Abstract:Image deocclusion (or amodal completion) aims to recover the invisible regions (\ie, shape and appearance) of occluded instances in images. Despite recent advances, the scarcity of high-quality data that balances diversity, plausibility, and fidelity remains a major obstacle. To address this challenge, we identify three critical elements: leveraging in-the-wild image data for diversity, incorporating human expertise for plausibility, and utilizing generative priors for fidelity. We propose SynergyAmodal, a novel framework for co-synthesizing in-the-wild amodal datasets with comprehensive shape and appearance annotations, which integrates these elements through a tripartite data-human-model collaboration. First, we design an occlusion-grounded self-supervised learning algorithm to harness the diversity of in-the-wild image data, fine-tuning an inpainting diffusion model into a partial completion diffusion model. Second, we establish a co-synthesis pipeline to iteratively filter, refine, select, and annotate the initial deocclusion results of the partial completion diffusion model, ensuring plausibility and fidelity through human expert guidance and prior model constraints. This pipeline generates a high-quality paired amodal dataset with extensive category and scale diversity, comprising approximately 16K pairs. Finally, we train a full completion diffusion model on the synthesized dataset, incorporating text prompts as conditioning signals. Extensive experiments demonstrate the effectiveness of our framework in achieving zero-shot generalization and textual controllability. Our code, dataset, and models will be made publicly available at https://github.com/imlixinyang/SynergyAmodal.
Abstract:Recent advances in autonomous system simulation platforms have significantly enhanced the safe and scalable testing of driving policies. However, existing simulators do not yet fully meet the needs of future transportation research, particularly in modeling socially-aware driving agents and enabling effective human-AI collaboration. This paper introduces Sky-Drive, a novel distributed multi-agent simulation platform that addresses these limitations through four key innovations: (a) a distributed architecture for synchronized simulation across multiple terminals; (b) a multi-modal human-in-the-loop framework integrating diverse sensors to collect rich behavioral data; (c) a human-AI collaboration mechanism supporting continuous and adaptive knowledge exchange; and (d) a digital twin (DT) framework for constructing high-fidelity virtual replicas of real-world transportation environments. Sky-Drive supports diverse applications such as autonomous vehicle (AV)-vulnerable road user (VRU) interaction modeling, human-in-the-loop training, socially-aware reinforcement learning, personalized driving policy, and customized scenario generation. Future extensions will incorporate foundation models for context-aware decision support and hardware-in-the-loop (HIL) testing for real-world validation. By bridging scenario generation, data collection, algorithm training, and hardware integration, Sky-Drive has the potential to become a foundational platform for the next generation of socially-aware and human-centered autonomous transportation research. The demo video and code are available at:https://sky-lab-uw.github.io/Sky-Drive-website/
Abstract:Bridging natural language and 3D geometry is a crucial step toward flexible, language-driven scene understanding. While recent advances in 3D Gaussian Splatting (3DGS) have enabled fast and high-quality scene reconstruction, research has also explored incorporating open-vocabulary understanding into 3DGS. However, most existing methods require iterative optimization over per-view 2D semantic feature maps, which not only results in inefficiencies but also leads to inconsistent 3D semantics across views. To address these limitations, we introduce a training-free framework that constructs a superpoint graph directly from Gaussian primitives. The superpoint graph partitions the scene into spatially compact and semantically coherent regions, forming view-consistent 3D entities and providing a structured foundation for open-vocabulary understanding. Based on the graph structure, we design an efficient reprojection strategy that lifts 2D semantic features onto the superpoints, avoiding costly multi-view iterative training. The resulting representation ensures strong 3D semantic coherence and naturally supports hierarchical understanding, enabling both coarse- and fine-grained open-vocabulary perception within a unified semantic field. Extensive experiments demonstrate that our method achieves state-of-the-art open-vocabulary segmentation performance, with semantic field reconstruction completed over $30\times$ faster. Our code will be available at https://github.com/Atrovast/THGS.
Abstract:Recent advances in interactive 3D segmentation from 2D images have demonstrated impressive performance. However, current models typically require extensive scene-specific training to accurately reconstruct and segment objects, which limits their applicability in real-time scenarios. In this paper, we introduce WildSeg3D, an efficient approach that enables the segmentation of arbitrary 3D objects across diverse environments using a feed-forward mechanism. A key challenge of this feed-forward approach lies in the accumulation of 3D alignment errors across multiple 2D views, which can lead to inaccurate 3D segmentation results. To address this issue, we propose Dynamic Global Aligning (DGA), a technique that improves the accuracy of global multi-view alignment by focusing on difficult-to-match 3D points across images, using a dynamic adjustment function. Additionally, for real-time interactive segmentation, we introduce Multi-view Group Mapping (MGM), a method that utilizes an object mask cache to integrate multi-view segmentations and respond rapidly to user prompts. WildSeg3D demonstrates robust generalization across arbitrary scenes, thereby eliminating the need for scene-specific training. Specifically, WildSeg3D not only attains the accuracy of state-of-the-art (SOTA) methods but also achieves a $40\times$ speedup compared to existing SOTA models. Our code will be publicly available.
Abstract:While existing anomaly synthesis methods have made remarkable progress, achieving both realism and diversity in synthesis remains a major obstacle. To address this, we propose AnomalyPainter, a zero-shot framework that breaks the diversity-realism trade-off dilemma through synergizing Vision Language Large Model (VLLM), Latent Diffusion Model (LDM), and our newly introduced texture library Tex-9K. Tex-9K is a professional texture library containing 75 categories and 8,792 texture assets crafted for diverse anomaly synthesis. Leveraging VLLM's general knowledge, reasonable anomaly text descriptions are generated for each industrial object and matched with relevant diverse textures from Tex-9K. These textures then guide the LDM via ControlNet to paint on normal images. Furthermore, we introduce Texture-Aware Latent Init to stabilize the natural-image-trained ControlNet for industrial images. Extensive experiments show that AnomalyPainter outperforms existing methods in realism, diversity, and generalization, achieving superior downstream performance.
Abstract:Ensuring safety in autonomous driving systems remains a critical challenge, particularly in handling rare but potentially catastrophic safety-critical scenarios. While existing research has explored generating safety-critical scenarios for autonomous vehicle (AV) testing, there is limited work on effectively incorporating these scenarios into policy learning to enhance safety. Furthermore, developing training curricula that adapt to an AV's evolving behavioral patterns and performance bottlenecks remains largely unexplored. To address these challenges, we propose CurricuVLM, a novel framework that leverages Vision-Language Models (VLMs) to enable personalized curriculum learning for autonomous driving agents. Our approach uniquely exploits VLMs' multimodal understanding capabilities to analyze agent behavior, identify performance weaknesses, and dynamically generate tailored training scenarios for curriculum adaptation. Through comprehensive analysis of unsafe driving situations with narrative descriptions, CurricuVLM performs in-depth reasoning to evaluate the AV's capabilities and identify critical behavioral patterns. The framework then synthesizes customized training scenarios targeting these identified limitations, enabling effective and personalized curriculum learning. Extensive experiments on the Waymo Open Motion Dataset show that CurricuVLM outperforms state-of-the-art baselines across both regular and safety-critical scenarios, achieving superior performance in terms of navigation success, driving efficiency, and safety metrics. Further analysis reveals that CurricuVLM serves as a general approach that can be integrated with various RL algorithms to enhance autonomous driving systems. The code and demo video are available at: https://zihaosheng.github.io/CurricuVLM/.
Abstract:Recent advancements in 3D scene editing have been propelled by the rapid development of generative models. Existing methods typically utilize generative models to perform text-guided editing on 3D representations, such as 3D Gaussian Splatting (3DGS). However, these methods are often limited to texture modifications and fail when addressing geometric changes, such as editing a character's head to turn around. Moreover, such methods lack accurate control over the spatial position of editing results, as language struggles to precisely describe the extent of edits. To overcome these limitations, we introduce DYG, an effective 3D drag-based editing method for 3D Gaussian Splatting. It enables users to conveniently specify the desired editing region and the desired dragging direction through the input of 3D masks and pairs of control points, thereby enabling precise control over the extent of editing. DYG integrates the strengths of the implicit triplane representation to establish the geometric scaffold of the editing results, effectively overcoming suboptimal editing outcomes caused by the sparsity of 3DGS in the desired editing regions. Additionally, we incorporate a drag-based Latent Diffusion Model into our method through the proposed Drag-SDS loss function, enabling flexible, multi-view consistent, and fine-grained editing. Extensive experiments demonstrate that DYG conducts effective drag-based editing guided by control point prompts, surpassing other baselines in terms of editing effect and quality, both qualitatively and quantitatively. Visit our project page at https://quyans.github.io/Drag-Your-Gaussian.
Abstract:In recent years, reinforcement learning (RL)-based methods for learning driving policies have gained increasing attention in the autonomous driving community and have achieved remarkable progress in various driving scenarios. However, traditional RL approaches rely on manually engineered rewards, which require extensive human effort and often lack generalizability. To address these limitations, we propose \textbf{VLM-RL}, a unified framework that integrates pre-trained Vision-Language Models (VLMs) with RL to generate reward signals using image observation and natural language goals. The core of VLM-RL is the contrasting language goal (CLG)-as-reward paradigm, which uses positive and negative language goals to generate semantic rewards. We further introduce a hierarchical reward synthesis approach that combines CLG-based semantic rewards with vehicle state information, improving reward stability and offering a more comprehensive reward signal. Additionally, a batch-processing technique is employed to optimize computational efficiency during training. Extensive experiments in the CARLA simulator demonstrate that VLM-RL outperforms state-of-the-art baselines, achieving a 10.5\% reduction in collision rate, a 104.6\% increase in route completion rate, and robust generalization to unseen driving scenarios. Furthermore, VLM-RL can seamlessly integrate almost any standard RL algorithms, potentially revolutionizing the existing RL paradigm that relies on manual reward engineering and enabling continuous performance improvements. The demo video and code can be accessed at: https://zilin-huang.github.io/VLM-RL-website.
Abstract:Semantic scene completion (SSC) is essential for achieving comprehensive perception in autonomous driving systems. However, existing SSC methods often overlook the high deployment costs in real-world applications. Traditional architectures, such as 3D Convolutional Neural Networks (3D CNNs) and self-attention mechanisms, face challenges in efficiently capturing long-range dependencies within 3D voxel grids, limiting their effectiveness. To address these issues, we introduce MetaSSC, a novel meta-learning-based framework for SSC that leverages deformable convolution, large-kernel attention, and the Mamba (D-LKA-M) model. Our approach begins with a voxel-based semantic segmentation (SS) pretraining task, aimed at exploring the semantics and geometry of incomplete regions while acquiring transferable meta-knowledge. Using simulated cooperative perception datasets, we supervise the perception training of a single vehicle using aggregated sensor data from multiple nearby connected autonomous vehicles (CAVs), generating richer and more comprehensive labels. This meta-knowledge is then adapted to the target domain through a dual-phase training strategy that does not add extra model parameters, enabling efficient deployment. To further enhance the model's capability in capturing long-sequence relationships within 3D voxel grids, we integrate Mamba blocks with deformable convolution and large-kernel attention into the backbone network. Extensive experiments demonstrate that MetaSSC achieves state-of-the-art performance, significantly outperforming competing models while also reducing deployment costs.
Abstract:Recent advancements in 3D generation have leveraged synthetic datasets with ground truth 3D assets and predefined cameras. However, the potential of adopting real-world datasets, which can produce significantly more realistic 3D scenes, remains largely unexplored. In this work, we delve into the key challenge of the complex and scene-specific camera trajectories found in real-world captures. We introduce Director3D, a robust open-world text-to-3D generation framework, designed to generate both real-world 3D scenes and adaptive camera trajectories. To achieve this, (1) we first utilize a Trajectory Diffusion Transformer, acting as the Cinematographer, to model the distribution of camera trajectories based on textual descriptions. (2) Next, a Gaussian-driven Multi-view Latent Diffusion Model serves as the Decorator, modeling the image sequence distribution given the camera trajectories and texts. This model, fine-tuned from a 2D diffusion model, directly generates pixel-aligned 3D Gaussians as an immediate 3D scene representation for consistent denoising. (3) Lastly, the 3D Gaussians are refined by a novel SDS++ loss as the Detailer, which incorporates the prior of the 2D diffusion model. Extensive experiments demonstrate that Director3D outperforms existing methods, offering superior performance in real-world 3D generation.