Abstract:Gaussian splatting methods are emerging as a popular approach for converting multi-view image data into scene representations that allow view synthesis. In particular, there is interest in enabling view synthesis for dynamic scenes using only monocular input data -- an ill-posed and challenging problem. The fast pace of work in this area has produced multiple simultaneous papers that claim to work best, which cannot all be true. In this work, we organize, benchmark, and analyze many Gaussian-splatting-based methods, providing apples-to-apples comparisons that prior works have lacked. We use multiple existing datasets and a new instructive synthetic dataset designed to isolate factors that affect reconstruction quality. We systematically categorize Gaussian splatting methods into specific motion representation types and quantify how their differences impact performance. Empirically, we find that their rank order is well-defined in synthetic data, but the complexity of real-world data currently overwhelms the differences. Furthermore, the fast rendering speed of all Gaussian-based methods comes at the cost of brittleness in optimization. We summarize our experiments into a list of findings that can help to further progress in this lively problem setting. Project Webpage: https://lynl7130.github.io/MonoDyGauBench.github.io/
Abstract: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.
Abstract:Text-to-image diffusion models produce impressive results but are frustrating tools for artists who desire fine-grained control. For example, a common use case is to create images of a specific instance in novel contexts, i.e., "identity-preserving generation". This setting, along with many other tasks (e.g., relighting), is a natural fit for image+text-conditional generative models. However, there is insufficient high-quality paired data to train such a model directly. We propose Diffusion Self-Distillation, a method for using a pre-trained text-to-image model to generate its own dataset for text-conditioned image-to-image tasks. We first leverage a text-to-image diffusion model's in-context generation ability to create grids of images and curate a large paired dataset with the help of a Visual-Language Model. We then fine-tune the text-to-image model into a text+image-to-image model using the curated paired dataset. We demonstrate that Diffusion Self-Distillation outperforms existing zero-shot methods and is competitive with per-instance tuning techniques on a wide range of identity-preservation generation tasks, without requiring test-time optimization.
Abstract:One-shot transfer of dexterous grasps to novel scenes with object and context variations has been a challenging problem. While distilled feature fields from large vision models have enabled semantic correspondences across 3D scenes, their features are point-based and restricted to object surfaces, limiting their capability of modeling complex semantic feature distributions for hand-object interactions. In this work, we propose the \textit{neural attention field} for representing semantic-aware dense feature fields in the 3D space by modeling inter-point relevance instead of individual point features. Core to it is a transformer decoder that computes the cross-attention between any 3D query point with all the scene points, and provides the query point feature with an attention-based aggregation. We further propose a self-supervised framework for training the transformer decoder from only a few 3D pointclouds without hand demonstrations. Post-training, the attention field can be applied to novel scenes for semantics-aware dexterous grasping from one-shot demonstration. Experiments show that our method provides better optimization landscapes by encouraging the end-effector to focus on task-relevant scene regions, resulting in significant improvements in success rates on real robots compared with the feature-field-based methods.
Abstract:Multi-view image diffusion models have significantly advanced open-domain 3D object generation. However, most existing models rely on 2D network architectures that lack inherent 3D biases, resulting in compromised geometric consistency. To address this challenge, we introduce 3D-Adapter, a plug-in module designed to infuse 3D geometry awareness into pretrained image diffusion models. Central to our approach is the idea of 3D feedback augmentation: for each denoising step in the sampling loop, 3D-Adapter decodes intermediate multi-view features into a coherent 3D representation, then re-encodes the rendered RGBD views to augment the pretrained base model through feature addition. We study two variants of 3D-Adapter: a fast feed-forward version based on Gaussian splatting and a versatile training-free version utilizing neural fields and meshes. Our extensive experiments demonstrate that 3D-Adapter not only greatly enhances the geometry quality of text-to-multi-view models such as Instant3D and Zero123++, but also enables high-quality 3D generation using the plain text-to-image Stable Diffusion. Furthermore, we showcase the broad application potential of 3D-Adapter by presenting high quality results in text-to-3D, image-to-3D, text-to-texture, and text-to-avatar tasks.
Abstract:Depth sensing is an important problem for 3D vision-based robotics. Yet, a real-world active stereo or ToF depth camera often produces noisy and incomplete depth which bottlenecks robot performances. In this work, we propose D3RoMa, a learning-based depth estimation framework on stereo image pairs that predicts clean and accurate depth in diverse indoor scenes, even in the most challenging scenarios with translucent or specular surfaces where classical depth sensing completely fails. Key to our method is that we unify depth estimation and restoration into an image-to-image translation problem by predicting the disparity map with a denoising diffusion probabilistic model. At inference time, we further incorporated a left-right consistency constraint as classifier guidance to the diffusion process. Our framework combines recently advanced learning-based approaches and geometric constraints from traditional stereo vision. For model training, we create a large scene-level synthetic dataset with diverse transparent and specular objects to compensate for existing tabletop datasets. The trained model can be directly applied to real-world in-the-wild scenes and achieve state-of-the-art performance in multiple public depth estimation benchmarks. Further experiments in real environments show that accurate depth prediction significantly improves robotic manipulation in various scenarios.
Abstract:Generalizable long-horizon robotic assembly requires reasoning at multiple levels of abstraction. End-to-end imitation learning (IL) has been proven a promising approach, but it requires a large amount of demonstration data for training and often fails to meet the high-precision requirement of assembly tasks. Reinforcement Learning (RL) approaches have succeeded in high-precision assembly tasks, but suffer from sample inefficiency and hence, are less competent at long-horizon tasks. To address these challenges, we propose a hierarchical modular approach, named ARCH (Adaptive Robotic Composition Hierarchy), which enables long-horizon high-precision assembly in contact-rich settings. ARCH employs a hierarchical planning framework, including a low-level primitive library of continuously parameterized skills and a high-level policy. The low-level primitive library includes essential skills for assembly tasks, such as grasping and inserting. These primitives consist of both RL and model-based controllers. The high-level policy, learned via imitation learning from a handful of demonstrations, selects the appropriate primitive skills and instantiates them with continuous input parameters. We extensively evaluate our approach on a real robot manipulation platform. We show that while trained on a single task, ARCH generalizes well to unseen tasks and outperforms baseline methods in terms of success rate and data efficiency. Videos can be found at https://long-horizon-assembly.github.io.
Abstract:To advance the state of the art in the creation of 3D foundation models, this paper introduces the ConDense framework for 3D pre-training utilizing existing pre-trained 2D networks and large-scale multi-view datasets. We propose a novel 2D-3D joint training scheme to extract co-embedded 2D and 3D features in an end-to-end pipeline, where 2D-3D feature consistency is enforced through a volume rendering NeRF-like ray marching process. Using dense per pixel features we are able to 1) directly distill the learned priors from 2D models to 3D models and create useful 3D backbones, 2) extract more consistent and less noisy 2D features, 3) formulate a consistent embedding space where 2D, 3D, and other modalities of data (e.g., natural language prompts) can be jointly queried. Furthermore, besides dense features, ConDense can be trained to extract sparse features (e.g., key points), also with 2D-3D consistency -- condensing 3D NeRF representations into compact sets of decorated key points. We demonstrate that our pre-trained model provides good initialization for various 3D tasks including 3D classification and segmentation, outperforming other 3D pre-training methods by a significant margin. It also enables, by exploiting our sparse features, additional useful downstream tasks, such as matching 2D images to 3D scenes, detecting duplicate 3D scenes, and querying a repository of 3D scenes through natural language -- all quite efficiently and without any per-scene fine-tuning.
Abstract:Interactable objects are ubiquitous in our daily lives. Recent advances in 3D generative models make it possible to automate the modeling of these objects, benefiting a range of applications from 3D printing to the creation of robot simulation environments. However, while significant progress has been made in modeling 3D shapes and appearances, modeling object physics, particularly for interactable objects, remains challenging due to the physical constraints imposed by inter-part motions. In this paper, we tackle the problem of physically plausible part completion for interactable objects, aiming to generate 3D parts that not only fit precisely into the object but also allow smooth part motions. To this end, we propose a diffusion-based part generation model that utilizes geometric conditioning through classifier-free guidance and formulates physical constraints as a set of stability and mobility losses to guide the sampling process. Additionally, we demonstrate the generation of dependent parts, paving the way toward sequential part generation for objects with complex part-whole hierarchies. Experimentally, we introduce a new metric for measuring physical plausibility based on motion success rates. Our model outperforms existing baselines over shape and physical metrics, especially those that do not adequately model physical constraints. We also demonstrate our applications in 3D printing, robot manipulation, and sequential part generation, showing our strength in realistic tasks with the demand for high physical plausibility.
Abstract:Recognizing and disentangling visual attributes from objects is a foundation to many computer vision applications. While large vision language representations like CLIP had largely resolved the task of zero-shot object recognition, zero-shot visual attribute recognition remains a challenge because CLIP's contrastively-learned vision-language representation cannot effectively capture object-attribute dependencies. In this paper, we target this weakness and propose a sentence generation-based retrieval formulation for attribute recognition that is novel in 1) explicitly modeling a to-be-measured and retrieved object-attribute relation as a conditional probability graph, which converts the recognition problem into a dependency-sensitive language-modeling problem, and 2) applying a large pretrained Vision-Language Model (VLM) on this reformulation and naturally distilling its knowledge of image-object-attribute relations to use towards attribute recognition. Specifically, for each attribute to be recognized on an image, we measure the visual-conditioned probability of generating a short sentence encoding the attribute's relation to objects on the image. Unlike contrastive retrieval, which measures likelihood by globally aligning elements of the sentence to the image, generative retrieval is sensitive to the order and dependency of objects and attributes in the sentence. We demonstrate through experiments that generative retrieval consistently outperforms contrastive retrieval on two visual reasoning datasets, Visual Attribute in the Wild (VAW), and our newly-proposed Visual Genome Attribute Ranking (VGARank).