KU Leuven/ESAT-PSI, ETH Zurich/CVL, TRACE vzw
Abstract:We tackle the ill-posed inverse rendering problem in 3D reconstruction with a Neural Radiance Field (NeRF) approach informed by Physics-Based Rendering (PBR) theory, named PBR-NeRF. Our method addresses a key limitation in most NeRF and 3D Gaussian Splatting approaches: they estimate view-dependent appearance without modeling scene materials and illumination. To address this limitation, we present an inverse rendering (IR) model capable of jointly estimating scene geometry, materials, and illumination. Our model builds upon recent NeRF-based IR approaches, but crucially introduces two novel physics-based priors that better constrain the IR estimation. Our priors are rigorously formulated as intuitive loss terms and achieve state-of-the-art material estimation without compromising novel view synthesis quality. Our method is easily adaptable to other inverse rendering and 3D reconstruction frameworks that require material estimation. We demonstrate the importance of extending current neural rendering approaches to fully model scene properties beyond geometry and view-dependent appearance. Code is publicly available at https://github.com/s3anwu/pbrnerf
Abstract:TL;DR: Gaussian Splatting is a widely adopted approach for 3D scene representation that offers efficient, high-quality 3D reconstruction and rendering. A major reason for the success of 3DGS is its simplicity of representing a scene with a set of Gaussians, which makes it easy to interpret and adapt. To enhance scene understanding beyond the visual representation, approaches have been developed that extend 3D Gaussian Splatting with semantic vision-language features, especially allowing for open-set tasks. In this setting, the language features of 3D Gaussian Splatting are often aggregated from multiple 2D views. Existing works address this aggregation problem using cumbersome techniques that lead to high computational cost and training time. In this work, we show that the sophisticated techniques for language-grounded 3D Gaussian Splatting are simply unnecessary. Instead, we apply Occam's razor to the task at hand and perform weighted multi-view feature aggregation using the weights derived from the standard rendering process, followed by a simple heuristic-based noisy Gaussian filtration. Doing so offers us state-of-the-art results with a speed-up of two orders of magnitude. We showcase our results in two commonly used benchmark datasets: LERF and 3D-OVS. Our simple approach allows us to perform reasoning directly in the language features, without any compression whatsoever. Such modeling in turn offers easy scene manipulation, unlike the existing methods -- which we illustrate using an application of object insertion in the scene. Furthermore, we provide a thorough discussion regarding the significance of our contributions within the context of the current literature. Project Page: https://insait-institute.github.io/OccamLGS/
Abstract:Museums serve as vital repositories of cultural heritage and historical artifacts spanning diverse epochs, civilizations, and regions, preserving well-documented collections. Data reveal key attributes such as age, origin, material, and cultural significance. Understanding museum exhibits from their images requires reasoning beyond visual features. In this work, we facilitate such reasoning by (a) collecting and curating a large-scale dataset of 65M images and 200M question-answer pairs in the standard museum catalog format for exhibits from all around the world; (b) training large vision-language models on the collected dataset; (c) benchmarking their ability on five visual question answering tasks. The complete dataset is labeled by museum experts, ensuring the quality as well as the practical significance of the labels. We train two VLMs from different categories: the BLIP model, with vision-language aligned embeddings, but lacking the expressive power of large language models, and the LLaVA model, a powerful instruction-tuned LLM enriched with vision-language reasoning capabilities. Through exhaustive experiments, we provide several insights on the complex and fine-grained understanding of museum exhibits. In particular, we show that some questions whose answers can often be derived directly from visual features are well answered by both types of models. On the other hand, questions that require the grounding of the visual features in repositories of human knowledge are better answered by the large vision-language models, thus demonstrating their superior capacity to perform the desired reasoning. Find our dataset, benchmarks, and source code at: https://github.com/insait-institute/Museum-65
Abstract:3D scene understanding is a long-standing challenge in computer vision and a key component in enabling mixed reality, wearable computing, and embodied AI. Providing a solution to these applications requires a multifaceted approach that covers scene-centric, object-centric, as well as interaction-centric capabilities. While there exist numerous datasets approaching the former two problems, the task of understanding interactable and articulated objects is underrepresented and only partly covered by current works. In this work, we address this shortcoming and introduce (1) an expertly curated dataset in the Universal Scene Description (USD) format, featuring high-quality manual annotations, for instance, segmentation and articulation on 280 indoor scenes; (2) a learning-based model together with a novel baseline capable of predicting part segmentation along with a full specification of motion attributes, including motion type, articulated and interactable parts, and motion parameters; (3) a benchmark serving to compare upcoming methods for the task at hand. Overall, our dataset provides 8 types of annotations - object and part segmentations, motion types, movable and interactable parts, motion parameters, connectivity, and object mass annotations. With its broad and high-quality annotations, the data provides the basis for holistic 3D scene understanding models. All data is provided in the USD format, allowing interoperability and easy integration with downstream tasks. We provide open access to our dataset, benchmark, and method's source code.
Abstract:In this paper, we focus on the Ego-Exo Object Correspondence task, an emerging challenge in the field of computer vision that aims to map objects across ego-centric and exo-centric views. We introduce ObjectRelator, a novel method designed to tackle this task, featuring two new modules: Multimodal Condition Fusion (MCFuse) and SSL-based Cross-View Object Alignment (XObjAlign). MCFuse effectively fuses language and visual conditions to enhance target object localization, while XObjAlign enforces consistency in object representations across views through a self-supervised alignment strategy. Extensive experiments demonstrate the effectiveness of ObjectRelator, achieving state-of-the-art performance on Ego2Exo and Exo2Ego tasks with minimal additional parameters. This work provides a foundation for future research in comprehensive cross-view object relation understanding highlighting the potential of leveraging multimodal guidance and cross-view alignment. Codes and models will be released to advance further research in this direction.
Abstract:Advances in video generation have significantly improved the realism and quality of created scenes. This has fueled interest in developing intuitive tools that let users leverage video generation as world simulators. Text-to-video (T2V) generation is one such approach, enabling video creation from text descriptions only. Yet, due to the inherent ambiguity in texts and the limited temporal information offered by text prompts, researchers have explored additional control signals like trajectory-guided systems, for more accurate T2V generation. Nonetheless, methods to evaluate whether T2V models can generate realistic interactions between multiple objects are lacking. We introduce InTraGen, a pipeline for improved trajectory-based generation of object interaction scenarios. We propose 4 new datasets and a novel trajectory quality metric to evaluate the performance of the proposed InTraGen. To achieve object interaction, we introduce a multi-modal interaction encoding pipeline with an object ID injection mechanism that enriches object-environment interactions. Our results demonstrate improvements in both visual fidelity and quantitative performance. Code and datasets are available at https://github.com/insait-institute/InTraGen
Abstract:3D visual grounding consists of identifying the instance in a 3D scene which is referred by an accompanying language description. While several architectures have been proposed within the commonly employed grounding-by-selection framework, the utilized losses are comparatively under-explored. In particular, most methods rely on a basic supervised cross-entropy loss on the predicted distribution over candidate instances, which fails to model both spatial relations between instances and the internal fine-grained word-level structure of the verbal referral. Sparse attempts to additionally supervise verbal embeddings globally by learning the class of the referred instance from the description or employing verbo-visual contrast to better separate instance embeddings do not fundamentally lift the aforementioned limitations. Responding to these shortcomings, we introduce two novel losses for 3D visual grounding: a visual-level offset loss on regressed vector offsets from each instance to the ground-truth referred instance and a language-related span loss on predictions for the word-level span of the referred instance in the description. In addition, we equip the verbo-visual fusion module of our new 3D visual grounding architecture AsphaltNet with a top-down bidirectional attentive fusion block, which enables the supervisory signals from our two losses to propagate to the respective converse branches of the network and thus aid the latter to learn context-aware instance embeddings and grounding-aware verbal embeddings. AsphaltNet proposes novel auxiliary losses to aid 3D visual grounding with competitive results compared to the state-of-the-art on the ReferIt3D benchmark.
Abstract:Leveraging multiple sensors is crucial for robust semantic perception in autonomous driving, as each sensor type has complementary strengths and weaknesses. However, existing sensor fusion methods often treat sensors uniformly across all conditions, leading to suboptimal performance. By contrast, we propose a novel, condition-aware multimodal fusion approach for robust semantic perception of driving scenes. Our method, CAFuser uses an RGB camera input to classify environmental conditions and generate a Condition Token that guides the fusion of multiple sensor modalities. We further newly introduce modality-specific feature adapters to align diverse sensor inputs into a shared latent space, enabling efficient integration with a single and shared pre-trained backbone. By dynamically adapting sensor fusion based on the actual condition, our model significantly improves robustness and accuracy, especially in adverse-condition scenarios. We set the new state of the art with CAFuser on the MUSES dataset with 59.7 PQ for multimodal panoptic segmentation and 78.2 mIoU for semantic segmentation, ranking first on the public benchmarks.
Abstract:The advancement of dense visual simultaneous localization and mapping (SLAM) has been greatly facilitated by the emergence of neural implicit representations. Neural implicit encoding SLAM, a typical example of which is NICE-SLAM, has recently demonstrated promising results in large-scale indoor scenes. However, these methods typically rely on temporally dense RGB-D image streams as input in order to function properly. When the input source does not support high frame rates or the camera movement is too fast, these methods often experience crashes or significant degradation in tracking and mapping accuracy. In this paper, we propose EvenNICER-SLAM, a novel approach that addresses this issue through the incorporation of event cameras. Event cameras are bio-inspired cameras that respond to intensity changes instead of absolute brightness. Specifically, we integrated an event loss backpropagation stream into the NICE-SLAM pipeline to enhance camera tracking with insufficient RGB-D input. We found through quantitative evaluation that EvenNICER-SLAM, with an inclusion of higher-frequency event image input, significantly outperforms NICE-SLAM with reduced RGB-D input frequency. Our results suggest the potential for event cameras to improve the robustness of dense SLAM systems against fast camera motion in real-world scenarios.
Abstract:Multiple object tracking in complex scenarios - such as coordinated dance performances, team sports, or dynamic animal groups - presents unique challenges. In these settings, objects frequently move in coordinated patterns, occlude each other, and exhibit long-term dependencies in their trajectories. However, it remains a key open research question on how to model long-range dependencies within tracklets, interdependencies among tracklets, and the associated temporal occlusions. To this end, we introduce Samba, a novel linear-time set-of-sequences model designed to jointly process multiple tracklets by synchronizing the multiple selective state-spaces used to model each tracklet. Samba autoregressively predicts the future track query for each sequence while maintaining synchronized long-term memory representations across tracklets. By integrating Samba into a tracking-by-propagation framework, we propose SambaMOTR, the first tracker effectively addressing the aforementioned issues, including long-range dependencies, tracklet interdependencies, and temporal occlusions. Additionally, we introduce an effective technique for dealing with uncertain observations (MaskObs) and an efficient training recipe to scale SambaMOTR to longer sequences. By modeling long-range dependencies and interactions among tracked objects, SambaMOTR implicitly learns to track objects accurately through occlusions without any hand-crafted heuristics. Our approach significantly surpasses prior state-of-the-art on the DanceTrack, BFT, and SportsMOT datasets.