantly improve the quality of multi-camera 3D object detection. We hypothesize that 3D point locations can provide more information than rays. Therefore, we introduce 3D point positional encoding, 3DPPE, to the 3D detection Transformer decoder. Although 3D measurements are not available at the inference time of monocular 3D object detection, 3DPPE uses predicted depth to approximate the real point positions. Our hybriddepth module combines direct and categorical depth to estimate the refined depth of each pixel. Despite the approximation, 3DPPE achieves 46.0 mAP and 51.4 NDS on the competitive nuScenes dataset, significantly outperforming encodings based on ray samples. We make the codes available at https://github.com/drilistbox/3DPPE.
FMGS: Foundation Model Embedded 3D Gaussian Splatting for Holistic 3D Scene Understanding
Precisely perceiving the geometric and semantic properties of real-world 3D objects is crucial for the continued evolution of augmented reality and robotic applications. To this end, we present (), which incorporates vision-language embeddings of foundation models into 3D Gaussian Splatting (GS). The key contribution of this work is an efficient method to reconstruct and represent 3D vision-language models. This is achieved by distilling feature maps generated from image-based foundation models into those rendered from our 3D model. To ensure high-quality rendering and fast training, we introduce a novel scene representation by integrating strengths from both GS and multi-resolution hash encodings (MHE). Our effective training procedure also introduces a pixel alignment loss that makes the rendered feature distance of same semantic entities close, following the pixel-level semantic boundaries. Our results demonstrate remarkable multi-view semantic consistency, facilitating diverse downstream tasks, beating state-of-the-art methods by 10.2 percent on open-vocabulary language-based object detection, despite that we are 851times faster for inference. This research explores the intersection of vision, language, and 3D scene representation, paving the way for enhanced scene understanding in uncontrolled real-world environments. We plan to release the code upon paper acceptance.
Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask
We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.
ICON: Implicit Clothed humans Obtained from Normals
Current methods for learning realistic and animatable 3D clothed avatars need either posed 3D scans or 2D images with carefully controlled user poses. In contrast, our goal is to learn an avatar from only 2D images of people in unconstrained poses. Given a set of images, our method estimates a detailed 3D surface from each image and then combines these into an animatable avatar. Implicit functions are well suited to the first task, as they can capture details like hair and clothes. Current methods, however, are not robust to varied human poses and often produce 3D surfaces with broken or disembodied limbs, missing details, or non-human shapes. The problem is that these methods use global feature encoders that are sensitive to global pose. To address this, we propose ICON ("Implicit Clothed humans Obtained from Normals"), which, instead, uses local features. ICON has two main modules, both of which exploit the SMPL(-X) body model. First, ICON infers detailed clothed-human normals (front/back) conditioned on the SMPL(-X) normals. Second, a visibility-aware implicit surface regressor produces an iso-surface of a human occupancy field. Importantly, at inference time, a feedback loop alternates between refining the SMPL(-X) mesh using the inferred clothed normals and then refining the normals. Given multiple reconstructed frames of a subject in varied poses, we use SCANimate to produce an animatable avatar from them. Evaluation on the AGORA and CAPE datasets shows that ICON outperforms the state of the art in reconstruction, even with heavily limited training data. Additionally, it is much more robust to out-of-distribution samples, e.g., in-the-wild poses/images and out-of-frame cropping. ICON takes a step towards robust 3D clothed human reconstruction from in-the-wild images. This enables creating avatars directly from video with personalized and natural pose-dependent cloth deformation.
LoFTR: Detector-Free Local Feature Matching with Transformers
We present a novel method for local image feature matching. Instead of performing image feature detection, description, and matching sequentially, we propose to first establish pixel-wise dense matches at a coarse level and later refine the good matches at a fine level. In contrast to dense methods that use a cost volume to search correspondences, we use self and cross attention layers in Transformer to obtain feature descriptors that are conditioned on both images. The global receptive field provided by Transformer enables our method to produce dense matches in low-texture areas, where feature detectors usually struggle to produce repeatable interest points. The experiments on indoor and outdoor datasets show that LoFTR outperforms state-of-the-art methods by a large margin. LoFTR also ranks first on two public benchmarks of visual localization among the published methods.
S-INF: Towards Realistic Indoor Scene Synthesis via Scene Implicit Neural Field
Learning-based methods have become increasingly popular in 3D indoor scene synthesis (ISS), showing superior performance over traditional optimization-based approaches. These learning-based methods typically model distributions on simple yet explicit scene representations using generative models. However, due to the oversimplified explicit representations that overlook detailed information and the lack of guidance from multimodal relationships within the scene, most learning-based methods struggle to generate indoor scenes with realistic object arrangements and styles. In this paper, we introduce a new method, Scene Implicit Neural Field (S-INF), for indoor scene synthesis, aiming to learn meaningful representations of multimodal relationships, to enhance the realism of indoor scene synthesis. S-INF assumes that the scene layout is often related to the object-detailed information. It disentangles the multimodal relationships into scene layout relationships and detailed object relationships, fusing them later through implicit neural fields (INFs). By learning specialized scene layout relationships and projecting them into S-INF, we achieve a realistic generation of scene layout. Additionally, S-INF captures dense and detailed object relationships through differentiable rendering, ensuring stylistic consistency across objects. Through extensive experiments on the benchmark 3D-FRONT dataset, we demonstrate that our method consistently achieves state-of-the-art performance under different types of ISS.
Monocular 3D Object Detection with Bounding Box Denoising in 3D by Perceiver
The main challenge of monocular 3D object detection is the accurate localization of 3D center. Motivated by a new and strong observation that this challenge can be remedied by a 3D-space local-grid search scheme in an ideal case, we propose a stage-wise approach, which combines the information flow from 2D-to-3D (3D bounding box proposal generation with a single 2D image) and 3D-to-2D (proposal verification by denoising with 3D-to-2D contexts) in a top-down manner. Specifically, we first obtain initial proposals from off-the-shelf backbone monocular 3D detectors. Then, we generate a 3D anchor space by local-grid sampling from the initial proposals. Finally, we perform 3D bounding box denoising at the 3D-to-2D proposal verification stage. To effectively learn discriminative features for denoising highly overlapped proposals, this paper presents a method of using the Perceiver I/O model to fuse the 3D-to-2D geometric information and the 2D appearance information. With the encoded latent representation of a proposal, the verification head is implemented with a self-attention module. Our method, named as MonoXiver, is generic and can be easily adapted to any backbone monocular 3D detectors. Experimental results on the well-established KITTI dataset and the challenging large-scale Waymo dataset show that MonoXiver consistently achieves improvement with limited computation overhead.
Enhancing Photorealism Enhancement
We present an approach to enhancing the realism of synthetic images. The images are enhanced by a convolutional network that leverages intermediate representations produced by conventional rendering pipelines. The network is trained via a novel adversarial objective, which provides strong supervision at multiple perceptual levels. We analyze scene layout distributions in commonly used datasets and find that they differ in important ways. We hypothesize that this is one of the causes of strong artifacts that can be observed in the results of many prior methods. To address this we propose a new strategy for sampling image patches during training. We also introduce multiple architectural improvements in the deep network modules used for photorealism enhancement. We confirm the benefits of our contributions in controlled experiments and report substantial gains in stability and realism in comparison to recent image-to-image translation methods and a variety of other baselines.
FB-BEV: BEV Representation from Forward-Backward View Transformations
View Transformation Module (VTM), where transformations happen between multi-view image features and Bird-Eye-View (BEV) representation, is a crucial step in camera-based BEV perception systems. Currently, the two most prominent VTM paradigms are forward projection and backward projection. Forward projection, represented by Lift-Splat-Shoot, leads to sparsely projected BEV features without post-processing. Backward projection, with BEVFormer being an example, tends to generate false-positive BEV features from incorrect projections due to the lack of utilization on depth. To address the above limitations, we propose a novel forward-backward view transformation module. Our approach compensates for the deficiencies in both existing methods, allowing them to enhance each other to obtain higher quality BEV representations mutually. We instantiate the proposed module with FB-BEV, which achieves a new state-of-the-art result of 62.4% NDS on the nuScenes test set. Code and models are available at https://github.com/NVlabs/FB-BEV.
SimNet: Enabling Robust Unknown Object Manipulation from Pure Synthetic Data via Stereo
Robot manipulation of unknown objects in unstructured environments is a challenging problem due to the variety of shapes, materials, arrangements and lighting conditions. Even with large-scale real-world data collection, robust perception and manipulation of transparent and reflective objects across various lighting conditions remain challenging. To address these challenges we propose an approach to performing sim-to-real transfer of robotic perception. The underlying model, SimNet, is trained as a single multi-headed neural network using simulated stereo data as input and simulated object segmentation masks, 3D oriented bounding boxes (OBBs), object keypoints, and disparity as output. A key component of SimNet is the incorporation of a learned stereo sub-network that predicts disparity. SimNet is evaluated on 2D car detection, unknown object detection, and deformable object keypoint detection and significantly outperforms a baseline that uses a structured light RGB-D sensor. By inferring grasp positions using the OBB and keypoint predictions, SimNet can be used to perform end-to-end manipulation of unknown objects in both easy and hard scenarios using our fleet of Toyota HSR robots in four home environments. In unknown object grasping experiments, the predictions from the baseline RGB-D network and SimNet enable successful grasps of most of the easy objects. However, the RGB-D baseline only grasps 35% of the hard (e.g., transparent) objects, while SimNet grasps 95%, suggesting that SimNet can enable robust manipulation of unknown objects, including transparent objects, in unknown environments.
DreamSat: Towards a General 3D Model for Novel View Synthesis of Space Objects
Novel view synthesis (NVS) enables to generate new images of a scene or convert a set of 2D images into a comprehensive 3D model. In the context of Space Domain Awareness, since space is becoming increasingly congested, NVS can accurately map space objects and debris, improving the safety and efficiency of space operations. Similarly, in Rendezvous and Proximity Operations missions, 3D models can provide details about a target object's shape, size, and orientation, allowing for better planning and prediction of the target's behavior. In this work, we explore the generalization abilities of these reconstruction techniques, aiming to avoid the necessity of retraining for each new scene, by presenting a novel approach to 3D spacecraft reconstruction from single-view images, DreamSat, by fine-tuning the Zero123 XL, a state-of-the-art single-view reconstruction model, on a high-quality dataset of 190 high-quality spacecraft models and integrating it into the DreamGaussian framework. We demonstrate consistent improvements in reconstruction quality across multiple metrics, including Contrastive Language-Image Pretraining (CLIP) score (+0.33%), Peak Signal-to-Noise Ratio (PSNR) (+2.53%), Structural Similarity Index (SSIM) (+2.38%), and Learned Perceptual Image Patch Similarity (LPIPS) (+0.16%) on a test set of 30 previously unseen spacecraft images. Our method addresses the lack of domain-specific 3D reconstruction tools in the space industry by leveraging state-of-the-art diffusion models and 3D Gaussian splatting techniques. This approach maintains the efficiency of the DreamGaussian framework while enhancing the accuracy and detail of spacecraft reconstructions. The code for this work can be accessed on GitHub (https://github.com/ARCLab-MIT/space-nvs).
Generative Multiplane Neural Radiance for 3D-Aware Image Generation
We present a method to efficiently generate 3D-aware high-resolution images that are view-consistent across multiple target views. The proposed multiplane neural radiance model, named GMNR, consists of a novel {\alpha}-guided view-dependent representation ({\alpha}-VdR) module for learning view-dependent information. The {\alpha}-VdR module, faciliated by an {\alpha}-guided pixel sampling technique, computes the view-dependent representation efficiently by learning viewing direction and position coefficients. Moreover, we propose a view-consistency loss to enforce photometric similarity across multiple views. The GMNR model can generate 3D-aware high-resolution images that are viewconsistent across multiple camera poses, while maintaining the computational efficiency in terms of both training and inference time. Experiments on three datasets demonstrate the effectiveness of the proposed modules, leading to favorable results in terms of both generation quality and inference time, compared to existing approaches. Our GMNR model generates 3D-aware images of 1024 X 1024 pixels with 17.6 FPS on a single V100. Code : https://github.com/VIROBO-15/GMNR
Know Your Neighbors: Improving Single-View Reconstruction via Spatial Vision-Language Reasoning
Recovering the 3D scene geometry from a single view is a fundamental yet ill-posed problem in computer vision. While classical depth estimation methods infer only a 2.5D scene representation limited to the image plane, recent approaches based on radiance fields reconstruct a full 3D representation. However, these methods still struggle with occluded regions since inferring geometry without visual observation requires (i) semantic knowledge of the surroundings, and (ii) reasoning about spatial context. We propose KYN, a novel method for single-view scene reconstruction that reasons about semantic and spatial context to predict each point's density. We introduce a vision-language modulation module to enrich point features with fine-grained semantic information. We aggregate point representations across the scene through a language-guided spatial attention mechanism to yield per-point density predictions aware of the 3D semantic context. We show that KYN improves 3D shape recovery compared to predicting density for each 3D point in isolation. We achieve state-of-the-art results in scene and object reconstruction on KITTI-360, and show improved zero-shot generalization compared to prior work. Project page: https://ruili3.github.io/kyn.
FaVoR: Features via Voxel Rendering for Camera Relocalization
Camera relocalization methods range from dense image alignment to direct camera pose regression from a query image. Among these, sparse feature matching stands out as an efficient, versatile, and generally lightweight approach with numerous applications. However, feature-based methods often struggle with significant viewpoint and appearance changes, leading to matching failures and inaccurate pose estimates. To overcome this limitation, we propose a novel approach that leverages a globally sparse yet locally dense 3D representation of 2D features. By tracking and triangulating landmarks over a sequence of frames, we construct a sparse voxel map optimized to render image patch descriptors observed during tracking. Given an initial pose estimate, we first synthesize descriptors from the voxels using volumetric rendering and then perform feature matching to estimate the camera pose. This methodology enables the generation of descriptors for unseen views, enhancing robustness to view changes. We extensively evaluate our method on the 7-Scenes and Cambridge Landmarks datasets. Our results show that our method significantly outperforms existing state-of-the-art feature representation techniques in indoor environments, achieving up to a 39% improvement in median translation error. Additionally, our approach yields comparable results to other methods for outdoor scenarios while maintaining lower memory and computational costs.
DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision
We have witnessed significant progress in deep learning-based 3D vision, ranging from neural radiance field (NeRF) based 3D representation learning to applications in novel view synthesis (NVS). However, existing scene-level datasets for deep learning-based 3D vision, limited to either synthetic environments or a narrow selection of real-world scenes, are quite insufficient. This insufficiency not only hinders a comprehensive benchmark of existing methods but also caps what could be explored in deep learning-based 3D analysis. To address this critical gap, we present DL3DV-10K, a large-scale scene dataset, featuring 51.2 million frames from 10,510 videos captured from 65 types of point-of-interest (POI) locations, covering both bounded and unbounded scenes, with different levels of reflection, transparency, and lighting. We conducted a comprehensive benchmark of recent NVS methods on DL3DV-10K, which revealed valuable insights for future research in NVS. In addition, we have obtained encouraging results in a pilot study to learn generalizable NeRF from DL3DV-10K, which manifests the necessity of a large-scale scene-level dataset to forge a path toward a foundation model for learning 3D representation. Our DL3DV-10K dataset, benchmark results, and models will be publicly accessible at https://dl3dv-10k.github.io/DL3DV-10K/.
Implicit Autoencoder for Point-Cloud Self-Supervised Representation Learning
This paper advocates the use of implicit surface representation in autoencoder-based self-supervised 3D representation learning. The most popular and accessible 3D representation, i.e., point clouds, involves discrete samples of the underlying continuous 3D surface. This discretization process introduces sampling variations on the 3D shape, making it challenging to develop transferable knowledge of the true 3D geometry. In the standard autoencoding paradigm, the encoder is compelled to encode not only the 3D geometry but also information on the specific discrete sampling of the 3D shape into the latent code. This is because the point cloud reconstructed by the decoder is considered unacceptable unless there is a perfect mapping between the original and the reconstructed point clouds. This paper introduces the Implicit AutoEncoder (IAE), a simple yet effective method that addresses the sampling variation issue by replacing the commonly-used point-cloud decoder with an implicit decoder. The implicit decoder reconstructs a continuous representation of the 3D shape, independent of the imperfections in the discrete samples. Extensive experiments demonstrate that the proposed IAE achieves state-of-the-art performance across various self-supervised learning benchmarks.
EgoPoseFormer: A Simple Baseline for Stereo Egocentric 3D Human Pose Estimation
We present EgoPoseFormer, a simple yet effective transformer-based model for stereo egocentric human pose estimation. The main challenge in egocentric pose estimation is overcoming joint invisibility, which is caused by self-occlusion or a limited field of view (FOV) of head-mounted cameras. Our approach overcomes this challenge by incorporating a two-stage pose estimation paradigm: in the first stage, our model leverages the global information to estimate each joint's coarse location, then in the second stage, it employs a DETR style transformer to refine the coarse locations by exploiting fine-grained stereo visual features. In addition, we present a Deformable Stereo Attention operation to enable our transformer to effectively process multi-view features, which enables it to accurately localize each joint in the 3D world. We evaluate our method on the stereo UnrealEgo dataset and show it significantly outperforms previous approaches while being computationally efficient: it improves MPJPE by 27.4mm (45% improvement) with only 7.9% model parameters and 13.1% FLOPs compared to the state-of-the-art. Surprisingly, with proper training settings, we find that even our first-stage pose proposal network can achieve superior performance compared to previous arts. We also show that our method can be seamlessly extended to monocular settings, which achieves state-of-the-art performance on the SceneEgo dataset, improving MPJPE by 25.5mm (21% improvement) compared to the best existing method with only 60.7% model parameters and 36.4% FLOPs. Code is available at: https://github.com/ChenhongyiYang/egoposeformer .
CROSSFIRE: Camera Relocalization On Self-Supervised Features from an Implicit Representation
Beyond novel view synthesis, Neural Radiance Fields are useful for applications that interact with the real world. In this paper, we use them as an implicit map of a given scene and propose a camera relocalization algorithm tailored for this representation. The proposed method enables to compute in real-time the precise position of a device using a single RGB camera, during its navigation. In contrast with previous work, we do not rely on pose regression or photometric alignment but rather use dense local features obtained through volumetric rendering which are specialized on the scene with a self-supervised objective. As a result, our algorithm is more accurate than competitors, able to operate in dynamic outdoor environments with changing lightning conditions and can be readily integrated in any volumetric neural renderer.
Background Prompting for Improved Object Depth
Estimating the depth of objects from a single image is a valuable task for many vision, robotics, and graphics applications. However, current methods often fail to produce accurate depth for objects in diverse scenes. In this work, we propose a simple yet effective Background Prompting strategy that adapts the input object image with a learned background. We learn the background prompts only using small-scale synthetic object datasets. To infer object depth on a real image, we place the segmented object into the learned background prompt and run off-the-shelf depth networks. Background Prompting helps the depth networks focus on the foreground object, as they are made invariant to background variations. Moreover, Background Prompting minimizes the domain gap between synthetic and real object images, leading to better sim2real generalization than simple finetuning. Results on multiple synthetic and real datasets demonstrate consistent improvements in real object depths for a variety of existing depth networks. Code and optimized background prompts can be found at: https://mbaradad.github.io/depth_prompt.
Mix3D: Out-of-Context Data Augmentation for 3D Scenes
We present Mix3D, a data augmentation technique for segmenting large-scale 3D scenes. Since scene context helps reasoning about object semantics, current works focus on models with large capacity and receptive fields that can fully capture the global context of an input 3D scene. However, strong contextual priors can have detrimental implications like mistaking a pedestrian crossing the street for a car. In this work, we focus on the importance of balancing global scene context and local geometry, with the goal of generalizing beyond the contextual priors in the training set. In particular, we propose a "mixing" technique which creates new training samples by combining two augmented scenes. By doing so, object instances are implicitly placed into novel out-of-context environments and therefore making it harder for models to rely on scene context alone, and instead infer semantics from local structure as well. We perform detailed analysis to understand the importance of global context, local structures and the effect of mixing scenes. In experiments, we show that models trained with Mix3D profit from a significant performance boost on indoor (ScanNet, S3DIS) and outdoor datasets (SemanticKITTI). Mix3D can be trivially used with any existing method, e.g., trained with Mix3D, MinkowskiNet outperforms all prior state-of-the-art methods by a significant margin on the ScanNet test benchmark 78.1 mIoU. Code is available at: https://nekrasov.dev/mix3d/
M3DeTR: Multi-representation, Multi-scale, Mutual-relation 3D Object Detection with Transformers
We present a novel architecture for 3D object detection, M3DeTR, which combines different point cloud representations (raw, voxels, bird-eye view) with different feature scales based on multi-scale feature pyramids. M3DeTR is the first approach that unifies multiple point cloud representations, feature scales, as well as models mutual relationships between point clouds simultaneously using transformers. We perform extensive ablation experiments that highlight the benefits of fusing representation and scale, and modeling the relationships. Our method achieves state-of-the-art performance on the KITTI 3D object detection dataset and Waymo Open Dataset. Results show that M3DeTR improves the baseline significantly by 1.48% mAP for all classes on Waymo Open Dataset. In particular, our approach ranks 1st on the well-known KITTI 3D Detection Benchmark for both car and cyclist classes, and ranks 1st on Waymo Open Dataset with single frame point cloud input. Our code is available at: https://github.com/rayguan97/M3DETR.
WildFusion: Learning 3D-Aware Latent Diffusion Models in View Space
Modern learning-based approaches to 3D-aware image synthesis achieve high photorealism and 3D-consistent viewpoint changes for the generated images. Existing approaches represent instances in a shared canonical space. However, for in-the-wild datasets a shared canonical system can be difficult to define or might not even exist. In this work, we instead model instances in view space, alleviating the need for posed images and learned camera distributions. We find that in this setting, existing GAN-based methods are prone to generating flat geometry and struggle with distribution coverage. We hence propose WildFusion, a new approach to 3D-aware image synthesis based on latent diffusion models (LDMs). We first train an autoencoder that infers a compressed latent representation, which additionally captures the images' underlying 3D structure and enables not only reconstruction but also novel view synthesis. To learn a faithful 3D representation, we leverage cues from monocular depth prediction. Then, we train a diffusion model in the 3D-aware latent space, thereby enabling synthesis of high-quality 3D-consistent image samples, outperforming recent state-of-the-art GAN-based methods. Importantly, our 3D-aware LDM is trained without any direct supervision from multiview images or 3D geometry and does not require posed images or learned pose or camera distributions. It directly learns a 3D representation without relying on canonical camera coordinates. This opens up promising research avenues for scalable 3D-aware image synthesis and 3D content creation from in-the-wild image data. See https://katjaschwarz.github.io/wildfusion for videos of our 3D results.
GIM: Learning Generalizable Image Matcher From Internet Videos
Image matching is a fundamental computer vision problem. While learning-based methods achieve state-of-the-art performance on existing benchmarks, they generalize poorly to in-the-wild images. Such methods typically need to train separate models for different scene types and are impractical when the scene type is unknown in advance. One of the underlying problems is the limited scalability of existing data construction pipelines, which limits the diversity of standard image matching datasets. To address this problem, we propose GIM, a self-training framework for learning a single generalizable model based on any image matching architecture using internet videos, an abundant and diverse data source. Given an architecture, GIM first trains it on standard domain-specific datasets and then combines it with complementary matching methods to create dense labels on nearby frames of novel videos. These labels are filtered by robust fitting, and then enhanced by propagating them to distant frames. The final model is trained on propagated data with strong augmentations. We also propose ZEB, the first zero-shot evaluation benchmark for image matching. By mixing data from diverse domains, ZEB can thoroughly assess the cross-domain generalization performance of different methods. Applying GIM consistently improves the zero-shot performance of 3 state-of-the-art image matching architectures; with 50 hours of YouTube videos, the relative zero-shot performance improves by 8.4%-18.1%. GIM also enables generalization to extreme cross-domain data such as Bird Eye View (BEV) images of projected 3D point clouds (Fig. 1(c)). More importantly, our single zero-shot model consistently outperforms domain-specific baselines when evaluated on downstream tasks inherent to their respective domains. The video presentation is available at https://www.youtube.com/watch?v=FU_MJLD8LeY.
Generating 3D-Consistent Videos from Unposed Internet Photos
We address the problem of generating videos from unposed internet photos. A handful of input images serve as keyframes, and our model interpolates between them to simulate a path moving between the cameras. Given random images, a model's ability to capture underlying geometry, recognize scene identity, and relate frames in terms of camera position and orientation reflects a fundamental understanding of 3D structure and scene layout. However, existing video models such as Luma Dream Machine fail at this task. We design a self-supervised method that takes advantage of the consistency of videos and variability of multiview internet photos to train a scalable, 3D-aware video model without any 3D annotations such as camera parameters. We validate that our method outperforms all baselines in terms of geometric and appearance consistency. We also show our model benefits applications that enable camera control, such as 3D Gaussian Splatting. Our results suggest that we can scale up scene-level 3D learning using only 2D data such as videos and multiview internet photos.
Make-it-Real: Unleashing Large Multimodal Model's Ability for Painting 3D Objects with Realistic Materials
Physically realistic materials are pivotal in augmenting the realism of 3D assets across various applications and lighting conditions. However, existing 3D assets and generative models often lack authentic material properties. Manual assignment of materials using graphic software is a tedious and time-consuming task. In this paper, we exploit advancements in Multimodal Large Language Models (MLLMs), particularly GPT-4V, to present a novel approach, Make-it-Real: 1) We demonstrate that GPT-4V can effectively recognize and describe materials, allowing the construction of a detailed material library. 2) Utilizing a combination of visual cues and hierarchical text prompts, GPT-4V precisely identifies and aligns materials with the corresponding components of 3D objects. 3) The correctly matched materials are then meticulously applied as reference for the new SVBRDF material generation according to the original diffuse map, significantly enhancing their visual authenticity. Make-it-Real offers a streamlined integration into the 3D content creation workflow, showcasing its utility as an essential tool for developers of 3D assets.
Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE
As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.
Open-YOLO 3D: Towards Fast and Accurate Open-Vocabulary 3D Instance Segmentation
Recent works on open-vocabulary 3D instance segmentation show strong promise, but at the cost of slow inference speed and high computation requirements. This high computation cost is typically due to their heavy reliance on 3D clip features, which require computationally expensive 2D foundation models like Segment Anything (SAM) and CLIP for multi-view aggregation into 3D. As a consequence, this hampers their applicability in many real-world applications that require both fast and accurate predictions. To this end, we propose a fast yet accurate open-vocabulary 3D instance segmentation approach, named Open-YOLO 3D, that effectively leverages only 2D object detection from multi-view RGB images for open-vocabulary 3D instance segmentation. We address this task by generating class-agnostic 3D masks for objects in the scene and associating them with text prompts. We observe that the projection of class-agnostic 3D point cloud instances already holds instance information; thus, using SAM might only result in redundancy that unnecessarily increases the inference time. We empirically find that a better performance of matching text prompts to 3D masks can be achieved in a faster fashion with a 2D object detector. We validate our Open-YOLO 3D on two benchmarks, ScanNet200 and Replica, under two scenarios: (i) with ground truth masks, where labels are required for given object proposals, and (ii) with class-agnostic 3D proposals generated from a 3D proposal network. Our Open-YOLO 3D achieves state-of-the-art performance on both datasets while obtaining up to sim16times speedup compared to the best existing method in literature. On ScanNet200 val. set, our Open-YOLO 3D achieves mean average precision (mAP) of 24.7\% while operating at 22 seconds per scene. Code and model are available at github.com/aminebdj/OpenYOLO3D.
LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation
3D immersive scene generation is a challenging yet critical task in computer vision and graphics. A desired virtual 3D scene should 1) exhibit omnidirectional view consistency, and 2) allow for free exploration in complex scene hierarchies. Existing methods either rely on successive scene expansion via inpainting or employ panorama representation to represent large FOV scene environments. However, the generated scene suffers from semantic drift during expansion and is unable to handle occlusion among scene hierarchies. To tackle these challenges, we introduce LayerPano3D, a novel framework for full-view, explorable panoramic 3D scene generation from a single text prompt. Our key insight is to decompose a reference 2D panorama into multiple layers at different depth levels, where each layer reveals the unseen space from the reference views via diffusion prior. LayerPano3D comprises multiple dedicated designs: 1) we introduce a novel text-guided anchor view synthesis pipeline for high-quality, consistent panorama generation. 2) We pioneer the Layered 3D Panorama as underlying representation to manage complex scene hierarchies and lift it into 3D Gaussians to splat detailed 360-degree omnidirectional scenes with unconstrained viewing paths. Extensive experiments demonstrate that our framework generates state-of-the-art 3D panoramic scene in both full view consistency and immersive exploratory experience. We believe that LayerPano3D holds promise for advancing 3D panoramic scene creation with numerous applications.
VQA-Diff: Exploiting VQA and Diffusion for Zero-Shot Image-to-3D Vehicle Asset Generation in Autonomous Driving
Generating 3D vehicle assets from in-the-wild observations is crucial to autonomous driving. Existing image-to-3D methods cannot well address this problem because they learn generation merely from image RGB information without a deeper understanding of in-the-wild vehicles (such as car models, manufacturers, etc.). This leads to their poor zero-shot prediction capability to handle real-world observations with occlusion or tricky viewing angles. To solve this problem, in this work, we propose VQA-Diff, a novel framework that leverages in-the-wild vehicle images to create photorealistic 3D vehicle assets for autonomous driving. VQA-Diff exploits the real-world knowledge inherited from the Large Language Model in the Visual Question Answering (VQA) model for robust zero-shot prediction and the rich image prior knowledge in the Diffusion model for structure and appearance generation. In particular, we utilize a multi-expert Diffusion Models strategy to generate the structure information and employ a subject-driven structure-controlled generation mechanism to model appearance information. As a result, without the necessity to learn from a large-scale image-to-3D vehicle dataset collected from the real world, VQA-Diff still has a robust zero-shot image-to-novel-view generation ability. We conduct experiments on various datasets, including Pascal 3D+, Waymo, and Objaverse, to demonstrate that VQA-Diff outperforms existing state-of-the-art methods both qualitatively and quantitatively.
3D Face Tracking from 2D Video through Iterative Dense UV to Image Flow
When working with 3D facial data, improving fidelity and avoiding the uncanny valley effect is critically dependent on accurate 3D facial performance capture. Because such methods are expensive and due to the widespread availability of 2D videos, recent methods have focused on how to perform monocular 3D face tracking. However, these methods often fall short in capturing precise facial movements due to limitations in their network architecture, training, and evaluation processes. Addressing these challenges, we propose a novel face tracker, FlowFace, that introduces an innovative 2D alignment network for dense per-vertex alignment. Unlike prior work, FlowFace is trained on high-quality 3D scan annotations rather than weak supervision or synthetic data. Our 3D model fitting module jointly fits a 3D face model from one or many observations, integrating existing neutral shape priors for enhanced identity and expression disentanglement and per-vertex deformations for detailed facial feature reconstruction. Additionally, we propose a novel metric and benchmark for assessing tracking accuracy. Our method exhibits superior performance on both custom and publicly available benchmarks. We further validate the effectiveness of our tracker by generating high-quality 3D data from 2D videos, which leads to performance gains on downstream tasks.