Abstract:Lifting multi-view 2D instance segmentation to a radiance field has proven to be effective to enhance 3D understanding. Existing methods rely on direct matching for end-to-end lifting, yielding inferior results; or employ a two-stage solution constrained by complex pre- or post-processing. In this work, we design a new end-to-end object-aware lifting approach, named Unified-Lift that provides accurate 3D segmentation based on the 3D Gaussian representation. To start, we augment each Gaussian point with an additional Gaussian-level feature learned using a contrastive loss to encode instance information. Importantly, we introduce a learnable object-level codebook to account for individual objects in the scene for an explicit object-level understanding and associate the encoded object-level features with the Gaussian-level point features for segmentation predictions. While promising, achieving effective codebook learning is non-trivial and a naive solution leads to degraded performance. Therefore, we formulate the association learning module and the noisy label filtering module for effective and robust codebook learning. We conduct experiments on three benchmarks: LERF-Masked, Replica, and Messy Rooms datasets. Both qualitative and quantitative results manifest that our Unified-Lift clearly outperforms existing methods in terms of segmentation quality and time efficiency. The code is publicly available at \href{https://github.com/Runsong123/Unified-Lift}{https://github.com/Runsong123/Unified-Lift}.
Abstract:Estimating the 3D pose of hand and potential hand-held object from monocular images is a longstanding challenge. Yet, existing methods are specialized, focusing on either bare-hand or hand interacting with object. No method can flexibly handle both scenarios and their performance degrades when applied to the other scenario. In this paper, we propose UniHOPE, a unified approach for general 3D hand-object pose estimation, flexibly adapting both scenarios. Technically, we design a grasp-aware feature fusion module to integrate hand-object features with an object switcher to dynamically control the hand-object pose estimation according to grasping status. Further, to uplift the robustness of hand pose estimation regardless of object presence, we generate realistic de-occluded image pairs to train the model to learn object-induced hand occlusions, and formulate multi-level feature enhancement techniques for learning occlusion-invariant features. Extensive experiments on three commonly-used benchmarks demonstrate UniHOPE's SOTA performance in addressing hand-only and hand-object scenarios. Code will be released on https://github.com/JoyboyWang/UniHOPE_Pytorch.
Abstract:Developing AI agents to autonomously manipulate graphical user interfaces is a long challenging task. Recent advances in data scaling law inspire us to train computer-use agents with a scaled instruction set, yet using behavior cloning to train agents still requires immense high-quality trajectories. To meet the scalability need, we designed STEVE, a step verification pipeline for computer-use agent training. First, we establish a large instruction set for computer-use agents and collect trajectory data with some suboptimal agents. GPT-4o is used to verify the correctness of each step in the trajectories based on the screens before and after the action execution, assigning each step with a binary label. Last, we adopt the Kahneman and Tversky Optimization to optimize the agent from the binary stepwise labels. Extensive experiments manifest that our agent outperforms supervised finetuning by leveraging both positive and negative actions within a trajectory. Also, STEVE enables us to train a 7B vision-language model as a computer-use agent, achieving leading performance in the challenging live desktop environment WinAgentArena with great efficiency at a reduced cost. Code and data: https://github.com/FanbinLu/STEVE.
Abstract:Scene-level point cloud registration is very challenging when considering dynamic foregrounds. Existing indoor datasets mostly assume rigid motions, so the trained models cannot robustly handle scenes with non-rigid motions. On the other hand, non-rigid datasets are mainly object-level, so the trained models cannot generalize well to complex scenes. This paper presents HybridReg, a new approach to 3D point cloud registration, learning uncertainty mask to account for hybrid motions: rigid for backgrounds and non-rigid/rigid for instance-level foregrounds. First, we build a scene-level 3D registration dataset, namely HybridMatch, designed specifically with strategies to arrange diverse deforming foregrounds in a controllable manner. Second, we account for different motion types and formulate a mask-learning module to alleviate the interference of deforming outliers. Third, we exploit a simple yet effective negative log-likelihood loss to adopt uncertainty to guide the feature extraction and correlation computation. To our best knowledge, HybridReg is the first work that exploits hybrid motions for robust point cloud registration. Extensive experiments show HybridReg's strengths, leading it to achieve state-of-the-art performance on both widely-used indoor and outdoor datasets.
Abstract:The increasing use of vision-language models (VLMs) in healthcare applications presents great challenges related to hallucinations, in which the models may generate seemingly plausible results that are in fact incorrect. Such hallucinations can jeopardize clinical decision making, potentially harming the diagnosis and treatments. In this work, we propose MedHallTune, a large-scale benchmark designed specifically to evaluate and mitigate hallucinations in medical VLMs. Comprising over 100,000 images and 1,000,000 instruction pairs, MedHallTune includes both hallucination and non-hallucination samples, each with ground-truth annotations. We conduct a comprehensive evaluation of current medical and general VLMs using MedHallTune, assessing their performance across key metrics, including clinical accuracy, relevance, detail level, and risk level. The experimental results show that fine-tuning with MedHallTune successfully improves the ability of several existing models to manage hallucinations and boost their zero-shot performance on downstream visual-question-answering (VQA) tasks, making them more reliable for practical medical applications. Our work contributes to the development of more trustworthy VLMs. Codes and dataset will be available at \href{https://github.com/russellyq/MedHallTune}{MedHallTune}.
Abstract:Learning generative models of 3D point clouds is one of the fundamental problems in 3D generative learning. One of the key properties of point clouds is their permutation invariance, i.e., changing the order of points in a point cloud does not change the shape they represent. In this paper, we analyze the recently proposed equivariant OT flows that learn permutation invariant generative models for point-based molecular data and we show that these models scale poorly on large point clouds. Also, we observe learning (equivariant) OT flows is generally challenging since straightening flow trajectories makes the learned flow model complex at the beginning of the trajectory. To remedy these, we propose not-so-optimal transport flow models that obtain an approximate OT by an offline OT precomputation, enabling an efficient construction of OT pairs for training. During training, we can additionally construct a hybrid coupling by combining our approximate OT and independent coupling to make the target flow models easier to learn. In an extensive empirical study, we show that our proposed model outperforms prior diffusion- and flow-based approaches on a wide range of unconditional generation and shape completion on the ShapeNet benchmark.
Abstract:This paper presents a method that allows users to design cinematic video shots in the context of image-to-video generation. Shot design, a critical aspect of filmmaking, involves meticulously planning both camera movements and object motions in a scene. However, enabling intuitive shot design in modern image-to-video generation systems presents two main challenges: first, effectively capturing user intentions on the motion design, where both camera movements and scene-space object motions must be specified jointly; and second, representing motion information that can be effectively utilized by a video diffusion model to synthesize the image animations. To address these challenges, we introduce MotionCanvas, a method that integrates user-driven controls into image-to-video (I2V) generation models, allowing users to control both object and camera motions in a scene-aware manner. By connecting insights from classical computer graphics and contemporary video generation techniques, we demonstrate the ability to achieve 3D-aware motion control in I2V synthesis without requiring costly 3D-related training data. MotionCanvas enables users to intuitively depict scene-space motion intentions, and translates them into spatiotemporal motion-conditioning signals for video diffusion models. We demonstrate the effectiveness of our method on a wide range of real-world image content and shot-design scenarios, highlighting its potential to enhance the creative workflows in digital content creation and adapt to various image and video editing applications.
Abstract:Controversial contents largely inundate the Internet, infringing various cultural norms and child protection standards. Traditional Image Content Moderation (ICM) models fall short in producing precise moderation decisions for diverse standards, while recent multimodal large language models (MLLMs), when adopted to general rule-based ICM, often produce classification and explanation results that are inconsistent with human moderators. Aiming at flexible, explainable, and accurate ICM, we design a novel rule-based dataset generation pipeline, decomposing concise human-defined rules and leveraging well-designed multi-stage prompts to enrich short explicit image annotations. Our ICM-Instruct dataset includes detailed moderation explanation and moderation Q-A pairs. Built upon it, we create our ICM-Assistant model in the framework of rule-based ICM, making it readily applicable in real practice. Our ICM-Assistant model demonstrates exceptional performance and flexibility. Specifically, it significantly outperforms existing approaches on various sources, improving both the moderation classification (36.8\% on average) and moderation explanation quality (26.6\% on average) consistently over existing MLLMs. Code/Data is available at https://github.com/zhaoyuzhi/ICM-Assistant.
Abstract:Shadows are often under-considered or even ignored in image editing applications, limiting the realism of the edited results. In this paper, we introduce MetaShadow, a three-in-one versatile framework that enables detection, removal, and controllable synthesis of shadows in natural images in an object-centered fashion. MetaShadow combines the strengths of two cooperative components: Shadow Analyzer, for object-centered shadow detection and removal, and Shadow Synthesizer, for reference-based controllable shadow synthesis. Notably, we optimize the learning of the intermediate features from Shadow Analyzer to guide Shadow Synthesizer to generate more realistic shadows that blend seamlessly with the scene. Extensive evaluations on multiple shadow benchmark datasets show significant improvements of MetaShadow over the existing state-of-the-art methods on object-centered shadow detection, removal, and synthesis. MetaShadow excels in image-editing tasks such as object removal, relocation, and insertion, pushing the boundaries of object-centered image editing.
Abstract:We introduce camera ray matching (CRAYM) into the joint optimization of camera poses and neural fields from multi-view images. The optimized field, referred to as a feature volume, can be "probed" by the camera rays for novel view synthesis (NVS) and 3D geometry reconstruction. One key reason for matching camera rays, instead of pixels as in prior works, is that the camera rays can be parameterized by the feature volume to carry both geometric and photometric information. Multi-view consistencies involving the camera rays and scene rendering can be naturally integrated into the joint optimization and network training, to impose physically meaningful constraints to improve the final quality of both the geometric reconstruction and photorealistic rendering. We formulate our per-ray optimization and matched ray coherence by focusing on camera rays passing through keypoints in the input images to elevate both the efficiency and accuracy of scene correspondences. Accumulated ray features along the feature volume provide a means to discount the coherence constraint amid erroneous ray matching. We demonstrate the effectiveness of CRAYM for both NVS and geometry reconstruction, over dense- or sparse-view settings, with qualitative and quantitative comparisons to state-of-the-art alternatives.