University of Tuebingen, Tuebingen AI Center, Germany
Abstract:In this work, we introduce Prometheus, a 3D-aware latent diffusion model for text-to-3D generation at both object and scene levels in seconds. We formulate 3D scene generation as multi-view, feed-forward, pixel-aligned 3D Gaussian generation within the latent diffusion paradigm. To ensure generalizability, we build our model upon pre-trained text-to-image generation model with only minimal adjustments, and further train it using a large number of images from both single-view and multi-view datasets. Furthermore, we introduce an RGB-D latent space into 3D Gaussian generation to disentangle appearance and geometry information, enabling efficient feed-forward generation of 3D Gaussians with better fidelity and geometry. Extensive experimental results demonstrate the effectiveness of our method in both feed-forward 3D Gaussian reconstruction and text-to-3D generation. Project page: https://freemty.github.io/project-prometheus/
Abstract:3D shape analysis has been largely focused on traditional 3D representations of point clouds and meshes, but the discrete nature of these data makes the analysis susceptible to variations in input resolutions. Recent development of neural fields brings in level-set parameters from signed distance functions as a novel, continuous, and numerical representation of 3D shapes, where the shape surfaces are defined as zero-level-sets of those functions. This motivates us to extend shape analysis from the traditional 3D data to these novel parameter data. Since the level-set parameters are not Euclidean like point clouds, we establish correlations across different shapes by formulating them as a pseudo-normal distribution, and learn the distribution prior from the respective dataset. To further explore the level-set parameters with shape transformations, we propose to condition a subset of these parameters on rotations and translations, and generate them with a hypernetwork. This simplifies the pose-related shape analysis compared to using traditional data. We demonstrate the promise of the novel representations through applications in shape classification (arbitrary poses), retrieval, and 6D object pose estimation. Code and data in this research are provided at https://github.com/EnyaHermite/LevelSetParamData.
Abstract:End-to-end driving systems have made rapid progress, but have so far not been applied to the challenging new CARLA Leaderboard 2.0. Further, while there is a large body of literature on end-to-end architectures and training strategies, the impact of the training dataset is often overlooked. In this work, we make a first attempt at end-to-end driving for Leaderboard 2.0. Instead of investigating architectures, we systematically analyze the training dataset, leading to new insights: (1) Expert style significantly affects downstream policy performance. (2) In complex data sets, the frames should not be weighted on the basis of simplistic criteria such as class frequencies. (3) Instead, estimating whether a frame changes the target labels compared to previous frames can reduce the size of the dataset without removing important information. By incorporating these findings, our model ranks first and second respectively on the map and sensors tracks of the 2024 CARLA Challenge, and sets a new state-of-the-art on the Bench2Drive test routes. Finally, we uncover a design flaw in the current evaluation metrics and propose a modification for future challenges. Our dataset, code, and pre-trained models are publicly available at https://github.com/autonomousvision/carla_garage.
Abstract:In the past few decades, autonomous driving algorithms have made significant progress in perception, planning, and control. However, evaluating individual components does not fully reflect the performance of entire systems, highlighting the need for more holistic assessment methods. This motivates the development of HUGSIM, a closed-loop, photo-realistic, and real-time simulator for evaluating autonomous driving algorithms. We achieve this by lifting captured 2D RGB images into the 3D space via 3D Gaussian Splatting, improving the rendering quality for closed-loop scenarios, and building the closed-loop environment. In terms of rendering, We tackle challenges of novel view synthesis in closed-loop scenarios, including viewpoint extrapolation and 360-degree vehicle rendering. Beyond novel view synthesis, HUGSIM further enables the full closed simulation loop, dynamically updating the ego and actor states and observations based on control commands. Moreover, HUGSIM offers a comprehensive benchmark across more than 70 sequences from KITTI-360, Waymo, nuScenes, and PandaSet, along with over 400 varying scenarios, providing a fair and realistic evaluation platform for existing autonomous driving algorithms. HUGSIM not only serves as an intuitive evaluation benchmark but also unlocks the potential for fine-tuning autonomous driving algorithms in a photorealistic closed-loop setting.
Abstract:Photorealistic 3D vehicle models with high controllability are essential for autonomous driving simulation and data augmentation. While handcrafted CAD models provide flexible controllability, free CAD libraries often lack the high-quality materials necessary for photorealistic rendering. Conversely, reconstructed 3D models offer high-fidelity rendering but lack controllability. In this work, we introduce UrbanCAD, a framework that pushes the frontier of the photorealism-controllability trade-off by generating highly controllable and photorealistic 3D vehicle digital twins from a single urban image and a collection of free 3D CAD models and handcrafted materials. These digital twins enable realistic 360-degree rendering, vehicle insertion, material transfer, relighting, and component manipulation such as opening doors and rolling down windows, supporting the construction of long-tail scenarios. To achieve this, we propose a novel pipeline that operates in a retrieval-optimization manner, adapting to observational data while preserving flexible controllability and fine-grained handcrafted details. Furthermore, given multi-view background perspective and fisheye images, we approximate environment lighting using fisheye images and reconstruct the background with 3DGS, enabling the photorealistic insertion of optimized CAD models into rendered novel view backgrounds. Experimental results demonstrate that UrbanCAD outperforms baselines based on reconstruction and retrieval in terms of photorealism. Additionally, we show that various perception models maintain their accuracy when evaluated on UrbanCAD with in-distribution configurations but degrade when applied to realistic out-of-distribution data generated by our method. This suggests that UrbanCAD is a significant advancement in creating photorealistic, safety-critical driving scenarios for downstream applications.
Abstract:To handle the complexities of real-world traffic, learning planners for self-driving from data is a promising direction. While recent approaches have shown great progress, they typically assume a setting in which the ground-truth world state is available as input. However, when deployed, planning needs to be robust to the long-tail of errors incurred by a noisy perception system, which is often neglected in evaluation. To address this, previous work has proposed drawing adversarial samples from a perception error model (PEM) mimicking the noise characteristics of a target object detector. However, these methods use simple PEMs that fail to accurately capture all failure modes of detection. In this paper, we present EMPERROR, a novel transformer-based generative PEM, apply it to stress-test an imitation learning (IL)-based planner and show that it imitates modern detectors more faithfully than previous work. Furthermore, it is able to produce realistic noisy inputs that increase the planner's collision rate by up to 85%, demonstrating its utility as a valuable tool for a more complete evaluation of self-driving planners.
Abstract:It has long been known in both neuroscience and AI that ``binding'' between neurons leads to a form of competitive learning where representations are compressed in order to represent more abstract concepts in deeper layers of the network. More recently, it was also hypothesized that dynamic (spatiotemporal) representations play an important role in both neuroscience and AI. Building on these ideas, we introduce Artificial Kuramoto Oscillatory Neurons (AKOrN) as a dynamical alternative to threshold units, which can be combined with arbitrary connectivity designs such as fully connected, convolutional, or attentive mechanisms. Our generalized Kuramoto updates bind neurons together through their synchronization dynamics. We show that this idea provides performance improvements across a wide spectrum of tasks such as unsupervised object discovery, adversarial robustness, calibrated uncertainty quantification, and reasoning. We believe that these empirical results show the importance of rethinking our assumptions at the most basic neuronal level of neural representation, and in particular show the importance of dynamical representations.
Abstract:Gaussian splatting and single/multi-view depth estimation are typically studied in isolation. In this paper, we present DepthSplat to connect Gaussian splatting and depth estimation and study their interactions. More specifically, we first contribute a robust multi-view depth model by leveraging pre-trained monocular depth features, leading to high-quality feed-forward 3D Gaussian splatting reconstructions. We also show that Gaussian splatting can serve as an unsupervised pre-training objective for learning powerful depth models from large-scale unlabelled datasets. We validate the synergy between Gaussian splatting and depth estimation through extensive ablation and cross-task transfer experiments. Our DepthSplat achieves state-of-the-art performance on ScanNet, RealEstate10K and DL3DV datasets in terms of both depth estimation and novel view synthesis, demonstrating the mutual benefits of connecting both tasks. Our code, models, and video results are available at https://haofeixu.github.io/depthsplat/.
Abstract:We introduce Unimotion, the first unified multi-task human motion model capable of both flexible motion control and frame-level motion understanding. While existing works control avatar motion with global text conditioning, or with fine-grained per frame scripts, none can do both at once. In addition, none of the existing works can output frame-level text paired with the generated poses. In contrast, Unimotion allows to control motion with global text, or local frame-level text, or both at once, providing more flexible control for users. Importantly, Unimotion is the first model which by design outputs local text paired with the generated poses, allowing users to know what motion happens and when, which is necessary for a wide range of applications. We show Unimotion opens up new applications: 1.) Hierarchical control, allowing users to specify motion at different levels of detail, 2.) Obtaining motion text descriptions for existing MoCap data or YouTube videos 3.) Allowing for editability, generating motion from text, and editing the motion via text edits. Moreover, Unimotion attains state-of-the-art results for the frame-level text-to-motion task on the established HumanML3D dataset. The pre-trained model and code are available available on our project page at https://coral79.github.io/Unimotion/.
Abstract:High-quality real-time view synthesis methods are based on volume rendering, splatting, or surface rendering. While surface-based methods generally are the fastest, they cannot faithfully model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). These problems are exacerbated on low-performance graphics hardware, e.g. on mobile devices. We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes, rendered in fixed layer order from outermost to innermost. We model mesh layers as SDF shells with optimal spacing learned during training. After baking, we fit UV textures to the corresponding meshes. We show that our method can represent challenging fuzzy objects while achieving higher frame rates than volume-based and splatting-based methods on low-end and mobile devices.