Abstract:Egocentric Hand Object Interaction (HOI) videos provide valuable insights into human interactions with the physical world, attracting growing interest from the computer vision and robotics communities. A key task in fully understanding the geometry and dynamics of HOI scenes is dense pointclouds sequence reconstruction. However, the inherent motion of both hands and the camera makes this challenging. Current methods often rely on time-consuming test-time optimization, making them impractical for reconstructing internet-scale videos. To address this, we introduce UniHOI, a model that unifies the estimation of all variables necessary for dense 4D reconstruction, including camera intrinsic, camera poses, and video depth, for egocentric HOI scene in a fast feed-forward manner. We end-to-end optimize all these variables to improve their consistency in 3D space. Furthermore, our model could be trained solely on large-scale monocular video dataset, overcoming the limitation of scarce labeled HOI data. We evaluate UniHOI with both in-domain and zero-shot generalization setting, surpassing all baselines in pointclouds sequence reconstruction and long-term 3D scene flow recovery. UniHOI is the first approach to offer fast, dense, and generalizable monocular egocentric HOI scene reconstruction in the presence of motion. Code and trained model will be released in the future.
Abstract:Open-vocabulary 3D object detection (OV-3Det) aims to generalize beyond the limited number of base categories labeled during the training phase. The biggest bottleneck is the scarcity of annotated 3D data, whereas 2D image datasets are abundant and richly annotated. Consequently, it is intuitive to leverage the wealth of annotations in 2D images to alleviate the inherent data scarcity in OV-3Det. In this paper, we push the task setup to its limits by exploring the potential of using solely 2D images to learn OV-3Det. The major challenges for this setup is the modality gap between training images and testing point clouds, which prevents effective integration of 2D knowledge into OV-3Det. To address this challenge, we propose a novel framework ImOV3D to leverage pseudo multimodal representation containing both images and point clouds (PC) to close the modality gap. The key of ImOV3D lies in flexible modality conversion where 2D images can be lifted into 3D using monocular depth estimation and can also be derived from 3D scenes through rendering. This allows unifying both training images and testing point clouds into a common image-PC representation, encompassing a wealth of 2D semantic information and also incorporating the depth and structural characteristics of 3D spatial data. We carefully conduct such conversion to minimize the domain gap between training and test cases. Extensive experiments on two benchmark datasets, SUNRGBD and ScanNet, show that ImOV3D significantly outperforms existing methods, even in the absence of ground truth 3D training data. With the inclusion of a minimal amount of real 3D data for fine-tuning, the performance also significantly surpasses previous state-of-the-art. Codes and pre-trained models are released on the https://github.com/yangtiming/ImOV3D.
Abstract:Mamba has achieved significant advantages in long-context modeling and autoregressive tasks, but its scalability with large parameters remains a major limitation in vision applications. pretraining is a widely used strategy to enhance backbone model performance. Although the success of Masked Autoencoder in Transformer pretraining is well recognized, it does not significantly improve Mamba's visual learning performance. We found that using the correct autoregressive pretraining can significantly boost the performance of the Mamba architecture. Based on this analysis, we propose Masked Autoregressive Pretraining (MAP) to pretrain a hybrid Mamba-Transformer vision backbone network. This strategy combines the strengths of both MAE and Autoregressive pretraining, improving the performance of Mamba and Transformer modules within a unified paradigm. Additionally, in terms of integrating Mamba and Transformer modules, we empirically found that inserting Transformer layers at regular intervals within Mamba layers can significantly enhance downstream task performance. Experimental results show that both the pure Mamba architecture and the hybrid Mamba-Transformer vision backbone network pretrained with MAP significantly outperform other pretraining strategies, achieving state-of-the-art performance. We validate the effectiveness of the method on both 2D and 3D datasets and provide detailed ablation studies to support the design choices for each component.
Abstract:VILA-U is a Unified foundation model that integrates Video, Image, Language understanding and generation. Traditional visual language models (VLMs) use separate modules for understanding and generating visual content, which can lead to misalignment and increased complexity. In contrast, VILA-U employs a single autoregressive next-token prediction framework for both tasks, eliminating the need for additional components like diffusion models. This approach not only simplifies the model but also achieves near state-of-the-art performance in visual language understanding and generation. The success of VILA-U is attributed to two main factors: the unified vision tower that aligns discrete visual tokens with textual inputs during pretraining, which enhances visual perception, and autoregressive image generation can achieve similar quality as diffusion models with high-quality dataset. This allows VILA-U to perform comparably to more complex models using a fully token-based autoregressive framework.
Abstract:Understanding how humans cooperatively rearrange household objects is critical for VR/AR and human-robot interaction. However, in-depth studies on modeling these behaviors are under-researched due to the lack of relevant datasets. We fill this gap by presenting CORE4D, a novel large-scale 4D human-object-human interaction dataset focusing on collaborative object rearrangement, which encompasses diverse compositions of various object geometries, collaboration modes, and 3D scenes. With 1K human-object-human motion sequences captured in the real world, we enrich CORE4D by contributing an iterative collaboration retargeting strategy to augment motions to a variety of novel objects. Leveraging this approach, CORE4D comprises a total of 11K collaboration sequences spanning 3K real and virtual object shapes. Benefiting from extensive motion patterns provided by CORE4D, we benchmark two tasks aiming at generating human-object interaction: human-object motion forecasting and interaction synthesis. Extensive experiments demonstrate the effectiveness of our collaboration retargeting strategy and indicate that CORE4D has posed new challenges to existing human-object interaction generation methodologies. Our dataset and code are available at https://github.com/leolyliu/CORE4D-Instructions.
Abstract:Human motion synthesis is a fundamental task in computer animation. Despite recent progress in this field utilizing deep learning and motion capture data, existing methods are always limited to specific motion categories, environments, and styles. This poor generalizability can be partially attributed to the difficulty and expense of collecting large-scale and high-quality motion data. At the same time, foundation models trained with internet-scale image and text data have demonstrated surprising world knowledge and reasoning ability for various downstream tasks. Utilizing these foundation models may help with human motion synthesis, which some recent works have superficially explored. However, these methods didn't fully unveil the foundation models' potential for this task and only support several simple actions and environments. In this paper, we for the first time, without any motion data, explore open-set human motion synthesis using natural language instructions as user control signals based on MLLMs across any motion task and environment. Our framework can be split into two stages: 1) sequential keyframe generation by utilizing MLLMs as a keyframe designer and animator; 2) motion filling between keyframes through interpolation and motion tracking. Our method can achieve general human motion synthesis for many downstream tasks. The promising results demonstrate the worth of mocap-free human motion synthesis aided by MLLMs and pave the way for future research.
Abstract:This paper presents a novel approach 4DRecons that takes a single camera RGB-D sequence of a dynamic subject as input and outputs a complete textured deforming 3D model over time. 4DRecons encodes the output as a 4D neural implicit surface and presents an optimization procedure that combines a data term and two regularization terms. The data term fits the 4D implicit surface to the input partial observations. We address fundamental challenges in fitting a complete implicit surface to partial observations. The first regularization term enforces that the deformation among adjacent frames is as rigid as possible (ARAP). To this end, we introduce a novel approach to compute correspondences between adjacent textured implicit surfaces, which are used to define the ARAP regularization term. The second regularization term enforces that the topology of the underlying object remains fixed over time. This regularization is critical for avoiding self-intersections that are typical in implicit-based reconstructions. We have evaluated the performance of 4DRecons on a variety of datasets. Experimental results show that 4DRecons can handle large deformations and complex inter-part interactions and outperform state-of-the-art approaches considerably.
Abstract:The credibility and practicality of a reconstructed hand-object interaction sequence depend largely on its physical plausibility. However, due to high occlusions during hand-object interaction, physical plausibility remains a challenging criterion for purely vision-based tracking methods. To address this issue and enhance the results of existing hand trackers, this paper proposes a novel physically-aware hand motion de-noising method. Specifically, we introduce two learned loss terms that explicitly capture two crucial aspects of physical plausibility: grasp credibility and manipulation feasibility. These terms are used to train a physically-aware de-noising network. Qualitative and quantitative experiments demonstrate that our approach significantly improves both fine-grained physical plausibility and overall pose accuracy, surpassing current state-of-the-art de-noising methods.
Abstract:We explore the dexterous manipulation transfer problem by designing simulators. The task wishes to transfer human manipulations to dexterous robot hand simulations and is inherently difficult due to its intricate, highly-constrained, and discontinuous dynamics and the need to control a dexterous hand with a DoF to accurately replicate human manipulations. Previous approaches that optimize in high-fidelity black-box simulators or a modified one with relaxed constraints only demonstrate limited capabilities or are restricted by insufficient simulation fidelity. We introduce parameterized quasi-physical simulators and a physics curriculum to overcome these limitations. The key ideas are 1) balancing between fidelity and optimizability of the simulation via a curriculum of parameterized simulators, and 2) solving the problem in each of the simulators from the curriculum, with properties ranging from high task optimizability to high fidelity. We successfully enable a dexterous hand to track complex and diverse manipulations in high-fidelity simulated environments, boosting the success rate by 11\%+ from the best-performed baseline. The project website is available at https://meowuu7.github.io/QuasiSim/.
Abstract:We present GenN2N, a unified NeRF-to-NeRF translation framework for various NeRF translation tasks such as text-driven NeRF editing, colorization, super-resolution, inpainting, etc. Unlike previous methods designed for individual translation tasks with task-specific schemes, GenN2N achieves all these NeRF editing tasks by employing a plug-and-play image-to-image translator to perform editing in the 2D domain and lifting 2D edits into the 3D NeRF space. Since the 3D consistency of 2D edits may not be assured, we propose to model the distribution of the underlying 3D edits through a generative model that can cover all possible edited NeRFs. To model the distribution of 3D edited NeRFs from 2D edited images, we carefully design a VAE-GAN that encodes images while decoding NeRFs. The latent space is trained to align with a Gaussian distribution and the NeRFs are supervised through an adversarial loss on its renderings. To ensure the latent code does not depend on 2D viewpoints but truly reflects the 3D edits, we also regularize the latent code through a contrastive learning scheme. Extensive experiments on various editing tasks show GenN2N, as a universal framework, performs as well or better than task-specific specialists while possessing flexible generative power. More results on our project page: https://xiangyueliu.github.io/GenN2N/