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Subscribe3D-aware Conditional Image Synthesis
We propose pix2pix3D, a 3D-aware conditional generative model for controllable photorealistic image synthesis. Given a 2D label map, such as a segmentation or edge map, our model learns to synthesize a corresponding image from different viewpoints. To enable explicit 3D user control, we extend conditional generative models with neural radiance fields. Given widely-available monocular images and label map pairs, our model learns to assign a label to every 3D point in addition to color and density, which enables it to render the image and pixel-aligned label map simultaneously. Finally, we build an interactive system that allows users to edit the label map from any viewpoint and generate outputs accordingly.
SNAP: Self-Supervised Neural Maps for Visual Positioning and Semantic Understanding
Semantic 2D maps are commonly used by humans and machines for navigation purposes, whether it's walking or driving. However, these maps have limitations: they lack detail, often contain inaccuracies, and are difficult to create and maintain, especially in an automated fashion. Can we use raw imagery to automatically create better maps that can be easily interpreted by both humans and machines? We introduce SNAP, a deep network that learns rich neural 2D maps from ground-level and overhead images. We train our model to align neural maps estimated from different inputs, supervised only with camera poses over tens of millions of StreetView images. SNAP can resolve the location of challenging image queries beyond the reach of traditional methods, outperforming the state of the art in localization by a large margin. Moreover, our neural maps encode not only geometry and appearance but also high-level semantics, discovered without explicit supervision. This enables effective pre-training for data-efficient semantic scene understanding, with the potential to unlock cost-efficient creation of more detailed maps.
EdgeGaussians -- 3D Edge Mapping via Gaussian Splatting
With their meaningful geometry and their omnipresence in the 3D world, edges are extremely useful primitives in computer vision. 3D edges comprise of lines and curves, and methods to reconstruct them use either multi-view images or point clouds as input. State-of-the-art image-based methods first learn a 3D edge point cloud then fit 3D edges to it. The edge point cloud is obtained by learning a 3D neural implicit edge field from which the 3D edge points are sampled on a specific level set (0 or 1). However, such methods present two important drawbacks: i) it is not realistic to sample points on exact level sets due to float imprecision and training inaccuracies. Instead, they are sampled within a range of levels so the points do not lie accurately on the 3D edges and require further processing. ii) Such implicit representations are computationally expensive and require long training times. In this paper, we address these two limitations and propose a 3D edge mapping that is simpler, more efficient, and preserves accuracy. Our method learns explicitly the 3D edge points and their edge direction hence bypassing the need for point sampling. It casts a 3D edge point as the center of a 3D Gaussian and the edge direction as the principal axis of the Gaussian. Such a representation has the advantage of being not only geometrically meaningful but also compatible with the efficient training optimization defined in Gaussian Splatting. Results show that the proposed method produces edges as accurate and complete as the state-of-the-art while being an order of magnitude faster. Code is released at https://github.com/kunalchelani/EdgeGaussians.
Painting Outside as Inside: Edge Guided Image Outpainting via Bidirectional Rearrangement with Progressive Step Learning
Image outpainting is a very intriguing problem as the outside of a given image can be continuously filled by considering as the context of the image. This task has two main challenges. The first is to maintain the spatial consistency in contents of generated regions and the original input. The second is to generate a high-quality large image with a small amount of adjacent information. Conventional image outpainting methods generate inconsistent, blurry, and repeated pixels. To alleviate the difficulty of an outpainting problem, we propose a novel image outpainting method using bidirectional boundary region rearrangement. We rearrange the image to benefit from the image inpainting task by reflecting more directional information. The bidirectional boundary region rearrangement enables the generation of the missing region using bidirectional information similar to that of the image inpainting task, thereby generating the higher quality than the conventional methods using unidirectional information. Moreover, we use the edge map generator that considers images as original input with structural information and hallucinates the edges of unknown regions to generate the image. Our proposed method is compared with other state-of-the-art outpainting and inpainting methods both qualitatively and quantitatively. We further compared and evaluated them using BRISQUE, one of the No-Reference image quality assessment (IQA) metrics, to evaluate the naturalness of the output. The experimental results demonstrate that our method outperforms other methods and generates new images with 360{\deg}panoramic characteristics.
Enhancing Online Road Network Perception and Reasoning with Standard Definition Maps
Autonomous driving for urban and highway driving applications often requires High Definition (HD) maps to generate a navigation plan. Nevertheless, various challenges arise when generating and maintaining HD maps at scale. While recent online mapping methods have started to emerge, their performance especially for longer ranges is limited by heavy occlusion in dynamic environments. With these considerations in mind, our work focuses on leveraging lightweight and scalable priors-Standard Definition (SD) maps-in the development of online vectorized HD map representations. We first examine the integration of prototypical rasterized SD map representations into various online mapping architectures. Furthermore, to identify lightweight strategies, we extend the OpenLane-V2 dataset with OpenStreetMaps and evaluate the benefits of graphical SD map representations. A key finding from designing SD map integration components is that SD map encoders are model agnostic and can be quickly adapted to new architectures that utilize bird's eye view (BEV) encoders. Our results show that making use of SD maps as priors for the online mapping task can significantly speed up convergence and boost the performance of the online centerline perception task by 30% (mAP). Furthermore, we show that the introduction of the SD maps leads to a reduction of the number of parameters in the perception and reasoning task by leveraging SD map graphs while improving the overall performance. Project Page: https://henryzhangzhy.github.io/sdhdmap/.
Generative Modeling of Graphs via Joint Diffusion of Node and Edge Attributes
Graph generation is integral to various engineering and scientific disciplines. Nevertheless, existing methodologies tend to overlook the generation of edge attributes. However, we identify critical applications where edge attributes are essential, making prior methods potentially unsuitable in such contexts. Moreover, while trivial adaptations are available, empirical investigations reveal their limited efficacy as they do not properly model the interplay among graph components. To address this, we propose a joint score-based model of nodes and edges for graph generation that considers all graph components. Our approach offers two key novelties: (i) node and edge attributes are combined in an attention module that generates samples based on the two ingredients; and (ii) node, edge and adjacency information are mutually dependent during the graph diffusion process. We evaluate our method on challenging benchmarks involving real-world and synthetic datasets in which edge features are crucial. Additionally, we introduce a new synthetic dataset that incorporates edge values. Furthermore, we propose a novel application that greatly benefits from the method due to its nature: the generation of traffic scenes represented as graphs. Our method outperforms other graph generation methods, demonstrating a significant advantage in edge-related measures.
MaPa: Text-driven Photorealistic Material Painting for 3D Shapes
This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods. Project page: https://zhanghe3z.github.io/MaPa/
EdgeConnect: Generative Image Inpainting with Adversarial Edge Learning
Over the last few years, deep learning techniques have yielded significant improvements in image inpainting. However, many of these techniques fail to reconstruct reasonable structures as they are commonly over-smoothed and/or blurry. This paper develops a new approach for image inpainting that does a better job of reproducing filled regions exhibiting fine details. We propose a two-stage adversarial model EdgeConnect that comprises of an edge generator followed by an image completion network. The edge generator hallucinates edges of the missing region (both regular and irregular) of the image, and the image completion network fills in the missing regions using hallucinated edges as a priori. We evaluate our model end-to-end over the publicly available datasets CelebA, Places2, and Paris StreetView, and show that it outperforms current state-of-the-art techniques quantitatively and qualitatively. Code and models available at: https://github.com/knazeri/edge-connect
Sparse 3D Topological Graphs for Micro-Aerial Vehicle Planning
Micro-Aerial Vehicles (MAVs) have the advantage of moving freely in 3D space. However, creating compact and sparse map representations that can be efficiently used for planning for such robots is still an open problem. In this paper, we take maps built from noisy sensor data and construct a sparse graph containing topological information that can be used for 3D planning. We use a Euclidean Signed Distance Field, extract a 3D Generalized Voronoi Diagram (GVD), and obtain a thin skeleton diagram representing the topological structure of the environment. We then convert this skeleton diagram into a sparse graph, which we show is resistant to noise and changes in resolution. We demonstrate global planning over this graph, and the orders of magnitude speed-up it offers over other common planning methods. We validate our planning algorithm in real maps built onboard an MAV, using RGB-D sensing.
About Graph Degeneracy, Representation Learning and Scalability
Graphs or networks are a very convenient way to represent data with lots of interaction. Recently, Machine Learning on Graph data has gained a lot of traction. In particular, vertex classification and missing edge detection have very interesting applications, ranging from drug discovery to recommender systems. To achieve such tasks, tremendous work has been accomplished to learn embedding of nodes and edges into finite-dimension vector spaces. This task is called Graph Representation Learning. However, Graph Representation Learning techniques often display prohibitive time and memory complexities, preventing their use in real-time with business size graphs. In this paper, we address this issue by leveraging a degeneracy property of Graphs - the K-Core Decomposition. We present two techniques taking advantage of this decomposition to reduce the time and memory consumption of walk-based Graph Representation Learning algorithms. We evaluate the performances, expressed in terms of quality of embedding and computational resources, of the proposed techniques on several academic datasets. Our code is available at https://github.com/SBrandeis/kcore-embedding
Graph Representation Learning for Road Type Classification
We present a novel learning-based approach to graph representations of road networks employing state-of-the-art graph convolutional neural networks. Our approach is applied to realistic road networks of 17 cities from Open Street Map. While edge features are crucial to generate descriptive graph representations of road networks, graph convolutional networks usually rely on node features only. We show that the highly representative edge features can still be integrated into such networks by applying a line graph transformation. We also propose a method for neighborhood sampling based on a topological neighborhood composed of both local and global neighbors. We compare the performance of learning representations using different types of neighborhood aggregation functions in transductive and inductive tasks and in supervised and unsupervised learning. Furthermore, we propose a novel aggregation approach, Graph Attention Isomorphism Network, GAIN. Our results show that GAIN outperforms state-of-the-art methods on the road type classification problem.
Dynamic Graph CNN for Learning on Point Clouds
Point clouds provide a flexible geometric representation suitable for countless applications in computer graphics; they also comprise the raw output of most 3D data acquisition devices. While hand-designed features on point clouds have long been proposed in graphics and vision, however, the recent overwhelming success of convolutional neural networks (CNNs) for image analysis suggests the value of adapting insight from CNN to the point cloud world. Point clouds inherently lack topological information so designing a model to recover topology can enrich the representation power of point clouds. To this end, we propose a new neural network module dubbed EdgeConv suitable for CNN-based high-level tasks on point clouds including classification and segmentation. EdgeConv acts on graphs dynamically computed in each layer of the network. It is differentiable and can be plugged into existing architectures. Compared to existing modules operating in extrinsic space or treating each point independently, EdgeConv has several appealing properties: It incorporates local neighborhood information; it can be stacked applied to learn global shape properties; and in multi-layer systems affinity in feature space captures semantic characteristics over potentially long distances in the original embedding. We show the performance of our model on standard benchmarks including ModelNet40, ShapeNetPart, and S3DIS.
SATR: Zero-Shot Semantic Segmentation of 3D Shapes
We explore the task of zero-shot semantic segmentation of 3D shapes by using large-scale off-the-shelf 2D image recognition models. Surprisingly, we find that modern zero-shot 2D object detectors are better suited for this task than contemporary text/image similarity predictors or even zero-shot 2D segmentation networks. Our key finding is that it is possible to extract accurate 3D segmentation maps from multi-view bounding box predictions by using the topological properties of the underlying surface. For this, we develop the Segmentation Assignment with Topological Reweighting (SATR) algorithm and evaluate it on ShapeNetPart and our proposed FAUST benchmarks. SATR achieves state-of-the-art performance and outperforms a baseline algorithm by 1.3% and 4% average mIoU on the FAUST coarse and fine-grained benchmarks, respectively, and by 5.2% average mIoU on the ShapeNetPart benchmark. Our source code and data will be publicly released. Project webpage: https://samir55.github.io/SATR/.
Efficient Encoding of Graphics Primitives with Simplex-based Structures
Grid-based structures are commonly used to encode explicit features for graphics primitives such as images, signed distance functions (SDF), and neural radiance fields (NeRF) due to their simple implementation. However, in n-dimensional space, calculating the value of a sampled point requires interpolating the values of its 2^n neighboring vertices. The exponential scaling with dimension leads to significant computational overheads. To address this issue, we propose a simplex-based approach for encoding graphics primitives. The number of vertices in a simplex-based structure increases linearly with dimension, making it a more efficient and generalizable alternative to grid-based representations. Using the non-axis-aligned simplicial structure property, we derive and prove a coordinate transformation, simplicial subdivision, and barycentric interpolation scheme for efficient sampling, which resembles transformation procedures in the simplex noise algorithm. Finally, we use hash tables to store multiresolution features of all interest points in the simplicial grid, which are passed into a tiny fully connected neural network to parameterize graphics primitives. We implemented a detailed simplex-based structure encoding algorithm in C++ and CUDA using the methods outlined in our approach. In the 2D image fitting task, the proposed method is capable of fitting a giga-pixel image with 9.4% less time compared to the baseline method proposed by instant-ngp, while maintaining the same quality and compression rate. In the volumetric rendering setup, we observe a maximum 41.2% speedup when the samples are dense enough.
Multiview Scene Graph
A proper scene representation is central to the pursuit of spatial intelligence where agents can robustly reconstruct and efficiently understand 3D scenes. A scene representation is either metric, such as landmark maps in 3D reconstruction, 3D bounding boxes in object detection, or voxel grids in occupancy prediction, or topological, such as pose graphs with loop closures in SLAM or visibility graphs in SfM. In this work, we propose to build Multiview Scene Graphs (MSG) from unposed images, representing a scene topologically with interconnected place and object nodes. The task of building MSG is challenging for existing representation learning methods since it needs to jointly address both visual place recognition, object detection, and object association from images with limited fields of view and potentially large viewpoint changes. To evaluate any method tackling this task, we developed an MSG dataset and annotation based on a public 3D dataset. We also propose an evaluation metric based on the intersection-over-union score of MSG edges. Moreover, we develop a novel baseline method built on mainstream pretrained vision models, combining visual place recognition and object association into one Transformer decoder architecture. Experiments demonstrate our method has superior performance compared to existing relevant baselines.
AutoLink: Self-supervised Learning of Human Skeletons and Object Outlines by Linking Keypoints
Structured representations such as keypoints are widely used in pose transfer, conditional image generation, animation, and 3D reconstruction. However, their supervised learning requires expensive annotation for each target domain. We propose a self-supervised method that learns to disentangle object structure from the appearance with a graph of 2D keypoints linked by straight edges. Both the keypoint location and their pairwise edge weights are learned, given only a collection of images depicting the same object class. The resulting graph is interpretable, for example, AutoLink recovers the human skeleton topology when applied to images showing people. Our key ingredients are i) an encoder that predicts keypoint locations in an input image, ii) a shared graph as a latent variable that links the same pairs of keypoints in every image, iii) an intermediate edge map that combines the latent graph edge weights and keypoint locations in a soft, differentiable manner, and iv) an inpainting objective on randomly masked images. Although simpler, AutoLink outperforms existing self-supervised methods on the established keypoint and pose estimation benchmarks and paves the way for structure-conditioned generative models on more diverse datasets. Project website: https://xingzhehe.github.io/autolink/.
Segment Anything Model for Road Network Graph Extraction
We propose SAM-Road, an adaptation of the Segment Anything Model (SAM) for extracting large-scale, vectorized road network graphs from satellite imagery. To predict graph geometry, we formulate it as a dense semantic segmentation task, leveraging the inherent strengths of SAM. The image encoder of SAM is fine-tuned to produce probability masks for roads and intersections, from which the graph vertices are extracted via simple non-maximum suppression. To predict graph topology, we designed a lightweight transformer-based graph neural network, which leverages the SAM image embeddings to estimate the edge existence probabilities between vertices. Our approach directly predicts the graph vertices and edges for large regions without expensive and complex post-processing heuristics, and is capable of building complete road network graphs spanning multiple square kilometers in a matter of seconds. With its simple, straightforward, and minimalist design, SAM-Road achieves comparable accuracy with the state-of-the-art method RNGDet++, while being 40 times faster on the City-scale dataset. We thus demonstrate the power of a foundational vision model when applied to a graph learning task. The code is available at https://github.com/htcr/sam_road.
LaneSegNet: Map Learning with Lane Segment Perception for Autonomous Driving
A map, as crucial information for downstream applications of an autonomous driving system, is usually represented in lanelines or centerlines. However, existing literature on map learning primarily focuses on either detecting geometry-based lanelines or perceiving topology relationships of centerlines. Both of these methods ignore the intrinsic relationship of lanelines and centerlines, that lanelines bind centerlines. While simply predicting both types of lane in one model is mutually excluded in learning objective, we advocate lane segment as a new representation that seamlessly incorporates both geometry and topology information. Thus, we introduce LaneSegNet, the first end-to-end mapping network generating lane segments to obtain a complete representation of the road structure. Our algorithm features two key modifications. One is a lane attention module to capture pivotal region details within the long-range feature space. Another is an identical initialization strategy for reference points, which enhances the learning of positional priors for lane attention. On the OpenLane-V2 dataset, LaneSegNet outperforms previous counterparts by a substantial gain across three tasks, i.e., map element detection (+4.8 mAP), centerline perception (+6.9 DET_l), and the newly defined one, lane segment perception (+5.6 mAP). Furthermore, it obtains a real-time inference speed of 14.7 FPS. Code is accessible at https://github.com/OpenDriveLab/LaneSegNet.
VisDiff: SDF-Guided Polygon Generation for Visibility Reconstruction and Recognition
The capability to learn latent representations plays a key role in the effectiveness of recent machine learning methods. An active frontier in representation learning is understanding representations for combinatorial structures which may not admit well-behaved local neighborhoods or distance functions. For example, for polygons, slightly perturbing vertex locations might lead to significant changes in their combinatorial structure and may even lead to invalid polygons. In this paper, we investigate representations to capture the underlying combinatorial structures of polygons. Specifically, we study the open problem of Visibility Reconstruction: Given a visibility graph G, construct a polygon P whose visibility graph is G. We introduce VisDiff, a novel diffusion-based approach to reconstruct a polygon from its given visibility graph G. Our method first estimates the signed distance function (SDF) of P from G. Afterwards, it extracts ordered vertex locations that have the pairwise visibility relationship given by the edges of G. Our main insight is that going through the SDF significantly improves learning for reconstruction. In order to train VisDiff, we make two main contributions: (1) We design novel loss components for computing the visibility in a differentiable manner and (2) create a carefully curated dataset. We use this dataset to benchmark our method and achieve 21% improvement in F1-Score over standard methods. We also demonstrate effective generalization to out-of-distribution polygon types and show that learning a generative model allows us to sample the set of polygons with a given visibility graph. Finally, we extend our method to the related combinatorial problem of reconstruction from a triangulation. We achieve 95% classification accuracy of triangulation edges and a 4% improvement in Chamfer distance compared to current architectures.
Edge Representation Learning with Hypergraphs
Graph neural networks have recently achieved remarkable success in representing graph-structured data, with rapid progress in both the node embedding and graph pooling methods. Yet, they mostly focus on capturing information from the nodes considering their connectivity, and not much work has been done in representing the edges, which are essential components of a graph. However, for tasks such as graph reconstruction and generation, as well as graph classification tasks for which the edges are important for discrimination, accurately representing edges of a given graph is crucial to the success of the graph representation learning. To this end, we propose a novel edge representation learning framework based on Dual Hypergraph Transformation (DHT), which transforms the edges of a graph into the nodes of a hypergraph. This dual hypergraph construction allows us to apply message-passing techniques for node representations to edges. After obtaining edge representations from the hypergraphs, we then cluster or drop edges to obtain holistic graph-level edge representations. We validate our edge representation learning method with hypergraphs on diverse graph datasets for graph representation and generation performance, on which our method largely outperforms existing graph representation learning methods. Moreover, our edge representation learning and pooling method also largely outperforms state-of-the-art graph pooling methods on graph classification, not only because of its accurate edge representation learning, but also due to its lossless compression of the nodes and removal of irrelevant edges for effective message-passing.
Visualizing Large-scale and High-dimensional Data
We study the problem of visualizing large-scale and high-dimensional data in a low-dimensional (typically 2D or 3D) space. Much success has been reported recently by techniques that first compute a similarity structure of the data points and then project them into a low-dimensional space with the structure preserved. These two steps suffer from considerable computational costs, preventing the state-of-the-art methods such as the t-SNE from scaling to large-scale and high-dimensional data (e.g., millions of data points and hundreds of dimensions). We propose the LargeVis, a technique that first constructs an accurately approximated K-nearest neighbor graph from the data and then layouts the graph in the low-dimensional space. Comparing to t-SNE, LargeVis significantly reduces the computational cost of the graph construction step and employs a principled probabilistic model for the visualization step, the objective of which can be effectively optimized through asynchronous stochastic gradient descent with a linear time complexity. The whole procedure thus easily scales to millions of high-dimensional data points. Experimental results on real-world data sets demonstrate that the LargeVis outperforms the state-of-the-art methods in both efficiency and effectiveness. The hyper-parameters of LargeVis are also much more stable over different data sets.
Generating Visual Spatial Description via Holistic 3D Scene Understanding
Visual spatial description (VSD) aims to generate texts that describe the spatial relations of the given objects within images. Existing VSD work merely models the 2D geometrical vision features, thus inevitably falling prey to the problem of skewed spatial understanding of target objects. In this work, we investigate the incorporation of 3D scene features for VSD. With an external 3D scene extractor, we obtain the 3D objects and scene features for input images, based on which we construct a target object-centered 3D spatial scene graph (Go3D-S2G), such that we model the spatial semantics of target objects within the holistic 3D scenes. Besides, we propose a scene subgraph selecting mechanism, sampling topologically-diverse subgraphs from Go3D-S2G, where the diverse local structure features are navigated to yield spatially-diversified text generation. Experimental results on two VSD datasets demonstrate that our framework outperforms the baselines significantly, especially improving on the cases with complex visual spatial relations. Meanwhile, our method can produce more spatially-diversified generation. Code is available at https://github.com/zhaoyucs/VSD.
Neural Face Identification in a 2D Wireframe Projection of a Manifold Object
In computer-aided design (CAD) systems, 2D line drawings are commonly used to illustrate 3D object designs. To reconstruct the 3D models depicted by a single 2D line drawing, an important key is finding the edge loops in the line drawing which correspond to the actual faces of the 3D object. In this paper, we approach the classical problem of face identification from a novel data-driven point of view. We cast it as a sequence generation problem: starting from an arbitrary edge, we adopt a variant of the popular Transformer model to predict the edges associated with the same face in a natural order. This allows us to avoid searching the space of all possible edge loops with various hand-crafted rules and heuristics as most existing methods do, deal with challenging cases such as curved surfaces and nested edge loops, and leverage additional cues such as face types. We further discuss how possibly imperfect predictions can be used for 3D object reconstruction.
3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans
We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI
Geometry-Aware Learning of Maps for Camera Localization
Maps are a key component in image-based camera localization and visual SLAM systems: they are used to establish geometric constraints between images, correct drift in relative pose estimation, and relocalize cameras after lost tracking. The exact definitions of maps, however, are often application-specific and hand-crafted for different scenarios (e.g. 3D landmarks, lines, planes, bags of visual words). We propose to represent maps as a deep neural net called MapNet, which enables learning a data-driven map representation. Unlike prior work on learning maps, MapNet exploits cheap and ubiquitous sensory inputs like visual odometry and GPS in addition to images and fuses them together for camera localization. Geometric constraints expressed by these inputs, which have traditionally been used in bundle adjustment or pose-graph optimization, are formulated as loss terms in MapNet training and also used during inference. In addition to directly improving localization accuracy, this allows us to update the MapNet (i.e., maps) in a self-supervised manner using additional unlabeled video sequences from the scene. We also propose a novel parameterization for camera rotation which is better suited for deep-learning based camera pose regression. Experimental results on both the indoor 7-Scenes dataset and the outdoor Oxford RobotCar dataset show significant performance improvement over prior work. The MapNet project webpage is https://goo.gl/mRB3Au.
PivotNet: Vectorized Pivot Learning for End-to-end HD Map Construction
Vectorized high-definition map online construction has garnered considerable attention in the field of autonomous driving research. Most existing approaches model changeable map elements using a fixed number of points, or predict local maps in a two-stage autoregressive manner, which may miss essential details and lead to error accumulation. Towards precise map element learning, we propose a simple yet effective architecture named PivotNet, which adopts unified pivot-based map representations and is formulated as a direct set prediction paradigm. Concretely, we first propose a novel point-to-line mask module to encode both the subordinate and geometrical point-line priors in the network. Then, a well-designed pivot dynamic matching module is proposed to model the topology in dynamic point sequences by introducing the concept of sequence matching. Furthermore, to supervise the position and topology of the vectorized point predictions, we propose a dynamic vectorized sequence loss. Extensive experiments and ablations show that PivotNet is remarkably superior to other SOTAs by 5.9 mAP at least. The code will be available soon.
Topological street-network characterization through feature-vector and cluster analysis
Complex networks provide a means to describe cities through their street mesh, expressing characteristics that refer to the structure and organization of an urban zone. Although other studies have used complex networks to model street meshes, we observed a lack of methods to characterize the relationship between cities by using their topological features. Accordingly, this paper aims to describe interactions between cities by using vectors of topological features extracted from their street meshes represented as complex networks. The methodology of this study is based on the use of digital maps. Over the computational representation of such maps, we extract global complex-network features that embody the characteristics of the cities. These vectors allow for the use of multidimensional projection and clustering techniques, enabling a similarity-based comparison of the street meshes. We experiment with 645 cities from the Brazilian state of Sao Paulo. Our results show how the joint of global features describes urban indicators that are deep-rooted in the network's topology and how they reveal characteristics and similarities among sets of cities that are separated from each other.
An Object is Worth 64x64 Pixels: Generating 3D Object via Image Diffusion
We introduce a new approach for generating realistic 3D models with UV maps through a representation termed "Object Images." This approach encapsulates surface geometry, appearance, and patch structures within a 64x64 pixel image, effectively converting complex 3D shapes into a more manageable 2D format. By doing so, we address the challenges of both geometric and semantic irregularity inherent in polygonal meshes. This method allows us to use image generation models, such as Diffusion Transformers, directly for 3D shape generation. Evaluated on the ABO dataset, our generated shapes with patch structures achieve point cloud FID comparable to recent 3D generative models, while naturally supporting PBR material generation.
Vision-based Situational Graphs Generating Optimizable 3D Scene Representations
3D scene graphs offer a more efficient representation of the environment by hierarchically organizing diverse semantic entities and the topological relationships among them. Fiducial markers, on the other hand, offer a valuable mechanism for encoding comprehensive information pertaining to environments and the objects within them. In the context of Visual SLAM (VSLAM), especially when the reconstructed maps are enriched with practical semantic information, these markers have the potential to enhance the map by augmenting valuable semantic information and fostering meaningful connections among the semantic objects. In this regard, this paper exploits the potential of fiducial markers to incorporate a VSLAM framework with hierarchical representations that generates optimizable multi-layered vision-based situational graphs. The framework comprises a conventional VSLAM system with low-level feature tracking and mapping capabilities bolstered by the incorporation of a fiducial marker map. The fiducial markers aid in identifying walls and doors in the environment, subsequently establishing meaningful associations with high-level entities, including corridors and rooms. Experimental results are conducted on a real-world dataset collected using various legged robots and benchmarked against a Light Detection And Ranging (LiDAR)-based framework (S-Graphs) as the ground truth. Consequently, our framework not only excels in crafting a richer, multi-layered hierarchical map of the environment but also shows enhancement in robot pose accuracy when contrasted with state-of-the-art methodologies.
GridFormer: Towards Accurate Table Structure Recognition via Grid Prediction
All tables can be represented as grids. Based on this observation, we propose GridFormer, a novel approach for interpreting unconstrained table structures by predicting the vertex and edge of a grid. First, we propose a flexible table representation in the form of an MXN grid. In this representation, the vertexes and edges of the grid store the localization and adjacency information of the table. Then, we introduce a DETR-style table structure recognizer to efficiently predict this multi-objective information of the grid in a single shot. Specifically, given a set of learned row and column queries, the recognizer directly outputs the vertexes and edges information of the corresponding rows and columns. Extensive experiments on five challenging benchmarks which include wired, wireless, multi-merge-cell, oriented, and distorted tables demonstrate the competitive performance of our model over other methods.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
Efficient and Degree-Guided Graph Generation via Discrete Diffusion Modeling
Diffusion-based generative graph models have been proven effective in generating high-quality small graphs. However, they need to be more scalable for generating large graphs containing thousands of nodes desiring graph statistics. In this work, we propose EDGE, a new diffusion-based generative graph model that addresses generative tasks with large graphs. To improve computation efficiency, we encourage graph sparsity by using a discrete diffusion process that randomly removes edges at each time step and finally obtains an empty graph. EDGE only focuses on a portion of nodes in the graph at each denoising step. It makes much fewer edge predictions than previous diffusion-based models. Moreover, EDGE admits explicitly modeling the node degrees of the graphs, further improving the model performance. The empirical study shows that EDGE is much more efficient than competing methods and can generate large graphs with thousands of nodes. It also outperforms baseline models in generation quality: graphs generated by our approach have more similar graph statistics to those of the training graphs.
Rethinking the "Heatmap + Monte Carlo Tree Search" Paradigm for Solving Large Scale TSP
The Travelling Salesman Problem (TSP) remains a fundamental challenge in combinatorial optimization, inspiring diverse algorithmic strategies. This paper revisits the "heatmap + Monte Carlo Tree Search (MCTS)" paradigm that has recently gained traction for learning-based TSP solutions. Within this framework, heatmaps encode the likelihood of edges forming part of the optimal tour, and MCTS refines this probabilistic guidance to discover optimal solutions. Contemporary approaches have predominantly emphasized the refinement of heatmap generation through sophisticated learning models, inadvertently sidelining the critical role of MCTS. Our extensive empirical analysis reveals two pivotal insights: 1) The configuration of MCTS strategies profoundly influences the solution quality, demanding meticulous tuning to leverage their full potential; 2) Our findings demonstrate that a rudimentary and parameter-free heatmap, derived from the intrinsic k-nearest nature of TSP, can rival or even surpass the performance of complicated heatmaps, with strong generalizability across various scales. Empirical evaluations across various TSP scales underscore the efficacy of our approach, achieving competitive results. These observations challenge the prevailing focus on heatmap sophistication, advocating a reevaluation of the paradigm to harness both components synergistically. Our code is available at: https://github.com/LOGO-CUHKSZ/rethink_mcts_tsp.
Tiled Multiplane Images for Practical 3D Photography
The task of synthesizing novel views from a single image has useful applications in virtual reality and mobile computing, and a number of approaches to the problem have been proposed in recent years. A Multiplane Image (MPI) estimates the scene as a stack of RGBA layers, and can model complex appearance effects, anti-alias depth errors and synthesize soft edges better than methods that use textured meshes or layered depth images. And unlike neural radiance fields, an MPI can be efficiently rendered on graphics hardware. However, MPIs are highly redundant and require a large number of depth layers to achieve plausible results. Based on the observation that the depth complexity in local image regions is lower than that over the entire image, we split an MPI into many small, tiled regions, each with only a few depth planes. We call this representation a Tiled Multiplane Image (TMPI). We propose a method for generating a TMPI with adaptive depth planes for single-view 3D photography in the wild. Our synthesized results are comparable to state-of-the-art single-view MPI methods while having lower computational overhead.
Mask2Map: Vectorized HD Map Construction Using Bird's Eye View Segmentation Masks
In this paper, we introduce Mask2Map, a novel end-to-end online HD map construction method designed for autonomous driving applications. Our approach focuses on predicting the class and ordered point set of map instances within a scene, represented in the bird's eye view (BEV). Mask2Map consists of two primary components: the Instance-Level Mask Prediction Network (IMPNet) and the Mask-Driven Map Prediction Network (MMPNet). IMPNet generates Mask-Aware Queries and BEV Segmentation Masks to capture comprehensive semantic information globally. Subsequently, MMPNet enhances these query features using local contextual information through two submodules: the Positional Query Generator (PQG) and the Geometric Feature Extractor (GFE). PQG extracts instance-level positional queries by embedding BEV positional information into Mask-Aware Queries, while GFE utilizes BEV Segmentation Masks to generate point-level geometric features. However, we observed limited performance in Mask2Map due to inter-network inconsistency stemming from different predictions to Ground Truth (GT) matching between IMPNet and MMPNet. To tackle this challenge, we propose the Inter-network Denoising Training method, which guides the model to denoise the output affected by both noisy GT queries and perturbed GT Segmentation Masks. Our evaluation conducted on nuScenes and Argoverse2 benchmarks demonstrates that Mask2Map achieves remarkable performance improvements over previous state-of-the-art methods, with gains of 10.1% mAP and 4.1 mAP, respectively. Our code can be found at https://github.com/SehwanChoi0307/Mask2Map.
Kiss3DGen: Repurposing Image Diffusion Models for 3D Asset Generation
Diffusion models have achieved great success in generating 2D images. However, the quality and generalizability of 3D content generation remain limited. State-of-the-art methods often require large-scale 3D assets for training, which are challenging to collect. In this work, we introduce Kiss3DGen (Keep It Simple and Straightforward in 3D Generation), an efficient framework for generating, editing, and enhancing 3D objects by repurposing a well-trained 2D image diffusion model for 3D generation. Specifically, we fine-tune a diffusion model to generate ''3D Bundle Image'', a tiled representation composed of multi-view images and their corresponding normal maps. The normal maps are then used to reconstruct a 3D mesh, and the multi-view images provide texture mapping, resulting in a complete 3D model. This simple method effectively transforms the 3D generation problem into a 2D image generation task, maximizing the utilization of knowledge in pretrained diffusion models. Furthermore, we demonstrate that our Kiss3DGen model is compatible with various diffusion model techniques, enabling advanced features such as 3D editing, mesh and texture enhancement, etc. Through extensive experiments, we demonstrate the effectiveness of our approach, showcasing its ability to produce high-quality 3D models efficiently.
Masked Graph Autoencoder with Non-discrete Bandwidths
Masked graph autoencoders have emerged as a powerful graph self-supervised learning method that has yet to be fully explored. In this paper, we unveil that the existing discrete edge masking and binary link reconstruction strategies are insufficient to learn topologically informative representations, from the perspective of message propagation on graph neural networks. These limitations include blocking message flows, vulnerability to over-smoothness, and suboptimal neighborhood discriminability. Inspired by these understandings, we explore non-discrete edge masks, which are sampled from a continuous and dispersive probability distribution instead of the discrete Bernoulli distribution. These masks restrict the amount of output messages for each edge, referred to as "bandwidths". We propose a novel, informative, and effective topological masked graph autoencoder using bandwidth masking and a layer-wise bandwidth prediction objective. We demonstrate its powerful graph topological learning ability both theoretically and empirically. Our proposed framework outperforms representative baselines in both self-supervised link prediction (improving the discrete edge reconstructors by at most 20%) and node classification on numerous datasets, solely with a structure-learning pretext. Our implementation is available at https://github.com/Newiz430/Bandana.
Tiny and Efficient Model for the Edge Detection Generalization
Most high-level computer vision tasks rely on low-level image operations as their initial processes. Operations such as edge detection, image enhancement, and super-resolution, provide the foundations for higher level image analysis. In this work we address the edge detection considering three main objectives: simplicity, efficiency, and generalization since current state-of-the-art (SOTA) edge detection models are increased in complexity for better accuracy. To achieve this, we present Tiny and Efficient Edge Detector (TEED), a light convolutional neural network with only 58K parameters, less than 0.2% of the state-of-the-art models. Training on the BIPED dataset takes less than 30 minutes, with each epoch requiring less than 5 minutes. Our proposed model is easy to train and it quickly converges within very first few epochs, while the predicted edge-maps are crisp and of high quality. Additionally, we propose a new dataset to test the generalization of edge detection, which comprises samples from popular images used in edge detection and image segmentation. The source code is available in https://github.com/xavysp/TEED.
Measuring the Intrinsic Dimension of Objective Landscapes
Many recently trained neural networks employ large numbers of parameters to achieve good performance. One may intuitively use the number of parameters required as a rough gauge of the difficulty of a problem. But how accurate are such notions? How many parameters are really needed? In this paper we attempt to answer this question by training networks not in their native parameter space, but instead in a smaller, randomly oriented subspace. We slowly increase the dimension of this subspace, note at which dimension solutions first appear, and define this to be the intrinsic dimension of the objective landscape. The approach is simple to implement, computationally tractable, and produces several suggestive conclusions. Many problems have smaller intrinsic dimensions than one might suspect, and the intrinsic dimension for a given dataset varies little across a family of models with vastly different sizes. This latter result has the profound implication that once a parameter space is large enough to solve a problem, extra parameters serve directly to increase the dimensionality of the solution manifold. Intrinsic dimension allows some quantitative comparison of problem difficulty across supervised, reinforcement, and other types of learning where we conclude, for example, that solving the inverted pendulum problem is 100 times easier than classifying digits from MNIST, and playing Atari Pong from pixels is about as hard as classifying CIFAR-10. In addition to providing new cartography of the objective landscapes wandered by parameterized models, the method is a simple technique for constructively obtaining an upper bound on the minimum description length of a solution. A byproduct of this construction is a simple approach for compressing networks, in some cases by more than 100 times.
DeepMapping2: Self-Supervised Large-Scale LiDAR Map Optimization
LiDAR mapping is important yet challenging in self-driving and mobile robotics. To tackle such a global point cloud registration problem, DeepMapping converts the complex map estimation into a self-supervised training of simple deep networks. Despite its broad convergence range on small datasets, DeepMapping still cannot produce satisfactory results on large-scale datasets with thousands of frames. This is due to the lack of loop closures and exact cross-frame point correspondences, and the slow convergence of its global localization network. We propose DeepMapping2 by adding two novel techniques to address these issues: (1) organization of training batch based on map topology from loop closing, and (2) self-supervised local-to-global point consistency loss leveraging pairwise registration. Our experiments and ablation studies on public datasets (KITTI, NCLT, and Nebula) demonstrate the effectiveness of our method.
Zero-1-to-G: Taming Pretrained 2D Diffusion Model for Direct 3D Generation
Recent advances in 2D image generation have achieved remarkable quality,largely driven by the capacity of diffusion models and the availability of large-scale datasets. However, direct 3D generation is still constrained by the scarcity and lower fidelity of 3D datasets. In this paper, we introduce Zero-1-to-G, a novel approach that addresses this problem by enabling direct single-view generation on Gaussian splats using pretrained 2D diffusion models. Our key insight is that Gaussian splats, a 3D representation, can be decomposed into multi-view images encoding different attributes. This reframes the challenging task of direct 3D generation within a 2D diffusion framework, allowing us to leverage the rich priors of pretrained 2D diffusion models. To incorporate 3D awareness, we introduce cross-view and cross-attribute attention layers, which capture complex correlations and enforce 3D consistency across generated splats. This makes Zero-1-to-G the first direct image-to-3D generative model to effectively utilize pretrained 2D diffusion priors, enabling efficient training and improved generalization to unseen objects. Extensive experiments on both synthetic and in-the-wild datasets demonstrate superior performance in 3D object generation, offering a new approach to high-quality 3D generation.
Structural Multiplane Image: Bridging Neural View Synthesis and 3D Reconstruction
The Multiplane Image (MPI), containing a set of fronto-parallel RGBA layers, is an effective and efficient representation for view synthesis from sparse inputs. Yet, its fixed structure limits the performance, especially for surfaces imaged at oblique angles. We introduce the Structural MPI (S-MPI), where the plane structure approximates 3D scenes concisely. Conveying RGBA contexts with geometrically-faithful structures, the S-MPI directly bridges view synthesis and 3D reconstruction. It can not only overcome the critical limitations of MPI, i.e., discretization artifacts from sloped surfaces and abuse of redundant layers, and can also acquire planar 3D reconstruction. Despite the intuition and demand of applying S-MPI, great challenges are introduced, e.g., high-fidelity approximation for both RGBA layers and plane poses, multi-view consistency, non-planar regions modeling, and efficient rendering with intersected planes. Accordingly, we propose a transformer-based network based on a segmentation model. It predicts compact and expressive S-MPI layers with their corresponding masks, poses, and RGBA contexts. Non-planar regions are inclusively handled as a special case in our unified framework. Multi-view consistency is ensured by sharing global proxy embeddings, which encode plane-level features covering the complete 3D scenes with aligned coordinates. Intensive experiments show that our method outperforms both previous state-of-the-art MPI-based view synthesis methods and planar reconstruction methods.
HouseDiffusion: Vector Floorplan Generation via a Diffusion Model with Discrete and Continuous Denoising
The paper presents a novel approach for vector-floorplan generation via a diffusion model, which denoises 2D coordinates of room/door corners with two inference objectives: 1) a single-step noise as the continuous quantity to precisely invert the continuous forward process; and 2) the final 2D coordinate as the discrete quantity to establish geometric incident relationships such as parallelism, orthogonality, and corner-sharing. Our task is graph-conditioned floorplan generation, a common workflow in floorplan design. We represent a floorplan as 1D polygonal loops, each of which corresponds to a room or a door. Our diffusion model employs a Transformer architecture at the core, which controls the attention masks based on the input graph-constraint and directly generates vector-graphics floorplans via a discrete and continuous denoising process. We have evaluated our approach on RPLAN dataset. The proposed approach makes significant improvements in all the metrics against the state-of-the-art with significant margins, while being capable of generating non-Manhattan structures and controlling the exact number of corners per room. A project website with supplementary video and document is here https://aminshabani.github.io/housediffusion.
GridMM: Grid Memory Map for Vision-and-Language Navigation
Vision-and-language navigation (VLN) enables the agent to navigate to a remote location following the natural language instruction in 3D environments. To represent the previously visited environment, most approaches for VLN implement memory using recurrent states, topological maps, or top-down semantic maps. In contrast to these approaches, we build the top-down egocentric and dynamically growing Grid Memory Map (i.e., GridMM) to structure the visited environment. From a global perspective, historical observations are projected into a unified grid map in a top-down view, which can better represent the spatial relations of the environment. From a local perspective, we further propose an instruction relevance aggregation method to capture fine-grained visual clues in each grid region. Extensive experiments are conducted on both the REVERIE, R2R, SOON datasets in the discrete environments, and the R2R-CE dataset in the continuous environments, showing the superiority of our proposed method.
VectorMapNet: End-to-end Vectorized HD Map Learning
Autonomous driving systems require High-Definition (HD) semantic maps to navigate around urban roads. Existing solutions approach the semantic mapping problem by offline manual annotation, which suffers from serious scalability issues. Recent learning-based methods produce dense rasterized segmentation predictions to construct maps. However, these predictions do not include instance information of individual map elements and require heuristic post-processing to obtain vectorized maps. To tackle these challenges, we introduce an end-to-end vectorized HD map learning pipeline, termed VectorMapNet. VectorMapNet takes onboard sensor observations and predicts a sparse set of polylines in the bird's-eye view. This pipeline can explicitly model the spatial relation between map elements and generate vectorized maps that are friendly to downstream autonomous driving tasks. Extensive experiments show that VectorMapNet achieve strong map learning performance on both nuScenes and Argoverse2 dataset, surpassing previous state-of-the-art methods by 14.2 mAP and 14.6mAP. Qualitatively, VectorMapNet is capable of generating comprehensive maps and capturing fine-grained details of road geometry. To the best of our knowledge, VectorMapNet is the first work designed towards end-to-end vectorized map learning from onboard observations. Our project website is available at https://tsinghua-mars-lab.github.io/vectormapnet/.
SLEDGE: Synthesizing Simulation Environments for Driving Agents with Generative Models
SLEDGE is the first generative simulator for vehicle motion planning trained on real-world driving logs. Its core component is a learned model that is able to generate agent bounding boxes and lane graphs. The model's outputs serve as an initial state for traffic simulation. The unique properties of the entities to be generated for SLEDGE, such as their connectivity and variable count per scene, render the naive application of most modern generative models to this task non-trivial. Therefore, together with a systematic study of existing lane graph representations, we introduce a novel raster-to-vector autoencoder (RVAE). It encodes agents and the lane graph into distinct channels in a rasterized latent map. This facilitates both lane-conditioned agent generation and combined generation of lanes and agents with a Diffusion Transformer. Using generated entities in SLEDGE enables greater control over the simulation, e.g. upsampling turns or increasing traffic density. Further, SLEDGE can support 500m long routes, a capability not found in existing data-driven simulators like nuPlan. It presents new challenges for planning algorithms, evidenced by failure rates of over 40% for PDM, the winner of the 2023 nuPlan challenge, when tested on hard routes and dense traffic generated by our model. Compared to nuPlan, SLEDGE requires 500times less storage to set up (<4GB), making it a more accessible option and helping with democratizing future research in this field.
DendroMap: Visual Exploration of Large-Scale Image Datasets for Machine Learning with Treemaps
In this paper, we present DendroMap, a novel approach to interactively exploring large-scale image datasets for machine learning (ML). ML practitioners often explore image datasets by generating a grid of images or projecting high-dimensional representations of images into 2-D using dimensionality reduction techniques (e.g., t-SNE). However, neither approach effectively scales to large datasets because images are ineffectively organized and interactions are insufficiently supported. To address these challenges, we develop DendroMap by adapting Treemaps, a well-known visualization technique. DendroMap effectively organizes images by extracting hierarchical cluster structures from high-dimensional representations of images. It enables users to make sense of the overall distributions of datasets and interactively zoom into specific areas of interests at multiple levels of abstraction. Our case studies with widely-used image datasets for deep learning demonstrate that users can discover insights about datasets and trained models by examining the diversity of images, identifying underperforming subgroups, and analyzing classification errors. We conducted a user study that evaluates the effectiveness of DendroMap in grouping and searching tasks by comparing it with a gridified version of t-SNE and found that participants preferred DendroMap. DendroMap is available at https://div-lab.github.io/dendromap/.
Visual Language Maps for Robot Navigation
Grounding language to the visual observations of a navigating agent can be performed using off-the-shelf visual-language models pretrained on Internet-scale data (e.g., image captions). While this is useful for matching images to natural language descriptions of object goals, it remains disjoint from the process of mapping the environment, so that it lacks the spatial precision of classic geometric maps. To address this problem, we propose VLMaps, a spatial map representation that directly fuses pretrained visual-language features with a 3D reconstruction of the physical world. VLMaps can be autonomously built from video feed on robots using standard exploration approaches and enables natural language indexing of the map without additional labeled data. Specifically, when combined with large language models (LLMs), VLMaps can be used to (i) translate natural language commands into a sequence of open-vocabulary navigation goals (which, beyond prior work, can be spatial by construction, e.g., "in between the sofa and TV" or "three meters to the right of the chair") directly localized in the map, and (ii) can be shared among multiple robots with different embodiments to generate new obstacle maps on-the-fly (by using a list of obstacle categories). Extensive experiments carried out in simulated and real world environments show that VLMaps enable navigation according to more complex language instructions than existing methods. Videos are available at https://vlmaps.github.io.
Mastering Spatial Graph Prediction of Road Networks
Accurately predicting road networks from satellite images requires a global understanding of the network topology. We propose to capture such high-level information by introducing a graph-based framework that simulates the addition of sequences of graph edges using a reinforcement learning (RL) approach. In particular, given a partially generated graph associated with a satellite image, an RL agent nominates modifications that maximize a cumulative reward. As opposed to standard supervised techniques that tend to be more restricted to commonly used surrogate losses, these rewards can be based on various complex, potentially non-continuous, metrics of interest. This yields more power and flexibility to encode problem-dependent knowledge. Empirical results on several benchmark datasets demonstrate enhanced performance and increased high-level reasoning about the graph topology when using a tree-based search. We further highlight the superiority of our approach under substantial occlusions by introducing a new synthetic benchmark dataset for this task.
LIST: Learning Implicitly from Spatial Transformers for Single-View 3D Reconstruction
Accurate reconstruction of both the geometric and topological details of a 3D object from a single 2D image embodies a fundamental challenge in computer vision. Existing explicit/implicit solutions to this problem struggle to recover self-occluded geometry and/or faithfully reconstruct topological shape structures. To resolve this dilemma, we introduce LIST, a novel neural architecture that leverages local and global image features to accurately reconstruct the geometric and topological structure of a 3D object from a single image. We utilize global 2D features to predict a coarse shape of the target object and then use it as a base for higher-resolution reconstruction. By leveraging both local 2D features from the image and 3D features from the coarse prediction, we can predict the signed distance between an arbitrary point and the target surface via an implicit predictor with great accuracy. Furthermore, our model does not require camera estimation or pixel alignment. It provides an uninfluenced reconstruction from the input-view direction. Through qualitative and quantitative analysis, we show the superiority of our model in reconstructing 3D objects from both synthetic and real-world images against the state of the art.
PoNQ: a Neural QEM-based Mesh Representation
Although polygon meshes have been a standard representation in geometry processing, their irregular and combinatorial nature hinders their suitability for learning-based applications. In this work, we introduce a novel learnable mesh representation through a set of local 3D sample Points and their associated Normals and Quadric error metrics (QEM) w.r.t. the underlying shape, which we denote PoNQ. A global mesh is directly derived from PoNQ by efficiently leveraging the knowledge of the local quadric errors. Besides marking the first use of QEM within a neural shape representation, our contribution guarantees both topological and geometrical properties by ensuring that a PoNQ mesh does not self-intersect and is always the boundary of a volume. Notably, our representation does not rely on a regular grid, is supervised directly by the target surface alone, and also handles open surfaces with boundaries and/or sharp features. We demonstrate the efficacy of PoNQ through a learning-based mesh prediction from SDF grids and show that our method surpasses recent state-of-the-art techniques in terms of both surface and edge-based metrics.
Deep Geometrized Cartoon Line Inbetweening
We aim to address a significant but understudied problem in the anime industry, namely the inbetweening of cartoon line drawings. Inbetweening involves generating intermediate frames between two black-and-white line drawings and is a time-consuming and expensive process that can benefit from automation. However, existing frame interpolation methods that rely on matching and warping whole raster images are unsuitable for line inbetweening and often produce blurring artifacts that damage the intricate line structures. To preserve the precision and detail of the line drawings, we propose a new approach, AnimeInbet, which geometrizes raster line drawings into graphs of endpoints and reframes the inbetweening task as a graph fusion problem with vertex repositioning. Our method can effectively capture the sparsity and unique structure of line drawings while preserving the details during inbetweening. This is made possible via our novel modules, i.e., vertex geometric embedding, a vertex correspondence Transformer, an effective mechanism for vertex repositioning and a visibility predictor. To train our method, we introduce MixamoLine240, a new dataset of line drawings with ground truth vectorization and matching labels. Our experiments demonstrate that AnimeInbet synthesizes high-quality, clean, and complete intermediate line drawings, outperforming existing methods quantitatively and qualitatively, especially in cases with large motions. Data and code are available at https://github.com/lisiyao21/AnimeInbet.
Sat2Scene: 3D Urban Scene Generation from Satellite Images with Diffusion
Directly generating scenes from satellite imagery offers exciting possibilities for integration into applications like games and map services. However, challenges arise from significant view changes and scene scale. Previous efforts mainly focused on image or video generation, lacking exploration into the adaptability of scene generation for arbitrary views. Existing 3D generation works either operate at the object level or are difficult to utilize the geometry obtained from satellite imagery. To overcome these limitations, we propose a novel architecture for direct 3D scene generation by introducing diffusion models into 3D sparse representations and combining them with neural rendering techniques. Specifically, our approach generates texture colors at the point level for a given geometry using a 3D diffusion model first, which is then transformed into a scene representation in a feed-forward manner. The representation can be utilized to render arbitrary views which would excel in both single-frame quality and inter-frame consistency. Experiments in two city-scale datasets show that our model demonstrates proficiency in generating photo-realistic street-view image sequences and cross-view urban scenes from satellite imagery.
Learning 3D Representations from 2D Pre-trained Models via Image-to-Point Masked Autoencoders
Pre-training by numerous image data has become de-facto for robust 2D representations. In contrast, due to the expensive data acquisition and annotation, a paucity of large-scale 3D datasets severely hinders the learning for high-quality 3D features. In this paper, we propose an alternative to obtain superior 3D representations from 2D pre-trained models via Image-to-Point Masked Autoencoders, named as I2P-MAE. By self-supervised pre-training, we leverage the well learned 2D knowledge to guide 3D masked autoencoding, which reconstructs the masked point tokens with an encoder-decoder architecture. Specifically, we first utilize off-the-shelf 2D models to extract the multi-view visual features of the input point cloud, and then conduct two types of image-to-point learning schemes on top. For one, we introduce a 2D-guided masking strategy that maintains semantically important point tokens to be visible for the encoder. Compared to random masking, the network can better concentrate on significant 3D structures and recover the masked tokens from key spatial cues. For another, we enforce these visible tokens to reconstruct the corresponding multi-view 2D features after the decoder. This enables the network to effectively inherit high-level 2D semantics learned from rich image data for discriminative 3D modeling. Aided by our image-to-point pre-training, the frozen I2P-MAE, without any fine-tuning, achieves 93.4% accuracy for linear SVM on ModelNet40, competitive to the fully trained results of existing methods. By further fine-tuning on on ScanObjectNN's hardest split, I2P-MAE attains the state-of-the-art 90.11% accuracy, +3.68% to the second-best, demonstrating superior transferable capacity. Code will be available at https://github.com/ZrrSkywalker/I2P-MAE.
node2vec: Scalable Feature Learning for Networks
Prediction tasks over nodes and edges in networks require careful effort in engineering features used by learning algorithms. Recent research in the broader field of representation learning has led to significant progress in automating prediction by learning the features themselves. However, present feature learning approaches are not expressive enough to capture the diversity of connectivity patterns observed in networks. Here we propose node2vec, an algorithmic framework for learning continuous feature representations for nodes in networks. In node2vec, we learn a mapping of nodes to a low-dimensional space of features that maximizes the likelihood of preserving network neighborhoods of nodes. We define a flexible notion of a node's network neighborhood and design a biased random walk procedure, which efficiently explores diverse neighborhoods. Our algorithm generalizes prior work which is based on rigid notions of network neighborhoods, and we argue that the added flexibility in exploring neighborhoods is the key to learning richer representations. We demonstrate the efficacy of node2vec over existing state-of-the-art techniques on multi-label classification and link prediction in several real-world networks from diverse domains. Taken together, our work represents a new way for efficiently learning state-of-the-art task-independent representations in complex networks.
Hallucination Detection in LLMs Using Spectral Features of Attention Maps
Large Language Models (LLMs) have demonstrated remarkable performance across various tasks but remain prone to hallucinations. Detecting hallucinations is essential for safety-critical applications, and recent methods leverage attention map properties to this end, though their effectiveness remains limited. In this work, we investigate the spectral features of attention maps by interpreting them as adjacency matrices of graph structures. We propose the LapEigvals method, which utilises the top-k eigenvalues of the Laplacian matrix derived from the attention maps as an input to hallucination detection probes. Empirical evaluations demonstrate that our approach achieves state-of-the-art hallucination detection performance among attention-based methods. Extensive ablation studies further highlight the robustness and generalisation of LapEigvals, paving the way for future advancements in the hallucination detection domain.
Specifying Object Attributes and Relations in Interactive Scene Generation
We introduce a method for the generation of images from an input scene graph. The method separates between a layout embedding and an appearance embedding. The dual embedding leads to generated images that better match the scene graph, have higher visual quality, and support more complex scene graphs. In addition, the embedding scheme supports multiple and diverse output images per scene graph, which can be further controlled by the user. We demonstrate two modes of per-object control: (i) importing elements from other images, and (ii) navigation in the object space, by selecting an appearance archetype. Our code is publicly available at https://www.github.com/ashual/scene_generation
InfiniCity: Infinite-Scale City Synthesis
Toward infinite-scale 3D city synthesis, we propose a novel framework, InfiniCity, which constructs and renders an unconstrainedly large and 3D-grounded environment from random noises. InfiniCity decomposes the seemingly impractical task into three feasible modules, taking advantage of both 2D and 3D data. First, an infinite-pixel image synthesis module generates arbitrary-scale 2D maps from the bird's-eye view. Next, an octree-based voxel completion module lifts the generated 2D map to 3D octrees. Finally, a voxel-based neural rendering module texturizes the voxels and renders 2D images. InfiniCity can thus synthesize arbitrary-scale and traversable 3D city environments, and allow flexible and interactive editing from users. We quantitatively and qualitatively demonstrate the efficacy of the proposed framework. Project page: https://hubert0527.github.io/infinicity/
Text-Driven Diverse Facial Texture Generation via Progressive Latent-Space Refinement
Automatic 3D facial texture generation has gained significant interest recently. Existing approaches may not support the traditional physically based rendering pipeline or rely on 3D data captured by Light Stage. Our key contribution is a progressive latent space refinement approach that can bootstrap from 3D Morphable Models (3DMMs)-based texture maps generated from facial images to generate high-quality and diverse PBR textures, including albedo, normal, and roughness. It starts with enhancing Generative Adversarial Networks (GANs) for text-guided and diverse texture generation. To this end, we design a self-supervised paradigm to overcome the reliance on ground truth 3D textures and train the generative model with only entangled texture maps. Besides, we foster mutual enhancement between GANs and Score Distillation Sampling (SDS). SDS boosts GANs with more generative modes, while GANs promote more efficient optimization of SDS. Furthermore, we introduce an edge-aware SDS for multi-view consistent facial structure. Experiments demonstrate that our method outperforms existing 3D texture generation methods regarding photo-realistic quality, diversity, and efficiency.
Mamba2D: A Natively Multi-Dimensional State-Space Model for Vision Tasks
State-Space Models (SSMs) have recently emerged as a powerful and efficient alternative to the long-standing transformer architecture. However, existing SSM conceptualizations retain deeply rooted biases from their roots in natural language processing. This constrains their ability to appropriately model the spatially-dependent characteristics of visual inputs. In this paper, we address these limitations by re-deriving modern selective state-space techniques, starting from a natively multidimensional formulation. Currently, prior works attempt to apply natively 1D SSMs to 2D data (i.e. images) by relying on arbitrary combinations of 1D scan directions to capture spatial dependencies. In contrast, Mamba2D improves upon this with a single 2D scan direction that factors in both dimensions of the input natively, effectively modelling spatial dependencies when constructing hidden states. Mamba2D shows comparable performance to prior adaptations of SSMs for vision tasks, on standard image classification evaluations with the ImageNet-1K dataset. Source code is available at https://github.com/cocoalex00/Mamba2D.
Segmentation-guided Layer-wise Image Vectorization with Gradient Fills
The widespread use of vector graphics creates a significant demand for vectorization methods. While recent learning-based techniques have shown their capability to create vector images of clear topology, filling these primitives with gradients remains a challenge. In this paper, we propose a segmentation-guided vectorization framework to convert raster images into concise vector graphics with radial gradient fills. With the guidance of an embedded gradient-aware segmentation subroutine, our approach progressively appends gradient-filled B\'ezier paths to the output, where primitive parameters are initiated with our newly designed initialization technique and are optimized to minimize our novel loss function. We build our method on a differentiable renderer with traditional segmentation algorithms to develop it as a model-free tool for raster-to-vector conversion. It is tested on various inputs to demonstrate its feasibility, independent of datasets, to synthesize vector graphics with improved visual quality and layer-wise topology compared to prior work.
CartoMark: a benchmark dataset for map pattern recognition and 1 map content retrieval with machine intelligence
Maps are fundamental medium to visualize and represent the real word in a simple and 16 philosophical way. The emergence of the 3rd wave information has made a proportion of maps are available to be generated ubiquitously, which would significantly enrich the dimensions and perspectives to understand the characteristics of the real world. However, a majority of map dataset have never been discovered, acquired and effectively used, and the map data used in many applications might not be completely fitted for the authentic demands of these applications. This challenge is emerged due to the lack of numerous well-labelled benchmark datasets for implementing the deep learning approaches into identifying complicated map content. Thus, we develop a large-scale benchmark dataset that includes well-labelled dataset for map text annotation recognition, map scene classification, map super-resolution reconstruction, and map style transferring. Furthermore, these well-labelled datasets would facilitate the state-of-the-art machine intelligence technologies to conduct map feature detection, map pattern recognition and map content retrieval. We hope our efforts would be useful for AI-enhanced cartographical applications.
Zero-Shot Novel View and Depth Synthesis with Multi-View Geometric Diffusion
Current methods for 3D scene reconstruction from sparse posed images employ intermediate 3D representations such as neural fields, voxel grids, or 3D Gaussians, to achieve multi-view consistent scene appearance and geometry. In this paper we introduce MVGD, a diffusion-based architecture capable of direct pixel-level generation of images and depth maps from novel viewpoints, given an arbitrary number of input views. Our method uses raymap conditioning to both augment visual features with spatial information from different viewpoints, as well as to guide the generation of images and depth maps from novel views. A key aspect of our approach is the multi-task generation of images and depth maps, using learnable task embeddings to guide the diffusion process towards specific modalities. We train this model on a collection of more than 60 million multi-view samples from publicly available datasets, and propose techniques to enable efficient and consistent learning in such diverse conditions. We also propose a novel strategy that enables the efficient training of larger models by incrementally fine-tuning smaller ones, with promising scaling behavior. Through extensive experiments, we report state-of-the-art results in multiple novel view synthesis benchmarks, as well as multi-view stereo and video depth estimation.
SweetDreamer: Aligning Geometric Priors in 2D Diffusion for Consistent Text-to-3D
It is inherently ambiguous to lift 2D results from pre-trained diffusion models to a 3D world for text-to-3D generation. 2D diffusion models solely learn view-agnostic priors and thus lack 3D knowledge during the lifting, leading to the multi-view inconsistency problem. We find that this problem primarily stems from geometric inconsistency, and avoiding misplaced geometric structures substantially mitigates the problem in the final outputs. Therefore, we improve the consistency by aligning the 2D geometric priors in diffusion models with well-defined 3D shapes during the lifting, addressing the vast majority of the problem. This is achieved by fine-tuning the 2D diffusion model to be viewpoint-aware and to produce view-specific coordinate maps of canonically oriented 3D objects. In our process, only coarse 3D information is used for aligning. This "coarse" alignment not only resolves the multi-view inconsistency in geometries but also retains the ability in 2D diffusion models to generate detailed and diversified high-quality objects unseen in the 3D datasets. Furthermore, our aligned geometric priors (AGP) are generic and can be seamlessly integrated into various state-of-the-art pipelines, obtaining high generalizability in terms of unseen shapes and visual appearance while greatly alleviating the multi-view inconsistency problem. Our method represents a new state-of-the-art performance with an 85+% consistency rate by human evaluation, while many previous methods are around 30%. Our project page is https://sweetdreamer3d.github.io/
Learning Navigational Visual Representations with Semantic Map Supervision
Being able to perceive the semantics and the spatial structure of the environment is essential for visual navigation of a household robot. However, most existing works only employ visual backbones pre-trained either with independent images for classification or with self-supervised learning methods to adapt to the indoor navigation domain, neglecting the spatial relationships that are essential to the learning of navigation. Inspired by the behavior that humans naturally build semantically and spatially meaningful cognitive maps in their brains during navigation, in this paper, we propose a novel navigational-specific visual representation learning method by contrasting the agent's egocentric views and semantic maps (Ego^2-Map). We apply the visual transformer as the backbone encoder and train the model with data collected from the large-scale Habitat-Matterport3D environments. Ego^2-Map learning transfers the compact and rich information from a map, such as objects, structure and transition, to the agent's egocentric representations for navigation. Experiments show that agents using our learned representations on object-goal navigation outperform recent visual pre-training methods. Moreover, our representations significantly improve vision-and-language navigation in continuous environments for both high-level and low-level action spaces, achieving new state-of-the-art results of 47% SR and 41% SPL on the test server.
ReMatching: Low-Resolution Representations for Scalable Shape Correspondence
We introduce ReMatching, a novel shape correspondence solution based on the functional maps framework. Our method, by exploiting a new and appropriate re-meshing paradigm, can target shape-matching tasks even on meshes counting millions of vertices, where the original functional maps does not apply or requires a massive computational cost. The core of our procedure is a time-efficient remeshing algorithm which constructs a low-resolution geometry while acting conservatively on the original topology and metric. These properties allow translating the functional maps optimization problem on the resulting low-resolution representation, thus enabling efficient computation of correspondences with functional map approaches. Finally, we propose an efficient technique for extending the estimated correspondence to the original meshes. We show that our method is more efficient and effective through quantitative and qualitative comparisons, outperforming state-of-the-art pipelines in quality and computational cost.
Pruning-based Topology Refinement of 3D Mesh using a 2D Alpha Mask
Image-based 3D reconstruction has increasingly stunning results over the past few years with the latest improvements in computer vision and graphics. Geometry and topology are two fundamental concepts when dealing with 3D mesh structures. But the latest often remains a side issue in the 3D mesh-based reconstruction literature. Indeed, performing per-vertex elementary displacements over a 3D sphere mesh only impacts its geometry and leaves the topological structure unchanged and fixed. Whereas few attempts propose to update the geometry and the topology, all need to lean on costly 3D ground-truth to determine the faces/edges to prune. We present in this work a method that aims to refine the topology of any 3D mesh through a face-pruning strategy that extensively relies upon 2D alpha masks and camera pose information. Our solution leverages a differentiable renderer that renders each face as a 2D soft map. Its pixel intensity reflects the probability of being covered during the rendering process by such a face. Based on the 2D soft-masks available, our method is thus able to quickly highlight all the incorrectly rendered faces for a given viewpoint. Because our module is agnostic to the network that produces the 3D mesh, it can be easily plugged into any self-supervised image-based (either synthetic or natural) 3D reconstruction pipeline to get complex meshes with a non-spherical topology.
Advances in 3D Generation: A Survey
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
Topology-Aware Latent Diffusion for 3D Shape Generation
We introduce a new generative model that combines latent diffusion with persistent homology to create 3D shapes with high diversity, with a special emphasis on their topological characteristics. Our method involves representing 3D shapes as implicit fields, then employing persistent homology to extract topological features, including Betti numbers and persistence diagrams. The shape generation process consists of two steps. Initially, we employ a transformer-based autoencoding module to embed the implicit representation of each 3D shape into a set of latent vectors. Subsequently, we navigate through the learned latent space via a diffusion model. By strategically incorporating topological features into the diffusion process, our generative module is able to produce a richer variety of 3D shapes with different topological structures. Furthermore, our framework is flexible, supporting generation tasks constrained by a variety of inputs, including sparse and partial point clouds, as well as sketches. By modifying the persistence diagrams, we can alter the topology of the shapes generated from these input modalities.
UniFuse: Unidirectional Fusion for 360^{circ} Panorama Depth Estimation
Learning depth from spherical panoramas is becoming a popular research topic because a panorama has a full field-of-view of the environment and provides a relatively complete description of a scene. However, applying well-studied CNNs for perspective images to the standard representation of spherical panoramas, i.e., the equirectangular projection, is suboptimal, as it becomes distorted towards the poles. Another representation is the cubemap projection, which is distortion-free but discontinued on edges and limited in the field-of-view. This paper introduces a new framework to fuse features from the two projections, unidirectionally feeding the cubemap features to the equirectangular features only at the decoding stage. Unlike the recent bidirectional fusion approach operating at both the encoding and decoding stages, our fusion scheme is much more efficient. Besides, we also designed a more effective fusion module for our fusion scheme. Experiments verify the effectiveness of our proposed fusion strategy and module, and our model achieves state-of-the-art performance on four popular datasets. Additional experiments show that our model also has the advantages of model complexity and generalization capability.The code is available at https://github.com/alibaba/UniFuse-Unidirectional-Fusion.
Topologically Attributed Graphs for Shape Discrimination
In this paper we introduce a novel family of attributed graphs for the purpose of shape discrimination. Our graphs typically arise from variations on the Mapper graph construction, which is an approximation of the Reeb graph for point cloud data. Our attributions enrich these constructions with (persistent) homology in ways that are provably stable, thereby recording extra topological information that is typically lost in these graph constructions. We provide experiments which illustrate the use of these invariants for shape representation and classification. In particular, we obtain competitive shape classification results when using our topologically attributed graphs as inputs to a simple graph neural network classifier.
EmerDiff: Emerging Pixel-level Semantic Knowledge in Diffusion Models
Diffusion models have recently received increasing research attention for their remarkable transfer abilities in semantic segmentation tasks. However, generating fine-grained segmentation masks with diffusion models often requires additional training on annotated datasets, leaving it unclear to what extent pre-trained diffusion models alone understand the semantic relations of their generated images. To address this question, we leverage the semantic knowledge extracted from Stable Diffusion (SD) and aim to develop an image segmentor capable of generating fine-grained segmentation maps without any additional training. The primary difficulty stems from the fact that semantically meaningful feature maps typically exist only in the spatially lower-dimensional layers, which poses a challenge in directly extracting pixel-level semantic relations from these feature maps. To overcome this issue, our framework identifies semantic correspondences between image pixels and spatial locations of low-dimensional feature maps by exploiting SD's generation process and utilizes them for constructing image-resolution segmentation maps. In extensive experiments, the produced segmentation maps are demonstrated to be well delineated and capture detailed parts of the images, indicating the existence of highly accurate pixel-level semantic knowledge in diffusion models.
Spatially and Spectrally Consistent Deep Functional Maps
Cycle consistency has long been exploited as a powerful prior for jointly optimizing maps within a collection of shapes. In this paper, we investigate its utility in the approaches of Deep Functional Maps, which are considered state-of-the-art in non-rigid shape matching. We first justify that under certain conditions, the learned maps, when represented in the spectral domain, are already cycle consistent. Furthermore, we identify the discrepancy that spectrally consistent maps are not necessarily spatially, or point-wise, consistent. In light of this, we present a novel design of unsupervised Deep Functional Maps, which effectively enforces the harmony of learned maps under the spectral and the point-wise representation. By taking advantage of cycle consistency, our framework produces state-of-the-art results in mapping shapes even under significant distortions. Beyond that, by independently estimating maps in both spectral and spatial domains, our method naturally alleviates over-fitting in network training, yielding superior generalization performance and accuracy within an array of challenging tests for both near-isometric and non-isometric datasets. Codes are available at https://github.com/rqhuang88/Spatiallyand-Spectrally-Consistent-Deep-Functional-Maps.
Guide3D: Create 3D Avatars from Text and Image Guidance
Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.
Generating Images with 3D Annotations Using Diffusion Models
Diffusion models have emerged as a powerful generative method, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose 3D Diffusion Style Transfer (3D-DST), which incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories (e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100/200, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B.
SceneGenie: Scene Graph Guided Diffusion Models for Image Synthesis
Text-conditioned image generation has made significant progress in recent years with generative adversarial networks and more recently, diffusion models. While diffusion models conditioned on text prompts have produced impressive and high-quality images, accurately representing complex text prompts such as the number of instances of a specific object remains challenging. To address this limitation, we propose a novel guidance approach for the sampling process in the diffusion model that leverages bounding box and segmentation map information at inference time without additional training data. Through a novel loss in the sampling process, our approach guides the model with semantic features from CLIP embeddings and enforces geometric constraints, leading to high-resolution images that accurately represent the scene. To obtain bounding box and segmentation map information, we structure the text prompt as a scene graph and enrich the nodes with CLIP embeddings. Our proposed model achieves state-of-the-art performance on two public benchmarks for image generation from scene graphs, surpassing both scene graph to image and text-based diffusion models in various metrics. Our results demonstrate the effectiveness of incorporating bounding box and segmentation map guidance in the diffusion model sampling process for more accurate text-to-image generation.
COHO: Context-Sensitive City-Scale Hierarchical Urban Layout Generation
The generation of large-scale urban layouts has garnered substantial interest across various disciplines. Prior methods have utilized procedural generation requiring manual rule coding or deep learning needing abundant data. However, prior approaches have not considered the context-sensitive nature of urban layout generation. Our approach addresses this gap by leveraging a canonical graph representation for the entire city, which facilitates scalability and captures the multi-layer semantics inherent in urban layouts. We introduce a novel graph-based masked autoencoder (GMAE) for city-scale urban layout generation. The method encodes attributed buildings, city blocks, communities and cities into a unified graph structure, enabling self-supervised masked training for graph autoencoder. Additionally, we employ scheduled iterative sampling for 2.5D layout generation, prioritizing the generation of important city blocks and buildings. Our approach achieves good realism, semantic consistency, and correctness across the heterogeneous urban styles in 330 US cities. Codes and datasets are released at https://github.com/Arking1995/COHO.
SAMPLING: Scene-adaptive Hierarchical Multiplane Images Representation for Novel View Synthesis from a Single Image
Recent novel view synthesis methods obtain promising results for relatively small scenes, e.g., indoor environments and scenes with a few objects, but tend to fail for unbounded outdoor scenes with a single image as input. In this paper, we introduce SAMPLING, a Scene-adaptive Hierarchical Multiplane Images Representation for Novel View Synthesis from a Single Image based on improved multiplane images (MPI). Observing that depth distribution varies significantly for unbounded outdoor scenes, we employ an adaptive-bins strategy for MPI to arrange planes in accordance with each scene image. To represent intricate geometry and multi-scale details, we further introduce a hierarchical refinement branch, which results in high-quality synthesized novel views. Our method demonstrates considerable performance gains in synthesizing large-scale unbounded outdoor scenes using a single image on the KITTI dataset and generalizes well to the unseen Tanks and Temples dataset.The code and models will soon be made available.
Efficient and Scalable Graph Generation through Iterative Local Expansion
In the realm of generative models for graphs, extensive research has been conducted. However, most existing methods struggle with large graphs due to the complexity of representing the entire joint distribution across all node pairs and capturing both global and local graph structures simultaneously. To overcome these issues, we introduce a method that generates a graph by progressively expanding a single node to a target graph. In each step, nodes and edges are added in a localized manner through denoising diffusion, building first the global structure, and then refining the local details. The local generation avoids modeling the entire joint distribution over all node pairs, achieving substantial computational savings with subquadratic runtime relative to node count while maintaining high expressivity through multiscale generation. Our experiments show that our model achieves state-of-the-art performance on well-established benchmark datasets while successfully scaling to graphs with at least 5000 nodes. Our method is also the first to successfully extrapolate to graphs outside of the training distribution, showcasing a much better generalization capability over existing methods.
ConceptGraphs: Open-Vocabulary 3D Scene Graphs for Perception and Planning
For robots to perform a wide variety of tasks, they require a 3D representation of the world that is semantically rich, yet compact and efficient for task-driven perception and planning. Recent approaches have attempted to leverage features from large vision-language models to encode semantics in 3D representations. However, these approaches tend to produce maps with per-point feature vectors, which do not scale well in larger environments, nor do they contain semantic spatial relationships between entities in the environment, which are useful for downstream planning. In this work, we propose ConceptGraphs, an open-vocabulary graph-structured representation for 3D scenes. ConceptGraphs is built by leveraging 2D foundation models and fusing their output to 3D by multi-view association. The resulting representations generalize to novel semantic classes, without the need to collect large 3D datasets or finetune models. We demonstrate the utility of this representation through a number of downstream planning tasks that are specified through abstract (language) prompts and require complex reasoning over spatial and semantic concepts. (Project page: https://concept-graphs.github.io/ Explainer video: https://youtu.be/mRhNkQwRYnc )
Pix2Shape: Towards Unsupervised Learning of 3D Scenes from Images using a View-based Representation
We infer and generate three-dimensional (3D) scene information from a single input image and without supervision. This problem is under-explored, with most prior work relying on supervision from, e.g., 3D ground-truth, multiple images of a scene, image silhouettes or key-points. We propose Pix2Shape, an approach to solve this problem with four components: (i) an encoder that infers the latent 3D representation from an image, (ii) a decoder that generates an explicit 2.5D surfel-based reconstruction of a scene from the latent code (iii) a differentiable renderer that synthesizes a 2D image from the surfel representation, and (iv) a critic network trained to discriminate between images generated by the decoder-renderer and those from a training distribution. Pix2Shape can generate complex 3D scenes that scale with the view-dependent on-screen resolution, unlike representations that capture world-space resolution, i.e., voxels or meshes. We show that Pix2Shape learns a consistent scene representation in its encoded latent space and that the decoder can then be applied to this latent representation in order to synthesize the scene from a novel viewpoint. We evaluate Pix2Shape with experiments on the ShapeNet dataset as well as on a novel benchmark we developed, called 3D-IQTT, to evaluate models based on their ability to enable 3d spatial reasoning. Qualitative and quantitative evaluation demonstrate Pix2Shape's ability to solve scene reconstruction, generation, and understanding tasks.
Audio Visual Language Maps for Robot Navigation
While interacting in the world is a multi-sensory experience, many robots continue to predominantly rely on visual perception to map and navigate in their environments. In this work, we propose Audio-Visual-Language Maps (AVLMaps), a unified 3D spatial map representation for storing cross-modal information from audio, visual, and language cues. AVLMaps integrate the open-vocabulary capabilities of multimodal foundation models pre-trained on Internet-scale data by fusing their features into a centralized 3D voxel grid. In the context of navigation, we show that AVLMaps enable robot systems to index goals in the map based on multimodal queries, e.g., textual descriptions, images, or audio snippets of landmarks. In particular, the addition of audio information enables robots to more reliably disambiguate goal locations. Extensive experiments in simulation show that AVLMaps enable zero-shot multimodal goal navigation from multimodal prompts and provide 50% better recall in ambiguous scenarios. These capabilities extend to mobile robots in the real world - navigating to landmarks referring to visual, audio, and spatial concepts. Videos and code are available at: https://avlmaps.github.io.
Pix2Poly: A Sequence Prediction Method for End-to-end Polygonal Building Footprint Extraction from Remote Sensing Imagery
Extraction of building footprint polygons from remotely sensed data is essential for several urban understanding tasks such as reconstruction, navigation, and mapping. Despite significant progress in the area, extracting accurate polygonal building footprints remains an open problem. In this paper, we introduce Pix2Poly, an attention-based end-to-end trainable and differentiable deep neural network capable of directly generating explicit high-quality building footprints in a ring graph format. Pix2Poly employs a generative encoder-decoder transformer to produce a sequence of graph vertex tokens whose connectivity information is learned by an optimal matching network. Compared to previous graph learning methods, ours is a truly end-to-end trainable approach that extracts high-quality building footprints and road networks without requiring complicated, computationally intensive raster loss functions and intricate training pipelines. Upon evaluating Pix2Poly on several complex and challenging datasets, we report that Pix2Poly outperforms state-of-the-art methods in several vector shape quality metrics while being an entirely explicit method. Our code is available at https://github.com/yeshwanth95/Pix2Poly.
Urban Architect: Steerable 3D Urban Scene Generation with Layout Prior
Text-to-3D generation has achieved remarkable success via large-scale text-to-image diffusion models. Nevertheless, there is no paradigm for scaling up the methodology to urban scale. Urban scenes, characterized by numerous elements, intricate arrangement relationships, and vast scale, present a formidable barrier to the interpretability of ambiguous textual descriptions for effective model optimization. In this work, we surmount the limitations by introducing a compositional 3D layout representation into text-to-3D paradigm, serving as an additional prior. It comprises a set of semantic primitives with simple geometric structures and explicit arrangement relationships, complementing textual descriptions and enabling steerable generation. Upon this, we propose two modifications -- (1) We introduce Layout-Guided Variational Score Distillation to address model optimization inadequacies. It conditions the score distillation sampling process with geometric and semantic constraints of 3D layouts. (2) To handle the unbounded nature of urban scenes, we represent 3D scene with a Scalable Hash Grid structure, incrementally adapting to the growing scale of urban scenes. Extensive experiments substantiate the capability of our framework to scale text-to-3D generation to large-scale urban scenes that cover over 1000m driving distance for the first time. We also present various scene editing demonstrations, showing the powers of steerable urban scene generation. Website: https://urbanarchitect.github.io.
One-2-3-45++: Fast Single Image to 3D Objects with Consistent Multi-View Generation and 3D Diffusion
Recent advancements in open-world 3D object generation have been remarkable, with image-to-3D methods offering superior fine-grained control over their text-to-3D counterparts. However, most existing models fall short in simultaneously providing rapid generation speeds and high fidelity to input images - two features essential for practical applications. In this paper, we present One-2-3-45++, an innovative method that transforms a single image into a detailed 3D textured mesh in approximately one minute. Our approach aims to fully harness the extensive knowledge embedded in 2D diffusion models and priors from valuable yet limited 3D data. This is achieved by initially finetuning a 2D diffusion model for consistent multi-view image generation, followed by elevating these images to 3D with the aid of multi-view conditioned 3D native diffusion models. Extensive experimental evaluations demonstrate that our method can produce high-quality, diverse 3D assets that closely mirror the original input image. Our project webpage: https://sudo-ai-3d.github.io/One2345plus_page.
OmniZoomer: Learning to Move and Zoom in on Sphere at High-Resolution
Omnidirectional images (ODIs) have become increasingly popular, as their large field-of-view (FoV) can offer viewers the chance to freely choose the view directions in immersive environments such as virtual reality. The M\"obius transformation is typically employed to further provide the opportunity for movement and zoom on ODIs, but applying it to the image level often results in blurry effect and aliasing problem. In this paper, we propose a novel deep learning-based approach, called OmniZoomer, to incorporate the M\"obius transformation into the network for movement and zoom on ODIs. By learning various transformed feature maps under different conditions, the network is enhanced to handle the increasing edge curvatures, which alleviates the blurry effect. Moreover, to address the aliasing problem, we propose two key components. Firstly, to compensate for the lack of pixels for describing curves, we enhance the feature maps in the high-resolution (HR) space and calculate the transformed index map with a spatial index generation module. Secondly, considering that ODIs are inherently represented in the spherical space, we propose a spherical resampling module that combines the index map and HR feature maps to transform the feature maps for better spherical correlation. The transformed feature maps are decoded to output a zoomed ODI. Experiments show that our method can produce HR and high-quality ODIs with the flexibility to move and zoom in to the object of interest. Project page is available at http://vlislab22.github.io/OmniZoomer/.
Generative Novel View Synthesis with 3D-Aware Diffusion Models
We present a diffusion-based model for 3D-aware generative novel view synthesis from as few as a single input image. Our model samples from the distribution of possible renderings consistent with the input and, even in the presence of ambiguity, is capable of rendering diverse and plausible novel views. To achieve this, our method makes use of existing 2D diffusion backbones but, crucially, incorporates geometry priors in the form of a 3D feature volume. This latent feature field captures the distribution over possible scene representations and improves our method's ability to generate view-consistent novel renderings. In addition to generating novel views, our method has the ability to autoregressively synthesize 3D-consistent sequences. We demonstrate state-of-the-art results on synthetic renderings and room-scale scenes; we also show compelling results for challenging, real-world objects.
SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling
Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.
Visualizing Deep Networks by Optimizing with Integrated Gradients
Understanding and interpreting the decisions made by deep learning models is valuable in many domains. In computer vision, computing heatmaps from a deep network is a popular approach for visualizing and understanding deep networks. However, heatmaps that do not correlate with the network may mislead human, hence the performance of heatmaps in providing a faithful explanation to the underlying deep network is crucial. In this paper, we propose I-GOS, which optimizes for a heatmap so that the classification scores on the masked image would maximally decrease. The main novelty of the approach is to compute descent directions based on the integrated gradients instead of the normal gradient, which avoids local optima and speeds up convergence. Compared with previous approaches, our method can flexibly compute heatmaps at any resolution for different user needs. Extensive experiments on several benchmark datasets show that the heatmaps produced by our approach are more correlated with the decision of the underlying deep network, in comparison with other state-of-the-art approaches.
VoroMesh: Learning Watertight Surface Meshes with Voronoi Diagrams
In stark contrast to the case of images, finding a concise, learnable discrete representation of 3D surfaces remains a challenge. In particular, while polygon meshes are arguably the most common surface representation used in geometry processing, their irregular and combinatorial structure often make them unsuitable for learning-based applications. In this work, we present VoroMesh, a novel and differentiable Voronoi-based representation of watertight 3D shape surfaces. From a set of 3D points (called generators) and their associated occupancy, we define our boundary representation through the Voronoi diagram of the generators as the subset of Voronoi faces whose two associated (equidistant) generators are of opposite occupancy: the resulting polygon mesh forms a watertight approximation of the target shape's boundary. To learn the position of the generators, we propose a novel loss function, dubbed VoroLoss, that minimizes the distance from ground truth surface samples to the closest faces of the Voronoi diagram which does not require an explicit construction of the entire Voronoi diagram. A direct optimization of the Voroloss to obtain generators on the Thingi32 dataset demonstrates the geometric efficiency of our representation compared to axiomatic meshing algorithms and recent learning-based mesh representations. We further use VoroMesh in a learning-based mesh prediction task from input SDF grids on the ABC dataset, and show comparable performance to state-of-the-art methods while guaranteeing closed output surfaces free of self-intersections.
MapGPT: Map-Guided Prompting for Unified Vision-and-Language Navigation
Embodied agents equipped with GPT as their brain have exhibited extraordinary thinking and decision-making abilities across various tasks. However, existing zero-shot agents for vision-and-language navigation (VLN) only prompt the GPT to handle excessive environmental information and select potential locations within localized environments, without constructing an effective ''global-view'' (e.g., a commonly-used map) for the agent to understand the overall environment. In this work, we present a novel map-guided GPT-based path-planning agent, dubbed MapGPT, for the zero-shot VLN task. Specifically, we convert a topological map constructed online into prompts to encourage map-guided global exploration, and require the agent to explicitly output and update multi-step path planning to avoid getting stuck in local exploration. Extensive experiments demonstrate that our MapGPT is effective, achieving impressive performance on both the R2R and REVERIE datasets (38.8% and 28.4% success rate, respectively) and showcasing the newly emerged global thinking and path planning capabilities of the GPT model. Unlike previous VLN agents, which require separate parameters fine-tuning or specific prompt design to accommodate various instruction styles across different datasets, our MapGPT is more unified as it can adapt to different instruction styles seamlessly, which is the first of its kind in this field.
OpenSatMap: A Fine-grained High-resolution Satellite Dataset for Large-scale Map Construction
In this paper, we propose OpenSatMap, a fine-grained, high-resolution satellite dataset for large-scale map construction. Map construction is one of the foundations of the transportation industry, such as navigation and autonomous driving. Extracting road structures from satellite images is an efficient way to construct large-scale maps. However, existing satellite datasets provide only coarse semantic-level labels with a relatively low resolution (up to level 19), impeding the advancement of this field. In contrast, the proposed OpenSatMap (1) has fine-grained instance-level annotations; (2) consists of high-resolution images (level 20); (3) is currently the largest one of its kind; (4) collects data with high diversity. Moreover, OpenSatMap covers and aligns with the popular nuScenes dataset and Argoverse 2 dataset to potentially advance autonomous driving technologies. By publishing and maintaining the dataset, we provide a high-quality benchmark for satellite-based map construction and downstream tasks like autonomous driving.
From 2D CAD Drawings to 3D Parametric Models: A Vision-Language Approach
In this paper, we present CAD2Program, a new method for reconstructing 3D parametric models from 2D CAD drawings. Our proposed method is inspired by recent successes in vision-language models (VLMs), and departs from traditional methods which rely on task-specific data representations and/or algorithms. Specifically, on the input side, we simply treat the 2D CAD drawing as a raster image, regardless of its original format, and encode the image with a standard ViT model. We show that such an encoding scheme achieves competitive performance against existing methods that operate on vector-graphics inputs, while imposing substantially fewer restrictions on the 2D drawings. On the output side, our method auto-regressively predicts a general-purpose language describing 3D parametric models in text form. Compared to other sequence modeling methods for CAD which use domain-specific sequence representations with fixed-size slots, our text-based representation is more flexible, and can be easily extended to arbitrary geometric entities and semantic or functional properties. Experimental results on a large-scale dataset of cabinet models demonstrate the effectiveness of our method.
Direct2.5: Diverse Text-to-3D Generation via Multi-view 2.5D Diffusion
Recent advances in generative AI have unveiled significant potential for the creation of 3D content. However, current methods either apply a pre-trained 2D diffusion model with the time-consuming score distillation sampling (SDS), or a direct 3D diffusion model trained on limited 3D data losing generation diversity. In this work, we approach the problem by employing a multi-view 2.5D diffusion fine-tuned from a pre-trained 2D diffusion model. The multi-view 2.5D diffusion directly models the structural distribution of 3D data, while still maintaining the strong generalization ability of the original 2D diffusion model, filling the gap between 2D diffusion-based and direct 3D diffusion-based methods for 3D content generation. During inference, multi-view normal maps are generated using the 2.5D diffusion, and a novel differentiable rasterization scheme is introduced to fuse the almost consistent multi-view normal maps into a consistent 3D model. We further design a normal-conditioned multi-view image generation module for fast appearance generation given the 3D geometry. Our method is a one-pass diffusion process and does not require any SDS optimization as post-processing. We demonstrate through extensive experiments that, our direct 2.5D generation with the specially-designed fusion scheme can achieve diverse, mode-seeking-free, and high-fidelity 3D content generation in only 10 seconds. Project page: https://nju-3dv.github.io/projects/direct25.
Compact Neural Graphics Primitives with Learned Hash Probing
Neural graphics primitives are faster and achieve higher quality when their neural networks are augmented by spatial data structures that hold trainable features arranged in a grid. However, existing feature grids either come with a large memory footprint (dense or factorized grids, trees, and hash tables) or slow performance (index learning and vector quantization). In this paper, we show that a hash table with learned probes has neither disadvantage, resulting in a favorable combination of size and speed. Inference is faster than unprobed hash tables at equal quality while training is only 1.2-2.6x slower, significantly outperforming prior index learning approaches. We arrive at this formulation by casting all feature grids into a common framework: they each correspond to a lookup function that indexes into a table of feature vectors. In this framework, the lookup functions of existing data structures can be combined by simple arithmetic combinations of their indices, resulting in Pareto optimal compression and speed.
Joint Self-Supervised Image-Volume Representation Learning with Intra-Inter Contrastive Clustering
Collecting large-scale medical datasets with fully annotated samples for training of deep networks is prohibitively expensive, especially for 3D volume data. Recent breakthroughs in self-supervised learning (SSL) offer the ability to overcome the lack of labeled training samples by learning feature representations from unlabeled data. However, most current SSL techniques in the medical field have been designed for either 2D images or 3D volumes. In practice, this restricts the capability to fully leverage unlabeled data from numerous sources, which may include both 2D and 3D data. Additionally, the use of these pre-trained networks is constrained to downstream tasks with compatible data dimensions. In this paper, we propose a novel framework for unsupervised joint learning on 2D and 3D data modalities. Given a set of 2D images or 2D slices extracted from 3D volumes, we construct an SSL task based on a 2D contrastive clustering problem for distinct classes. The 3D volumes are exploited by computing vectored embedding at each slice and then assembling a holistic feature through deformable self-attention mechanisms in Transformer, allowing incorporating long-range dependencies between slices inside 3D volumes. These holistic features are further utilized to define a novel 3D clustering agreement-based SSL task and masking embedding prediction inspired by pre-trained language models. Experiments on downstream tasks, such as 3D brain segmentation, lung nodule detection, 3D heart structures segmentation, and abnormal chest X-ray detection, demonstrate the effectiveness of our joint 2D and 3D SSL approach. We improve plain 2D Deep-ClusterV2 and SwAV by a significant margin and also surpass various modern 2D and 3D SSL approaches.
SHIC: Shape-Image Correspondences with no Keypoint Supervision
Canonical surface mapping generalizes keypoint detection by assigning each pixel of an object to a corresponding point in a 3D template. Popularised by DensePose for the analysis of humans, authors have since attempted to apply the concept to more categories, but with limited success due to the high cost of manual supervision. In this work, we introduce SHIC, a method to learn canonical maps without manual supervision which achieves better results than supervised methods for most categories. Our idea is to leverage foundation computer vision models such as DINO and Stable Diffusion that are open-ended and thus possess excellent priors over natural categories. SHIC reduces the problem of estimating image-to-template correspondences to predicting image-to-image correspondences using features from the foundation models. The reduction works by matching images of the object to non-photorealistic renders of the template, which emulates the process of collecting manual annotations for this task. These correspondences are then used to supervise high-quality canonical maps for any object of interest. We also show that image generators can further improve the realism of the template views, which provide an additional source of supervision for the model.
Unaligned 2D to 3D Translation with Conditional Vector-Quantized Code Diffusion using Transformers
Generating 3D images of complex objects conditionally from a few 2D views is a difficult synthesis problem, compounded by issues such as domain gap and geometric misalignment. For instance, a unified framework such as Generative Adversarial Networks cannot achieve this unless they explicitly define both a domain-invariant and geometric-invariant joint latent distribution, whereas Neural Radiance Fields are generally unable to handle both issues as they optimize at the pixel level. By contrast, we propose a simple and novel 2D to 3D synthesis approach based on conditional diffusion with vector-quantized codes. Operating in an information-rich code space enables high-resolution 3D synthesis via full-coverage attention across the views. Specifically, we generate the 3D codes (e.g. for CT images) conditional on previously generated 3D codes and the entire codebook of two 2D views (e.g. 2D X-rays). Qualitative and quantitative results demonstrate state-of-the-art performance over specialized methods across varied evaluation criteria, including fidelity metrics such as density, coverage, and distortion metrics for two complex volumetric imagery datasets from in real-world scenarios.
Points2Surf: Learning Implicit Surfaces from Point Cloud Patches
A key step in any scanning-based asset creation workflow is to convert unordered point clouds to a surface. Classical methods (e.g., Poisson reconstruction) start to degrade in the presence of noisy and partial scans. Hence, deep learning based methods have recently been proposed to produce complete surfaces, even from partial scans. However, such data-driven methods struggle to generalize to new shapes with large geometric and topological variations. We present Points2Surf, a novel patch-based learning framework that produces accurate surfaces directly from raw scans without normals. Learning a prior over a combination of detailed local patches and coarse global information improves generalization performance and reconstruction accuracy. Our extensive comparison on both synthetic and real data demonstrates a clear advantage of our method over state-of-the-art alternatives on previously unseen classes (on average, Points2Surf brings down reconstruction error by 30\% over SPR and by 270\%+ over deep learning based SotA methods) at the cost of longer computation times and a slight increase in small-scale topological noise in some cases. Our source code, pre-trained model, and dataset are available on: https://github.com/ErlerPhilipp/points2surf
Doodle Your 3D: From Abstract Freehand Sketches to Precise 3D Shapes
In this paper, we democratise 3D content creation, enabling precise generation of 3D shapes from abstract sketches while overcoming limitations tied to drawing skills. We introduce a novel part-level modelling and alignment framework that facilitates abstraction modelling and cross-modal correspondence. Leveraging the same part-level decoder, our approach seamlessly extends to sketch modelling by establishing correspondence between CLIPasso edgemaps and projected 3D part regions, eliminating the need for a dataset pairing human sketches and 3D shapes. Additionally, our method introduces a seamless in-position editing process as a byproduct of cross-modal part-aligned modelling. Operating in a low-dimensional implicit space, our approach significantly reduces computational demands and processing time.
Compact 3D Scene Representation via Self-Organizing Gaussian Grids
3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g.~on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 8x to 26x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption. Additional information can be found on our project page: https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/
SCOPE: Structural Continuity Preservation for Medical Image Segmentation
Although the preservation of shape continuity and physiological anatomy is a natural assumption in the segmentation of medical images, it is often neglected by deep learning methods that mostly aim for the statistical modeling of input data as pixels rather than interconnected structures. In biological structures, however, organs are not separate entities; for example, in reality, a severed vessel is an indication of an underlying problem, but traditional segmentation models are not designed to strictly enforce the continuity of anatomy, potentially leading to inaccurate medical diagnoses. To address this issue, we propose a graph-based approach that enforces the continuity and connectivity of anatomical topology in medical images. Our method encodes the continuity of shapes as a graph constraint, ensuring that the network's predictions maintain this continuity. We evaluate our method on two public benchmarks on retinal vessel segmentation, showing significant improvements in connectivity metrics compared to traditional methods while getting better or on-par performance on segmentation metrics.
Image Synthesis with Graph Conditioning: CLIP-Guided Diffusion Models for Scene Graphs
Advancements in generative models have sparked significant interest in generating images while adhering to specific structural guidelines. Scene graph to image generation is one such task of generating images which are consistent with the given scene graph. However, the complexity of visual scenes poses a challenge in accurately aligning objects based on specified relations within the scene graph. Existing methods approach this task by first predicting a scene layout and generating images from these layouts using adversarial training. In this work, we introduce a novel approach to generate images from scene graphs which eliminates the need of predicting intermediate layouts. We leverage pre-trained text-to-image diffusion models and CLIP guidance to translate graph knowledge into images. Towards this, we first pre-train our graph encoder to align graph features with CLIP features of corresponding images using a GAN based training. Further, we fuse the graph features with CLIP embedding of object labels present in the given scene graph to create a graph consistent CLIP guided conditioning signal. In the conditioning input, object embeddings provide coarse structure of the image and graph features provide structural alignment based on relationships among objects. Finally, we fine tune a pre-trained diffusion model with the graph consistent conditioning signal with reconstruction and CLIP alignment loss. Elaborate experiments reveal that our method outperforms existing methods on standard benchmarks of COCO-stuff and Visual Genome dataset.
Graph schemas as abstractions for transfer learning, inference, and planning
Transferring latent structure from one environment or problem to another is a mechanism by which humans and animals generalize with very little data. Inspired by cognitive and neurobiological insights, we propose graph schemas as a mechanism of abstraction for transfer learning. Graph schemas start with latent graph learning where perceptually aliased observations are disambiguated in the latent space using contextual information. Latent graph learning is also emerging as a new computational model of the hippocampus to explain map learning and transitive inference. Our insight is that a latent graph can be treated as a flexible template -- a schema -- that models concepts and behaviors, with slots that bind groups of latent nodes to the specific observations or groundings. By treating learned latent graphs (schemas) as prior knowledge, new environments can be quickly learned as compositions of schemas and their newly learned bindings. We evaluate graph schemas on two previously published challenging tasks: the memory & planning game and one-shot StreetLearn, which are designed to test rapid task solving in novel environments. Graph schemas can be learned in far fewer episodes than previous baselines, and can model and plan in a few steps in novel variations of these tasks. We also demonstrate learning, matching, and reusing graph schemas in more challenging 2D and 3D environments with extensive perceptual aliasing and size variations, and show how different schemas can be composed to model larger and more complex environments. To summarize, our main contribution is a unified system, inspired and grounded in cognitive science, that facilitates rapid transfer learning of new environments using schemas via map-induction and composition that handles perceptual aliasing.
vMAP: Vectorised Object Mapping for Neural Field SLAM
We present vMAP, an object-level dense SLAM system using neural field representations. Each object is represented by a small MLP, enabling efficient, watertight object modelling without the need for 3D priors. As an RGB-D camera browses a scene with no prior information, vMAP detects object instances on-the-fly, and dynamically adds them to its map. Specifically, thanks to the power of vectorised training, vMAP can optimise as many as 50 individual objects in a single scene, with an extremely efficient training speed of 5Hz map update. We experimentally demonstrate significantly improved scene-level and object-level reconstruction quality compared to prior neural field SLAM systems. Project page: https://kxhit.github.io/vMAP.
Single-Image Piece-wise Planar 3D Reconstruction via Associative Embedding
Single-image piece-wise planar 3D reconstruction aims to simultaneously segment plane instances and recover 3D plane parameters from an image. Most recent approaches leverage convolutional neural networks (CNNs) and achieve promising results. However, these methods are limited to detecting a fixed number of planes with certain learned order. To tackle this problem, we propose a novel two-stage method based on associative embedding, inspired by its recent success in instance segmentation. In the first stage, we train a CNN to map each pixel to an embedding space where pixels from the same plane instance have similar embeddings. Then, the plane instances are obtained by grouping the embedding vectors in planar regions via an efficient mean shift clustering algorithm. In the second stage, we estimate the parameter for each plane instance by considering both pixel-level and instance-level consistencies. With the proposed method, we are able to detect an arbitrary number of planes. Extensive experiments on public datasets validate the effectiveness and efficiency of our method. Furthermore, our method runs at 30 fps at the testing time, thus could facilitate many real-time applications such as visual SLAM and human-robot interaction. Code is available at https://github.com/svip-lab/PlanarReconstruction.
Volumetric Wireframe Parsing from Neural Attraction Fields
The primal sketch is a fundamental representation in Marr's vision theory, which allows for parsimonious image-level processing from 2D to 2.5D perception. This paper takes a further step by computing 3D primal sketch of wireframes from a set of images with known camera poses, in which we take the 2D wireframes in multi-view images as the basis to compute 3D wireframes in a volumetric rendering formulation. In our method, we first propose a NEural Attraction (NEAT) Fields that parameterizes the 3D line segments with coordinate Multi-Layer Perceptrons (MLPs), enabling us to learn the 3D line segments from 2D observation without incurring any explicit feature correspondences across views. We then present a novel Global Junction Perceiving (GJP) module to perceive meaningful 3D junctions from the NEAT Fields of 3D line segments by optimizing a randomly initialized high-dimensional latent array and a lightweight decoding MLP. Benefitting from our explicit modeling of 3D junctions, we finally compute the primal sketch of 3D wireframes by attracting the queried 3D line segments to the 3D junctions, significantly simplifying the computation paradigm of 3D wireframe parsing. In experiments, we evaluate our approach on the DTU and BlendedMVS datasets with promising performance obtained. As far as we know, our method is the first approach to achieve high-fidelity 3D wireframe parsing without requiring explicit matching.
Self-Adapting Large Visual-Language Models to Edge Devices across Visual Modalities
Recent advancements in Vision-Language (VL) models have sparked interest in their deployment on edge devices, yet challenges in handling diverse visual modalities, manual annotation, and computational constraints remain. We introduce EdgeVL, a novel framework that bridges this gap by seamlessly integrating dual-modality knowledge distillation and quantization-aware contrastive learning. This approach enables the adaptation of large VL models, like CLIP, for efficient use with both RGB and non-RGB images on resource-limited devices without the need for manual annotations. EdgeVL not only transfers visual language alignment capabilities to compact models but also maintains feature quality post-quantization, significantly enhancing open-vocabulary classification performance across various visual modalities. Our work represents the first systematic effort to adapt large VL models for edge deployment, showcasing up to 15.4% accuracy improvements on multiple datasets and up to 93-fold reduction in model size.
MPI-Flow: Learning Realistic Optical Flow with Multiplane Images
The accuracy of learning-based optical flow estimation models heavily relies on the realism of the training datasets. Current approaches for generating such datasets either employ synthetic data or generate images with limited realism. However, the domain gap of these data with real-world scenes constrains the generalization of the trained model to real-world applications. To address this issue, we investigate generating realistic optical flow datasets from real-world images. Firstly, to generate highly realistic new images, we construct a layered depth representation, known as multiplane images (MPI), from single-view images. This allows us to generate novel view images that are highly realistic. To generate optical flow maps that correspond accurately to the new image, we calculate the optical flows of each plane using the camera matrix and plane depths. We then project these layered optical flows into the output optical flow map with volume rendering. Secondly, to ensure the realism of motion, we present an independent object motion module that can separate the camera and dynamic object motion in MPI. This module addresses the deficiency in MPI-based single-view methods, where optical flow is generated only by camera motion and does not account for any object movement. We additionally devise a depth-aware inpainting module to merge new images with dynamic objects and address unnatural motion occlusions. We show the superior performance of our method through extensive experiments on real-world datasets. Moreover, our approach achieves state-of-the-art performance in both unsupervised and supervised training of learning-based models. The code will be made publicly available at: https://github.com/Sharpiless/MPI-Flow.
TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models
Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.
Lightplane: Highly-Scalable Components for Neural 3D Fields
Contemporary 3D research, particularly in reconstruction and generation, heavily relies on 2D images for inputs or supervision. However, current designs for these 2D-3D mapping are memory-intensive, posing a significant bottleneck for existing methods and hindering new applications. In response, we propose a pair of highly scalable components for 3D neural fields: Lightplane Render and Splatter, which significantly reduce memory usage in 2D-3D mapping. These innovations enable the processing of vastly more and higher resolution images with small memory and computational costs. We demonstrate their utility in various applications, from benefiting single-scene optimization with image-level losses to realizing a versatile pipeline for dramatically scaling 3D reconstruction and generation. Code: https://github.com/facebookresearch/lightplane.
Plane2Depth: Hierarchical Adaptive Plane Guidance for Monocular Depth Estimation
Monocular depth estimation aims to infer a dense depth map from a single image, which is a fundamental and prevalent task in computer vision. Many previous works have shown impressive depth estimation results through carefully designed network structures, but they usually ignore the planar information and therefore perform poorly in low-texture areas of indoor scenes. In this paper, we propose Plane2Depth, which adaptively utilizes plane information to improve depth prediction within a hierarchical framework. Specifically, in the proposed plane guided depth generator (PGDG), we design a set of plane queries as prototypes to softly model planes in the scene and predict per-pixel plane coefficients. Then the predicted plane coefficients can be converted into metric depth values with the pinhole camera model. In the proposed adaptive plane query aggregation (APGA) module, we introduce a novel feature interaction approach to improve the aggregation of multi-scale plane features in a top-down manner. Extensive experiments show that our method can achieve outstanding performance, especially in low-texture or repetitive areas. Furthermore, under the same backbone network, our method outperforms the state-of-the-art methods on the NYU-Depth-v2 dataset, achieves competitive results with state-of-the-art methods KITTI dataset and can be generalized to unseen scenes effectively.
Hyperbolic Geometric Latent Diffusion Model for Graph Generation
Diffusion models have made significant contributions to computer vision, sparking a growing interest in the community recently regarding the application of them to graph generation. Existing discrete graph diffusion models exhibit heightened computational complexity and diminished training efficiency. A preferable and natural way is to directly diffuse the graph within the latent space. However, due to the non-Euclidean structure of graphs is not isotropic in the latent space, the existing latent diffusion models effectively make it difficult to capture and preserve the topological information of graphs. To address the above challenges, we propose a novel geometrically latent diffusion framework HypDiff. Specifically, we first establish a geometrically latent space with interpretability measures based on hyperbolic geometry, to define anisotropic latent diffusion processes for graphs. Then, we propose a geometrically latent diffusion process that is constrained by both radial and angular geometric properties, thereby ensuring the preservation of the original topological properties in the generative graphs. Extensive experimental results demonstrate the superior effectiveness of HypDiff for graph generation with various topologies.
BEVBert: Multimodal Map Pre-training for Language-guided Navigation
Large-scale pre-training has shown promising results on the vision-and-language navigation (VLN) task. However, most existing pre-training methods employ discrete panoramas to learn visual-textual associations. This requires the model to implicitly correlate incomplete, duplicate observations within the panoramas, which may impair an agent's spatial understanding. Thus, we propose a new map-based pre-training paradigm that is spatial-aware for use in VLN. Concretely, we build a local metric map to explicitly aggregate incomplete observations and remove duplicates, while modeling navigation dependency in a global topological map. This hybrid design can balance the demand of VLN for both short-term reasoning and long-term planning. Then, based on the hybrid map, we devise a pre-training framework to learn a multimodal map representation, which enhances spatial-aware cross-modal reasoning thereby facilitating the language-guided navigation goal. Extensive experiments demonstrate the effectiveness of the map-based pre-training route for VLN, and the proposed method achieves state-of-the-art on four VLN benchmarks.
Ghost on the Shell: An Expressive Representation of General 3D Shapes
The creation of photorealistic virtual worlds requires the accurate modeling of 3D surface geometry for a wide range of objects. For this, meshes are appealing since they 1) enable fast physics-based rendering with realistic material and lighting, 2) support physical simulation, and 3) are memory-efficient for modern graphics pipelines. Recent work on reconstructing and statistically modeling 3D shape, however, has critiqued meshes as being topologically inflexible. To capture a wide range of object shapes, any 3D representation must be able to model solid, watertight, shapes as well as thin, open, surfaces. Recent work has focused on the former, and methods for reconstructing open surfaces do not support fast reconstruction with material and lighting or unconditional generative modelling. Inspired by the observation that open surfaces can be seen as islands floating on watertight surfaces, we parameterize open surfaces by defining a manifold signed distance field on watertight templates. With this parameterization, we further develop a grid-based and differentiable representation that parameterizes both watertight and non-watertight meshes of arbitrary topology. Our new representation, called Ghost-on-the-Shell (G-Shell), enables two important applications: differentiable rasterization-based reconstruction from multiview images and generative modelling of non-watertight meshes. We empirically demonstrate that G-Shell achieves state-of-the-art performance on non-watertight mesh reconstruction and generation tasks, while also performing effectively for watertight meshes.
GRF: Learning a General Radiance Field for 3D Representation and Rendering
We present a simple yet powerful neural network that implicitly represents and renders 3D objects and scenes only from 2D observations. The network models 3D geometries as a general radiance field, which takes a set of 2D images with camera poses and intrinsics as input, constructs an internal representation for each point of the 3D space, and then renders the corresponding appearance and geometry of that point viewed from an arbitrary position. The key to our approach is to learn local features for each pixel in 2D images and to then project these features to 3D points, thus yielding general and rich point representations. We additionally integrate an attention mechanism to aggregate pixel features from multiple 2D views, such that visual occlusions are implicitly taken into account. Extensive experiments demonstrate that our method can generate high-quality and realistic novel views for novel objects, unseen categories and challenging real-world scenes.
3D-aware Image Generation using 2D Diffusion Models
In this paper, we introduce a novel 3D-aware image generation method that leverages 2D diffusion models. We formulate the 3D-aware image generation task as multiview 2D image set generation, and further to a sequential unconditional-conditional multiview image generation process. This allows us to utilize 2D diffusion models to boost the generative modeling power of the method. Additionally, we incorporate depth information from monocular depth estimators to construct the training data for the conditional diffusion model using only still images. We train our method on a large-scale dataset, i.e., ImageNet, which is not addressed by previous methods. It produces high-quality images that significantly outperform prior methods. Furthermore, our approach showcases its capability to generate instances with large view angles, even though the training images are diverse and unaligned, gathered from "in-the-wild" real-world environments.
Robust Graph Structure Learning via Multiple Statistical Tests
Graph structure learning aims to learn connectivity in a graph from data. It is particularly important for many computer vision related tasks since no explicit graph structure is available for images for most cases. A natural way to construct a graph among images is to treat each image as a node and assign pairwise image similarities as weights to corresponding edges. It is well known that pairwise similarities between images are sensitive to the noise in feature representations, leading to unreliable graph structures. We address this problem from the viewpoint of statistical tests. By viewing the feature vector of each node as an independent sample, the decision of whether creating an edge between two nodes based on their similarity in feature representation can be thought as a {it single} statistical test. To improve the robustness in the decision of creating an edge, multiple samples are drawn and integrated by {it multiple} statistical tests to generate a more reliable similarity measure, consequentially more reliable graph structure. The corresponding elegant matrix form named B-Attention is designed for efficiency. The effectiveness of multiple tests for graph structure learning is verified both theoretically and empirically on multiple clustering and ReID benchmark datasets. Source codes are available at https://github.com/Thomas-wyh/B-Attention.
Map It Anywhere (MIA): Empowering Bird's Eye View Mapping using Large-scale Public Data
Top-down Bird's Eye View (BEV) maps are a popular representation for ground robot navigation due to their richness and flexibility for downstream tasks. While recent methods have shown promise for predicting BEV maps from First-Person View (FPV) images, their generalizability is limited to small regions captured by current autonomous vehicle-based datasets. In this context, we show that a more scalable approach towards generalizable map prediction can be enabled by using two large-scale crowd-sourced mapping platforms, Mapillary for FPV images and OpenStreetMap for BEV semantic maps. We introduce Map It Anywhere (MIA), a data engine that enables seamless curation and modeling of labeled map prediction data from existing open-source map platforms. Using our MIA data engine, we display the ease of automatically collecting a dataset of 1.2 million pairs of FPV images & BEV maps encompassing diverse geographies, landscapes, environmental factors, camera models & capture scenarios. We further train a simple camera model-agnostic model on this data for BEV map prediction. Extensive evaluations using established benchmarks and our dataset show that the data curated by MIA enables effective pretraining for generalizable BEV map prediction, with zero-shot performance far exceeding baselines trained on existing datasets by 35%. Our analysis highlights the promise of using large-scale public maps for developing & testing generalizable BEV perception, paving the way for more robust autonomous navigation.
TutteNet: Injective 3D Deformations by Composition of 2D Mesh Deformations
This work proposes a novel representation of injective deformations of 3D space, which overcomes existing limitations of injective methods: inaccuracy, lack of robustness, and incompatibility with general learning and optimization frameworks. The core idea is to reduce the problem to a deep composition of multiple 2D mesh-based piecewise-linear maps. Namely, we build differentiable layers that produce mesh deformations through Tutte's embedding (guaranteed to be injective in 2D), and compose these layers over different planes to create complex 3D injective deformations of the 3D volume. We show our method provides the ability to efficiently and accurately optimize and learn complex deformations, outperforming other injective approaches. As a main application, we produce complex and artifact-free NeRF and SDF deformations.
Shaded Route Planning Using Active Segmentation and Identification of Satellite Images
Heatwaves pose significant health risks, particularly due to prolonged exposure to high summer temperatures. Vulnerable groups, especially pedestrians and cyclists on sun-exposed sidewalks, motivate the development of a route planning method that incorporates somatosensory temperature effects through shade ratio consideration. This paper is the first to introduce a pipeline that utilizes segmentation foundation models to extract shaded areas from high-resolution satellite images. These areas are then integrated into a multi-layered road map, enabling users to customize routes based on a balance between distance and shade exposure, thereby enhancing comfort and health during outdoor activities. Specifically, we construct a graph-based representation of the road map, where links indicate connectivity and are updated with shade ratio data for dynamic route planning. This system is already implemented online, with a video demonstration, and will be specifically adapted to assist travelers during the 2024 Olympic Games in Paris.
MeshFormer: High-Quality Mesh Generation with 3D-Guided Reconstruction Model
Open-world 3D reconstruction models have recently garnered significant attention. However, without sufficient 3D inductive bias, existing methods typically entail expensive training costs and struggle to extract high-quality 3D meshes. In this work, we introduce MeshFormer, a sparse-view reconstruction model that explicitly leverages 3D native structure, input guidance, and training supervision. Specifically, instead of using a triplane representation, we store features in 3D sparse voxels and combine transformers with 3D convolutions to leverage an explicit 3D structure and projective bias. In addition to sparse-view RGB input, we require the network to take input and generate corresponding normal maps. The input normal maps can be predicted by 2D diffusion models, significantly aiding in the guidance and refinement of the geometry's learning. Moreover, by combining Signed Distance Function (SDF) supervision with surface rendering, we directly learn to generate high-quality meshes without the need for complex multi-stage training processes. By incorporating these explicit 3D biases, MeshFormer can be trained efficiently and deliver high-quality textured meshes with fine-grained geometric details. It can also be integrated with 2D diffusion models to enable fast single-image-to-3D and text-to-3D tasks. Project page: https://meshformer3d.github.io
EchoScene: Indoor Scene Generation via Information Echo over Scene Graph Diffusion
We present EchoScene, an interactive and controllable generative model that generates 3D indoor scenes on scene graphs. EchoScene leverages a dual-branch diffusion model that dynamically adapts to scene graphs. Existing methods struggle to handle scene graphs due to varying numbers of nodes, multiple edge combinations, and manipulator-induced node-edge operations. EchoScene overcomes this by associating each node with a denoising process and enables collaborative information exchange, enhancing controllable and consistent generation aware of global constraints. This is achieved through an information echo scheme in both shape and layout branches. At every denoising step, all processes share their denoising data with an information exchange unit that combines these updates using graph convolution. The scheme ensures that the denoising processes are influenced by a holistic understanding of the scene graph, facilitating the generation of globally coherent scenes. The resulting scenes can be manipulated during inference by editing the input scene graph and sampling the noise in the diffusion model. Extensive experiments validate our approach, which maintains scene controllability and surpasses previous methods in generation fidelity. Moreover, the generated scenes are of high quality and thus directly compatible with off-the-shelf texture generation. Code and trained models are open-sourced.
GlobalMapper: Arbitrary-Shaped Urban Layout Generation
Modeling and designing urban building layouts is of significant interest in computer vision, computer graphics, and urban applications. A building layout consists of a set of buildings in city blocks defined by a network of roads. We observe that building layouts are discrete structures, consisting of multiple rows of buildings of various shapes, and are amenable to skeletonization for mapping arbitrary city block shapes to a canonical form. Hence, we propose a fully automatic approach to building layout generation using graph attention networks. Our method generates realistic urban layouts given arbitrary road networks, and enables conditional generation based on learned priors. Our results, including user study, demonstrate superior performance as compared to prior layout generation networks, support arbitrary city block and varying building shapes as demonstrated by generating layouts for 28 large cities.
AlphaTablets: A Generic Plane Representation for 3D Planar Reconstruction from Monocular Videos
We introduce AlphaTablets, a novel and generic representation of 3D planes that features continuous 3D surface and precise boundary delineation. By representing 3D planes as rectangles with alpha channels, AlphaTablets combine the advantages of current 2D and 3D plane representations, enabling accurate, consistent and flexible modeling of 3D planes. We derive differentiable rasterization on top of AlphaTablets to efficiently render 3D planes into images, and propose a novel bottom-up pipeline for 3D planar reconstruction from monocular videos. Starting with 2D superpixels and geometric cues from pre-trained models, we initialize 3D planes as AlphaTablets and optimize them via differentiable rendering. An effective merging scheme is introduced to facilitate the growth and refinement of AlphaTablets. Through iterative optimization and merging, we reconstruct complete and accurate 3D planes with solid surfaces and clear boundaries. Extensive experiments on the ScanNet dataset demonstrate state-of-the-art performance in 3D planar reconstruction, underscoring the great potential of AlphaTablets as a generic 3D plane representation for various applications. Project page is available at: https://hyzcluster.github.io/alphatablets
AutomaTikZ: Text-Guided Synthesis of Scientific Vector Graphics with TikZ
Generating bitmap graphics from text has gained considerable attention, yet for scientific figures, vector graphics are often preferred. Given that vector graphics are typically encoded using low-level graphics primitives, generating them directly is difficult. To address this, we propose the use of TikZ, a well-known abstract graphics language that can be compiled to vector graphics, as an intermediate representation of scientific figures. TikZ offers human-oriented, high-level commands, thereby facilitating conditional language modeling with any large language model. To this end, we introduce DaTikZ the first large-scale TikZ dataset, consisting of 120k TikZ drawings aligned with captions. We fine-tune LLaMA on DaTikZ, as well as our new model CLiMA, which augments LLaMA with multimodal CLIP embeddings. In both human and automatic evaluation, CLiMA and LLaMA outperform commercial GPT-4 and Claude 2 in terms of similarity to human-created figures, with CLiMA additionally improving text-image alignment. Our detailed analysis shows that all models generalize well and are not susceptible to memorization. GPT-4 and Claude 2, however, tend to generate more simplistic figures compared to both humans and our models. We make our framework, AutomaTikZ, along with model weights and datasets, publicly available.
InstructG2I: Synthesizing Images from Multimodal Attributed Graphs
In this paper, we approach an overlooked yet critical task Graph2Image: generating images from multimodal attributed graphs (MMAGs). This task poses significant challenges due to the explosion in graph size, dependencies among graph entities, and the need for controllability in graph conditions. To address these challenges, we propose a graph context-conditioned diffusion model called InstructG2I. InstructG2I first exploits the graph structure and multimodal information to conduct informative neighbor sampling by combining personalized page rank and re-ranking based on vision-language features. Then, a Graph-QFormer encoder adaptively encodes the graph nodes into an auxiliary set of graph prompts to guide the denoising process of diffusion. Finally, we propose graph classifier-free guidance, enabling controllable generation by varying the strength of graph guidance and multiple connected edges to a node. Extensive experiments conducted on three datasets from different domains demonstrate the effectiveness and controllability of our approach. The code is available at https://github.com/PeterGriffinJin/InstructG2I.
SGAligner : 3D Scene Alignment with Scene Graphs
Building 3D scene graphs has recently emerged as a topic in scene representation for several embodied AI applications to represent the world in a structured and rich manner. With their increased use in solving downstream tasks (eg, navigation and room rearrangement), can we leverage and recycle them for creating 3D maps of environments, a pivotal step in agent operation? We focus on the fundamental problem of aligning pairs of 3D scene graphs whose overlap can range from zero to partial and can contain arbitrary changes. We propose SGAligner, the first method for aligning pairs of 3D scene graphs that is robust to in-the-wild scenarios (ie, unknown overlap -- if any -- and changes in the environment). We get inspired by multi-modality knowledge graphs and use contrastive learning to learn a joint, multi-modal embedding space. We evaluate on the 3RScan dataset and further showcase that our method can be used for estimating the transformation between pairs of 3D scenes. Since benchmarks for these tasks are missing, we create them on this dataset. The code, benchmark, and trained models are available on the project website.
MVDD: Multi-View Depth Diffusion Models
Denoising diffusion models have demonstrated outstanding results in 2D image generation, yet it remains a challenge to replicate its success in 3D shape generation. In this paper, we propose leveraging multi-view depth, which represents complex 3D shapes in a 2D data format that is easy to denoise. We pair this representation with a diffusion model, MVDD, that is capable of generating high-quality dense point clouds with 20K+ points with fine-grained details. To enforce 3D consistency in multi-view depth, we introduce an epipolar line segment attention that conditions the denoising step for a view on its neighboring views. Additionally, a depth fusion module is incorporated into diffusion steps to further ensure the alignment of depth maps. When augmented with surface reconstruction, MVDD can also produce high-quality 3D meshes. Furthermore, MVDD stands out in other tasks such as depth completion, and can serve as a 3D prior, significantly boosting many downstream tasks, such as GAN inversion. State-of-the-art results from extensive experiments demonstrate MVDD's excellent ability in 3D shape generation, depth completion, and its potential as a 3D prior for downstream tasks.
Self-supervised Deep Reinforcement Learning with Generalized Computation Graphs for Robot Navigation
Enabling robots to autonomously navigate complex environments is essential for real-world deployment. Prior methods approach this problem by having the robot maintain an internal map of the world, and then use a localization and planning method to navigate through the internal map. However, these approaches often include a variety of assumptions, are computationally intensive, and do not learn from failures. In contrast, learning-based methods improve as the robot acts in the environment, but are difficult to deploy in the real-world due to their high sample complexity. To address the need to learn complex policies with few samples, we propose a generalized computation graph that subsumes value-based model-free methods and model-based methods, with specific instantiations interpolating between model-free and model-based. We then instantiate this graph to form a navigation model that learns from raw images and is sample efficient. Our simulated car experiments explore the design decisions of our navigation model, and show our approach outperforms single-step and N-step double Q-learning. We also evaluate our approach on a real-world RC car and show it can learn to navigate through a complex indoor environment with a few hours of fully autonomous, self-supervised training. Videos of the experiments and code can be found at github.com/gkahn13/gcg
A Graph is Worth K Words: Euclideanizing Graph using Pure Transformer
Can we model non-Euclidean graphs as pure language or even Euclidean vectors while retaining their inherent information? The non-Euclidean property have posed a long term challenge in graph modeling. Despite recent GNN and Graphformer efforts encoding graphs as Euclidean vectors, recovering original graph from the vectors remains a challenge. We introduce GraphsGPT, featuring a Graph2Seq encoder that transforms non-Euclidean graphs into learnable graph words in a Euclidean space, along with a GraphGPT decoder that reconstructs the original graph from graph words to ensure information equivalence. We pretrain GraphsGPT on 100M molecules and yield some interesting findings: (1) Pretrained Graph2Seq excels in graph representation learning, achieving state-of-the-art results on 8/9 graph classification and regression tasks. (2) Pretrained GraphGPT serves as a strong graph generator, demonstrated by its ability to perform both unconditional and conditional graph generation. (3) Graph2Seq+GraphGPT enables effective graph mixup in the Euclidean space, overcoming previously known non-Euclidean challenge. (4) Our proposed novel edge-centric GPT pretraining task is effective in graph fields, underscoring its success in both representation and generation.
Joint Generative Modeling of Scene Graphs and Images via Diffusion Models
In this paper, we present a novel generative task: joint scene graph - image generation. While previous works have explored image generation conditioned on scene graphs or layouts, our task is distinctive and important as it involves generating scene graphs themselves unconditionally from noise, enabling efficient and interpretable control for image generation. Our task is challenging, requiring the generation of plausible scene graphs with heterogeneous attributes for nodes (objects) and edges (relations among objects), including continuous object bounding boxes and discrete object and relation categories. We introduce a novel diffusion model, DiffuseSG, that jointly models the adjacency matrix along with heterogeneous node and edge attributes. We explore various types of encodings for the categorical data, relaxing it into a continuous space. With a graph transformer being the denoiser, DiffuseSG successively denoises the scene graph representation in a continuous space and discretizes the final representation to generate the clean scene graph. Additionally, we introduce an IoU regularization to enhance the empirical performance. Our model significantly outperforms existing methods in scene graph generation on the Visual Genome and COCO-Stuff datasets, both on standard and newly introduced metrics that better capture the problem complexity. Moreover, we demonstrate the additional benefits of our model in two downstream applications: 1) excelling in a series of scene graph completion tasks, and 2) improving scene graph detection models by using extra training samples generated from DiffuseSG.
SeamlessGAN: Self-Supervised Synthesis of Tileable Texture Maps
We present SeamlessGAN, a method capable of automatically generating tileable texture maps from a single input exemplar. In contrast to most existing methods, focused solely on solving the synthesis problem, our work tackles both problems, synthesis and tileability, simultaneously. Our key idea is to realize that tiling a latent space within a generative network trained using adversarial expansion techniques produces outputs with continuity at the seam intersection that can be then be turned into tileable images by cropping the central area. Since not every value of the latent space is valid to produce high-quality outputs, we leverage the discriminator as a perceptual error metric capable of identifying artifact-free textures during a sampling process. Further, in contrast to previous work on deep texture synthesis, our model is designed and optimized to work with multi-layered texture representations, enabling textures composed of multiple maps such as albedo, normals, etc. We extensively test our design choices for the network architecture, loss function and sampling parameters. We show qualitatively and quantitatively that our approach outperforms previous methods and works for textures of different types.
Transitive Invariance for Self-supervised Visual Representation Learning
Learning visual representations with self-supervised learning has become popular in computer vision. The idea is to design auxiliary tasks where labels are free to obtain. Most of these tasks end up providing data to learn specific kinds of invariance useful for recognition. In this paper, we propose to exploit different self-supervised approaches to learn representations invariant to (i) inter-instance variations (two objects in the same class should have similar features) and (ii) intra-instance variations (viewpoint, pose, deformations, illumination, etc). Instead of combining two approaches with multi-task learning, we argue to organize and reason the data with multiple variations. Specifically, we propose to generate a graph with millions of objects mined from hundreds of thousands of videos. The objects are connected by two types of edges which correspond to two types of invariance: "different instances but a similar viewpoint and category" and "different viewpoints of the same instance". By applying simple transitivity on the graph with these edges, we can obtain pairs of images exhibiting richer visual invariance. We use this data to train a Triplet-Siamese network with VGG16 as the base architecture and apply the learned representations to different recognition tasks. For object detection, we achieve 63.2% mAP on PASCAL VOC 2007 using Fast R-CNN (compare to 67.3% with ImageNet pre-training). For the challenging COCO dataset, our method is surprisingly close (23.5%) to the ImageNet-supervised counterpart (24.4%) using the Faster R-CNN framework. We also show that our network can perform significantly better than the ImageNet network in the surface normal estimation task.
3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera
A comprehensive semantic understanding of a scene is important for many applications - but in what space should diverse semantic information (e.g., objects, scene categories, material types, texture, etc.) be grounded and what should be its structure? Aspiring to have one unified structure that hosts diverse types of semantics, we follow the Scene Graph paradigm in 3D, generating a 3D Scene Graph. Given a 3D mesh and registered panoramic images, we construct a graph that spans the entire building and includes semantics on objects (e.g., class, material, and other attributes), rooms (e.g., scene category, volume, etc.) and cameras (e.g., location, etc.), as well as the relationships among these entities. However, this process is prohibitively labor heavy if done manually. To alleviate this we devise a semi-automatic framework that employs existing detection methods and enhances them using two main constraints: I. framing of query images sampled on panoramas to maximize the performance of 2D detectors, and II. multi-view consistency enforcement across 2D detections that originate in different camera locations.
XCube (X^3): Large-Scale 3D Generative Modeling using Sparse Voxel Hierarchies
We present X^3 (pronounced XCube), a novel generative model for high-resolution sparse 3D voxel grids with arbitrary attributes. Our model can generate millions of voxels with a finest effective resolution of up to 1024^3 in a feed-forward fashion without time-consuming test-time optimization. To achieve this, we employ a hierarchical voxel latent diffusion model which generates progressively higher resolution grids in a coarse-to-fine manner using a custom framework built on the highly efficient VDB data structure. Apart from generating high-resolution objects, we demonstrate the effectiveness of XCube on large outdoor scenes at scales of 100mtimes100m with a voxel size as small as 10cm. We observe clear qualitative and quantitative improvements over past approaches. In addition to unconditional generation, we show that our model can be used to solve a variety of tasks such as user-guided editing, scene completion from a single scan, and text-to-3D. More results and details can be found at https://research.nvidia.com/labs/toronto-ai/xcube/.
ECT: Fine-grained Edge Detection with Learned Cause Tokens
In this study, we tackle the challenging fine-grained edge detection task, which refers to predicting specific edges caused by reflectance, illumination, normal, and depth changes, respectively. Prior methods exploit multi-scale convolutional networks, which are limited in three aspects: (1) Convolutions are local operators while identifying the cause of edge formation requires looking at far away pixels. (2) Priors specific to edge cause are fixed in prediction heads. (3) Using separate networks for generic and fine-grained edge detection, and the constraint between them may be violated. To address these three issues, we propose a two-stage transformer-based network sequentially predicting generic edges and fine-grained edges, which has a global receptive field thanks to the attention mechanism. The prior knowledge of edge causes is formulated as four learnable cause tokens in a cause-aware decoder design. Furthermore, to encourage the consistency between generic edges and fine-grained edges, an edge aggregation and alignment loss is exploited. We evaluate our method on the public benchmark BSDS-RIND and several newly derived benchmarks, and achieve new state-of-the-art results. Our code, data, and models are publicly available at https://github.com/Daniellli/ECT.git.
Text-Based Reasoning About Vector Graphics
While large multimodal models excel in broad vision-language benchmarks, they often struggle with tasks requiring precise perception of low-level visual details, such as comparing line lengths or solving simple mazes. In particular, this failure mode persists in question-answering tasks about vector graphics -- images composed purely of 2D objects and shapes. To address this challenge, we propose the Visually Descriptive Language Model (VDLM), which performs text-based reasoning about vector graphics. VDLM leverages Scalable Vector Graphics (SVG) for a more precise visual description and first uses an off-the-shelf raster-to-SVG algorithm for encoding. Since existing language models cannot understand raw SVGs in a zero-shot setting, VDLM then bridges SVG with pretrained language models through a newly introduced intermediate symbolic representation, Primal Visual Description (PVD), comprising primitive attributes (e.g., shape, position, measurement) with their corresponding predicted values. PVD is task-agnostic and represents visual primitives that are universal across all vector graphics. It can be learned with procedurally generated (SVG, PVD) pairs and also enables the direct use of LLMs for generalization to complex reasoning tasks. By casting an image to a text-based representation, we can leverage the power of language models to learn alignment from SVG to visual primitives and generalize to unseen question-answering tasks. Empirical results show that VDLM achieves stronger zero-shot performance compared to state-of-the-art LMMs, such as GPT-4V, in various low-level multimodal perception and reasoning tasks on vector graphics. We additionally present extensive analyses on VDLM's performance, demonstrating that our framework offers better interpretability due to its disentangled perception and reasoning processes. Project page: https://mikewangwzhl.github.io/VDLM/
LDL: Line Distance Functions for Panoramic Localization
We introduce LDL, a fast and robust algorithm that localizes a panorama to a 3D map using line segments. LDL focuses on the sparse structural information of lines in the scene, which is robust to illumination changes and can potentially enable efficient computation. While previous line-based localization approaches tend to sacrifice accuracy or computation time, our method effectively observes the holistic distribution of lines within panoramic images and 3D maps. Specifically, LDL matches the distribution of lines with 2D and 3D line distance functions, which are further decomposed along principal directions of lines to increase the expressiveness. The distance functions provide coarse pose estimates by comparing the distributional information, where the poses are further optimized using conventional local feature matching. As our pipeline solely leverages line geometry and local features, it does not require costly additional training of line-specific features or correspondence matching. Nevertheless, our method demonstrates robust performance on challenging scenarios including object layout changes, illumination shifts, and large-scale scenes, while exhibiting fast pose search terminating within a matter of milliseconds. We thus expect our method to serve as a practical solution for line-based localization, and complement the well-established point-based paradigm. The code for LDL is available through the following link: https://github.com/82magnolia/panoramic-localization.
Representing 3D sparse map points and lines for camera relocalization
Recent advancements in visual localization and mapping have demonstrated considerable success in integrating point and line features. However, expanding the localization framework to include additional mapping components frequently results in increased demand for memory and computational resources dedicated to matching tasks. In this study, we show how a lightweight neural network can learn to represent both 3D point and line features, and exhibit leading pose accuracy by harnessing the power of multiple learned mappings. Specifically, we utilize a single transformer block to encode line features, effectively transforming them into distinctive point-like descriptors. Subsequently, we treat these point and line descriptor sets as distinct yet interconnected feature sets. Through the integration of self- and cross-attention within several graph layers, our method effectively refines each feature before regressing 3D maps using two simple MLPs. In comprehensive experiments, our indoor localization findings surpass those of Hloc and Limap across both point-based and line-assisted configurations. Moreover, in outdoor scenarios, our method secures a significant lead, marking the most considerable enhancement over state-of-the-art learning-based methodologies. The source code and demo videos of this work are publicly available at: https://thpjp.github.io/pl2map/
Visualizing Riemannian data with Rie-SNE
Faithful visualizations of data residing on manifolds must take the underlying geometry into account when producing a flat planar view of the data. In this paper, we extend the classic stochastic neighbor embedding (SNE) algorithm to data on general Riemannian manifolds. We replace standard Gaussian assumptions with Riemannian diffusion counterparts and propose an efficient approximation that only requires access to calculations of Riemannian distances and volumes. We demonstrate that the approach also allows for mapping data from one manifold to another, e.g. from a high-dimensional sphere to a low-dimensional one.
GaussianDreamer: Fast Generation from Text to 3D Gaussian Splatting with Point Cloud Priors
In recent times, the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency, but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation, but the 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D generation framework, named as \name, is proposed, where the 3D diffusion model provides point cloud priors for initialization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our \name can generate a high-quality 3D instance within 25 minutes on one GPU, much faster than previous methods, while the generated instances can be directly rendered in real time. Demos and code are available at https://taoranyi.com/gaussiandreamer/.
GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
We present GSD, a diffusion model approach based on Gaussian Splatting (GS) representation for 3D object reconstruction from a single view. Prior works suffer from inconsistent 3D geometry or mediocre rendering quality due to improper representations. We take a step towards resolving these shortcomings by utilizing the recent state-of-the-art 3D explicit representation, Gaussian Splatting, and an unconditional diffusion model. This model learns to generate 3D objects represented by sets of GS ellipsoids. With these strong generative 3D priors, though learning unconditionally, the diffusion model is ready for view-guided reconstruction without further model fine-tuning. This is achieved by propagating fine-grained 2D features through the efficient yet flexible splatting function and the guided denoising sampling process. In addition, a 2D diffusion model is further employed to enhance rendering fidelity, and improve reconstructed GS quality by polishing and re-using the rendered images. The final reconstructed objects explicitly come with high-quality 3D structure and texture, and can be efficiently rendered in arbitrary views. Experiments on the challenging real-world CO3D dataset demonstrate the superiority of our approach. Project page: https://yxmu.foo/GSD/{this https URL}
GridFormer: Point-Grid Transformer for Surface Reconstruction
Implicit neural networks have emerged as a crucial technology in 3D surface reconstruction. To reconstruct continuous surfaces from discrete point clouds, encoding the input points into regular grid features (plane or volume) has been commonly employed in existing approaches. However, these methods typically use the grid as an index for uniformly scattering point features. Compared with the irregular point features, the regular grid features may sacrifice some reconstruction details but improve efficiency. To take full advantage of these two types of features, we introduce a novel and high-efficiency attention mechanism between the grid and point features named Point-Grid Transformer (GridFormer). This mechanism treats the grid as a transfer point connecting the space and point cloud. Our method maximizes the spatial expressiveness of grid features and maintains computational efficiency. Furthermore, optimizing predictions over the entire space could potentially result in blurred boundaries. To address this issue, we further propose a boundary optimization strategy incorporating margin binary cross-entropy loss and boundary sampling. This approach enables us to achieve a more precise representation of the object structure. Our experiments validate that our method is effective and outperforms the state-of-the-art approaches under widely used benchmarks by producing more precise geometry reconstructions. The code is available at https://github.com/list17/GridFormer.
Sampling 3D Gaussian Scenes in Seconds with Latent Diffusion Models
We present a latent diffusion model over 3D scenes, that can be trained using only 2D image data. To achieve this, we first design an autoencoder that maps multi-view images to 3D Gaussian splats, and simultaneously builds a compressed latent representation of these splats. Then, we train a multi-view diffusion model over the latent space to learn an efficient generative model. This pipeline does not require object masks nor depths, and is suitable for complex scenes with arbitrary camera positions. We conduct careful experiments on two large-scale datasets of complex real-world scenes -- MVImgNet and RealEstate10K. We show that our approach enables generating 3D scenes in as little as 0.2 seconds, either from scratch, from a single input view, or from sparse input views. It produces diverse and high-quality results while running an order of magnitude faster than non-latent diffusion models and earlier NeRF-based generative models
Surface Reconstruction from Gaussian Splatting via Novel Stereo Views
The Gaussian splatting for radiance field rendering method has recently emerged as an efficient approach for accurate scene representation. It optimizes the location, size, color, and shape of a cloud of 3D Gaussian elements to visually match, after projection, or splatting, a set of given images taken from various viewing directions. And yet, despite the proximity of Gaussian elements to the shape boundaries, direct surface reconstruction of objects in the scene is a challenge. We propose a novel approach for surface reconstruction from Gaussian splatting models. Rather than relying on the Gaussian elements' locations as a prior for surface reconstruction, we leverage the superior novel-view synthesis capabilities of 3DGS. To that end, we use the Gaussian splatting model to render pairs of stereo-calibrated novel views from which we extract depth profiles using a stereo matching method. We then combine the extracted RGB-D images into a geometrically consistent surface. The resulting reconstruction is more accurate and shows finer details when compared to other methods for surface reconstruction from Gaussian splatting models, while requiring significantly less compute time compared to other surface reconstruction methods. We performed extensive testing of the proposed method on in-the-wild scenes, taken by a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the proposed method on the Tanks and Temples benchmark, and it has surpassed the current leading method for surface reconstruction from Gaussian splatting models. Project page: https://gs2mesh.github.io/.
MapSAM: Adapting Segment Anything Model for Automated Feature Detection in Historical Maps
Automated feature detection in historical maps can significantly accelerate the reconstruction of the geospatial past. However, this process is often constrained by the time-consuming task of manually digitizing sufficient high-quality training data. The emergence of visual foundation models, such as the Segment Anything Model (SAM), offers a promising solution due to their remarkable generalization capabilities and rapid adaptation to new data distributions. Despite this, directly applying SAM in a zero-shot manner to historical map segmentation poses significant challenges, including poor recognition of certain geospatial features and a reliance on input prompts, which limits its ability to be fully automated. To address these challenges, we introduce MapSAM, a parameter-efficient fine-tuning strategy that adapts SAM into a prompt-free and versatile solution for various downstream historical map segmentation tasks. Specifically, we employ Weight-Decomposed Low-Rank Adaptation (DoRA) to integrate domain-specific knowledge into the image encoder. Additionally, we develop an automatic prompt generation process, eliminating the need for manual input. We further enhance the positional prompt in SAM, transforming it into a higher-level positional-semantic prompt, and modify the cross-attention mechanism in the mask decoder with masked attention for more effective feature aggregation. The proposed MapSAM framework demonstrates promising performance across two distinct historical map segmentation tasks: one focused on linear features and the other on areal features. Experimental results show that it adapts well to various features, even when fine-tuned with extremely limited data (e.g. 10 shots).
Charting and Navigating Hugging Face's Model Atlas
As there are now millions of publicly available neural networks, searching and analyzing large model repositories becomes increasingly important. Navigating so many models requires an atlas, but as most models are poorly documented charting such an atlas is challenging. To explore the hidden potential of model repositories, we chart a preliminary atlas representing the documented fraction of Hugging Face. It provides stunning visualizations of the model landscape and evolution. We demonstrate several applications of this atlas including predicting model attributes (e.g., accuracy), and analyzing trends in computer vision models. However, as the current atlas remains incomplete, we propose a method for charting undocumented regions. Specifically, we identify high-confidence structural priors based on dominant real-world model training practices. Leveraging these priors, our approach enables accurate mapping of previously undocumented areas of the atlas. We publicly release our datasets, code, and interactive atlas.
Unpaired Multi-domain Attribute Translation of 3D Facial Shapes with a Square and Symmetric Geometric Map
While impressive progress has recently been made in image-oriented facial attribute translation, shape-oriented 3D facial attribute translation remains an unsolved issue. This is primarily limited by the lack of 3D generative models and ineffective usage of 3D facial data. We propose a learning framework for 3D facial attribute translation to relieve these limitations. Firstly, we customize a novel geometric map for 3D shape representation and embed it in an end-to-end generative adversarial network. The geometric map represents 3D shapes symmetrically on a square image grid, while preserving the neighboring relationship of 3D vertices in a local least-square sense. This enables effective learning for the latent representation of data with different attributes. Secondly, we employ a unified and unpaired learning framework for multi-domain attribute translation. It not only makes effective usage of data correlation from multiple domains, but also mitigates the constraint for hardly accessible paired data. Finally, we propose a hierarchical architecture for the discriminator to guarantee robust results against both global and local artifacts. We conduct extensive experiments to demonstrate the advantage of the proposed framework over the state-of-the-art in generating high-fidelity facial shapes. Given an input 3D facial shape, the proposed framework is able to synthesize novel shapes of different attributes, which covers some downstream applications, such as expression transfer, gender translation, and aging. Code at https://github.com/NaughtyZZ/3D_facial_shape_attribute_translation_ssgmap.
EfficientDreamer: High-Fidelity and Robust 3D Creation via Orthogonal-view Diffusion Prior
While the image diffusion model has made significant strides in text-driven 3D content creation, it often falls short in accurately capturing the intended meaning of the text prompt, particularly with respect to direction information. This shortcoming gives rise to the Janus problem, where multi-faced 3D models are produced with the guidance of such diffusion models. In this paper, we present a robust pipeline for generating high-fidelity 3D content with orthogonal-view image guidance. Specifically, we introduce a novel 2D diffusion model that generates an image consisting of four orthogonal-view sub-images for the given text prompt. The 3D content is then created with this diffusion model, which enhances 3D consistency and provides strong structured semantic priors. This addresses the infamous Janus problem and significantly promotes generation efficiency. Additionally, we employ a progressive 3D synthesis strategy that results in substantial improvement in the quality of the created 3D contents. Both quantitative and qualitative evaluations show that our method demonstrates a significant improvement over previous text-to-3D techniques.
StrokeNUWA: Tokenizing Strokes for Vector Graphic Synthesis
To leverage LLMs for visual synthesis, traditional methods convert raster image information into discrete grid tokens through specialized visual modules, while disrupting the model's ability to capture the true semantic representation of visual scenes. This paper posits that an alternative representation of images, vector graphics, can effectively surmount this limitation by enabling a more natural and semantically coherent segmentation of the image information. Thus, we introduce StrokeNUWA, a pioneering work exploring a better visual representation ''stroke tokens'' on vector graphics, which is inherently visual semantics rich, naturally compatible with LLMs, and highly compressed. Equipped with stroke tokens, StrokeNUWA can significantly surpass traditional LLM-based and optimization-based methods across various metrics in the vector graphic generation task. Besides, StrokeNUWA achieves up to a 94x speedup in inference over the speed of prior methods with an exceptional SVG code compression ratio of 6.9%.
Build-A-Scene: Interactive 3D Layout Control for Diffusion-Based Image Generation
We propose a diffusion-based approach for Text-to-Image (T2I) generation with interactive 3D layout control. Layout control has been widely studied to alleviate the shortcomings of T2I diffusion models in understanding objects' placement and relationships from text descriptions. Nevertheless, existing approaches for layout control are limited to 2D layouts, require the user to provide a static layout beforehand, and fail to preserve generated images under layout changes. This makes these approaches unsuitable for applications that require 3D object-wise control and iterative refinements, e.g., interior design and complex scene generation. To this end, we leverage the recent advancements in depth-conditioned T2I models and propose a novel approach for interactive 3D layout control. We replace the traditional 2D boxes used in layout control with 3D boxes. Furthermore, we revamp the T2I task as a multi-stage generation process, where at each stage, the user can insert, change, and move an object in 3D while preserving objects from earlier stages. We achieve this through our proposed Dynamic Self-Attention (DSA) module and the consistent 3D object translation strategy. Experiments show that our approach can generate complicated scenes based on 3D layouts, boosting the object generation success rate over the standard depth-conditioned T2I methods by 2x. Moreover, it outperforms other methods in comparison in preserving objects under layout changes. Project Page: https://abdo-eldesokey.github.io/build-a-scene/
Controllable Text-to-Image Generation with GPT-4
Current text-to-image generation models often struggle to follow textual instructions, especially the ones requiring spatial reasoning. On the other hand, Large Language Models (LLMs), such as GPT-4, have shown remarkable precision in generating code snippets for sketching out text inputs graphically, e.g., via TikZ. In this work, we introduce Control-GPT to guide the diffusion-based text-to-image pipelines with programmatic sketches generated by GPT-4, enhancing their abilities for instruction following. Control-GPT works by querying GPT-4 to write TikZ code, and the generated sketches are used as references alongside the text instructions for diffusion models (e.g., ControlNet) to generate photo-realistic images. One major challenge to training our pipeline is the lack of a dataset containing aligned text, images, and sketches. We address the issue by converting instance masks in existing datasets into polygons to mimic the sketches used at test time. As a result, Control-GPT greatly boosts the controllability of image generation. It establishes a new state-of-art on the spatial arrangement and object positioning generation and enhances users' control of object positions, sizes, etc., nearly doubling the accuracy of prior models. Our work, as a first attempt, shows the potential for employing LLMs to enhance the performance in computer vision tasks.
3DILG: Irregular Latent Grids for 3D Generative Modeling
We propose a new representation for encoding 3D shapes as neural fields. The representation is designed to be compatible with the transformer architecture and to benefit both shape reconstruction and shape generation. Existing works on neural fields are grid-based representations with latents defined on a regular grid. In contrast, we define latents on irregular grids, enabling our representation to be sparse and adaptive. In the context of shape reconstruction from point clouds, our shape representation built on irregular grids improves upon grid-based methods in terms of reconstruction accuracy. For shape generation, our representation promotes high-quality shape generation using auto-regressive probabilistic models. We show different applications that improve over the current state of the art. First, we show results for probabilistic shape reconstruction from a single higher resolution image. Second, we train a probabilistic model conditioned on very low resolution images. Third, we apply our model to category-conditioned generation. All probabilistic experiments confirm that we are able to generate detailed and high quality shapes to yield the new state of the art in generative 3D shape modeling.
Aggregated Attributions for Explanatory Analysis of 3D Segmentation Models
Analysis of 3D segmentation models, especially in the context of medical imaging, is often limited to segmentation performance metrics that overlook the crucial aspect of explainability and bias. Currently, effectively explaining these models with saliency maps is challenging due to the high dimensions of input images multiplied by the ever-growing number of segmented class labels. To this end, we introduce Agg^2Exp, a methodology for aggregating fine-grained voxel attributions of the segmentation model's predictions. Unlike classical explanation methods that primarily focus on the local feature attribution, Agg^2Exp enables a more comprehensive global view on the importance of predicted segments in 3D images. Our benchmarking experiments show that gradient-based voxel attributions are more faithful to the model's predictions than perturbation-based explanations. As a concrete use-case, we apply Agg^2Exp to discover knowledge acquired by the Swin UNEt TRansformer model trained on the TotalSegmentator v2 dataset for segmenting anatomical structures in computed tomography medical images. Agg^2Exp facilitates the explanatory analysis of large segmentation models beyond their predictive performance.
MeshSegmenter: Zero-Shot Mesh Semantic Segmentation via Texture Synthesis
We present MeshSegmenter, a simple yet effective framework designed for zero-shot 3D semantic segmentation. This model successfully extends the powerful capabilities of 2D segmentation models to 3D meshes, delivering accurate 3D segmentation across diverse meshes and segment descriptions. Specifically, our model leverages the Segment Anything Model (SAM) model to segment the target regions from images rendered from the 3D shape. In light of the importance of the texture for segmentation, we also leverage the pretrained stable diffusion model to generate images with textures from 3D shape, and leverage SAM to segment the target regions from images with textures. Textures supplement the shape for segmentation and facilitate accurate 3D segmentation even in geometrically non-prominent areas, such as segmenting a car door within a car mesh. To achieve the 3D segments, we render 2D images from different views and conduct segmentation for both textured and untextured images. Lastly, we develop a multi-view revoting scheme that integrates 2D segmentation results and confidence scores from various views onto the 3D mesh, ensuring the 3D consistency of segmentation results and eliminating inaccuracies from specific perspectives. Through these innovations, MeshSegmenter offers stable and reliable 3D segmentation results both quantitatively and qualitatively, highlighting its potential as a transformative tool in the field of 3D zero-shot segmentation. The code is available at https://github.com/zimingzhong/MeshSegmenter.
The Topology and Geometry of Neural Representations
A central question for neuroscience is how to characterize brain representations of perceptual and cognitive content. An ideal characterization should distinguish different functional regions with robustness to noise and idiosyncrasies of individual brains that do not correspond to computational differences. Previous studies have characterized brain representations by their representational geometry, which is defined by the representational dissimilarity matrix (RDM), a summary statistic that abstracts from the roles of individual neurons (or responses channels) and characterizes the discriminability of stimuli. Here we explore a further step of abstraction: from the geometry to the topology of brain representations. We propose topological representational similarity analysis (tRSA), an extension of representational similarity analysis (RSA) that uses a family of geo-topological summary statistics that generalizes the RDM to characterize the topology while de-emphasizing the geometry. We evaluate this new family of statistics in terms of the sensitivity and specificity for model selection using both simulations and functional MRI (fMRI) data. In the simulations, the ground truth is a data-generating layer representation in a neural network model and the models are the same and other layers in different model instances (trained from different random seeds). In fMRI, the ground truth is a visual area and the models are the same and other areas measured in different subjects. Results show that topology-sensitive characterizations of population codes are robust to noise and interindividual variability and maintain excellent sensitivity to the unique representational signatures of different neural network layers and brain regions.
Graph Density-Aware Losses for Novel Compositions in Scene Graph Generation
Scene graph generation (SGG) aims to predict graph-structured descriptions of input images, in the form of objects and relationships between them. This task is becoming increasingly useful for progress at the interface of vision and language. Here, it is important - yet challenging - to perform well on novel (zero-shot) or rare (few-shot) compositions of objects and relationships. In this paper, we identify two key issues that limit such generalization. Firstly, we show that the standard loss used in this task is unintentionally a function of scene graph density. This leads to the neglect of individual edges in large sparse graphs during training, even though these contain diverse few-shot examples that are important for generalization. Secondly, the frequency of relationships can create a strong bias in this task, such that a blind model predicting the most frequent relationship achieves good performance. Consequently, some state-of-the-art models exploit this bias to improve results. We show that such models can suffer the most in their ability to generalize to rare compositions, evaluating two different models on the Visual Genome dataset and its more recent, improved version, GQA. To address these issues, we introduce a density-normalized edge loss, which provides more than a two-fold improvement in certain generalization metrics. Compared to other works in this direction, our enhancements require only a few lines of code and no added computational cost. We also highlight the difficulty of accurately evaluating models using existing metrics, especially on zero/few shots, and introduce a novel weighted metric.
A joint 3D UNet-Graph Neural Network-based method for Airway Segmentation from chest CTs
We present an end-to-end deep learning segmentation method by combining a 3D UNet architecture with a graph neural network (GNN) model. In this approach, the convolutional layers at the deepest level of the UNet are replaced by a GNN-based module with a series of graph convolutions. The dense feature maps at this level are transformed into a graph input to the GNN module. The incorporation of graph convolutions in the UNet provides nodes in the graph with information that is based on node connectivity, in addition to the local features learnt through the downsampled paths. This information can help improve segmentation decisions. By stacking several graph convolution layers, the nodes can access higher order neighbourhood information without substantial increase in computational expense. We propose two types of node connectivity in the graph adjacency: i) one predefined and based on a regular node neighbourhood, and ii) one dynamically computed during training and using the nearest neighbour nodes in the feature space. We have applied this method to the task of segmenting the airway tree from chest CT scans. Experiments have been performed on 32 CTs from the Danish Lung Cancer Screening Trial dataset. We evaluate the performance of the UNet-GNN models with two types of graph adjacency and compare it with the baseline UNet.
Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation
Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.
Landscaping Linear Mode Connectivity
The presence of linear paths in parameter space between two different network solutions in certain cases, i.e., linear mode connectivity (LMC), has garnered interest from both theoretical and practical fronts. There has been significant research that either practically designs algorithms catered for connecting networks by adjusting for the permutation symmetries as well as some others that more theoretically construct paths through which networks can be connected. Yet, the core reasons for the occurrence of LMC, when in fact it does occur, in the highly non-convex loss landscapes of neural networks are far from clear. In this work, we take a step towards understanding it by providing a model of how the loss landscape needs to behave topographically for LMC (or the lack thereof) to manifest. Concretely, we present a `mountainside and ridge' perspective that helps to neatly tie together different geometric features that can be spotted in the loss landscape along the training runs. We also complement this perspective by providing a theoretical analysis of the barrier height, for which we provide empirical support, and which additionally extends as a faithful predictor of layer-wise LMC. We close with a toy example that provides further intuition on how barriers arise in the first place, all in all, showcasing the larger aim of the work -- to provide a working model of the landscape and its topography for the occurrence of LMC.
CutS3D: Cutting Semantics in 3D for 2D Unsupervised Instance Segmentation
Traditionally, algorithms that learn to segment object instances in 2D images have heavily relied on large amounts of human-annotated data. Only recently, novel approaches have emerged tackling this problem in an unsupervised fashion. Generally, these approaches first generate pseudo-masks and then train a class-agnostic detector. While such methods deliver the current state of the art, they often fail to correctly separate instances overlapping in 2D image space since only semantics are considered. To tackle this issue, we instead propose to cut the semantic masks in 3D to obtain the final 2D instances by utilizing a point cloud representation of the scene. Furthermore, we derive a Spatial Importance function, which we use to resharpen the semantics along the 3D borders of instances. Nevertheless, these pseudo-masks are still subject to mask ambiguity. To address this issue, we further propose to augment the training of a class-agnostic detector with three Spatial Confidence components aiming to isolate a clean learning signal. With these contributions, our approach outperforms competing methods across multiple standard benchmarks for unsupervised instance segmentation and object detection.
SparseSSP: 3D Subcellular Structure Prediction from Sparse-View Transmitted Light Images
Traditional fluorescence staining is phototoxic to live cells, slow, and expensive; thus, the subcellular structure prediction (SSP) from transmitted light (TL) images is emerging as a label-free, faster, low-cost alternative. However, existing approaches utilize 3D networks for one-to-one voxel level dense prediction, which necessitates a frequent and time-consuming Z-axis imaging process. Moreover, 3D convolutions inevitably lead to significant computation and GPU memory overhead. Therefore, we propose an efficient framework, SparseSSP, predicting fluorescent intensities within the target voxel grid in an efficient paradigm instead of relying entirely on 3D topologies. In particular, SparseSSP makes two pivotal improvements to prior works. First, SparseSSP introduces a one-to-many voxel mapping paradigm, which permits the sparse TL slices to reconstruct the subcellular structure. Secondly, we propose a hybrid dimensions topology, which folds the Z-axis information into channel features, enabling the 2D network layers to tackle SSP under low computational cost. We conduct extensive experiments to validate the effectiveness and advantages of SparseSSP on diverse sparse imaging ratios, and our approach achieves a leading performance compared to pure 3D topologies. SparseSSP reduces imaging frequencies compared to previous dense-view SSP (i.e., the number of imaging is reduced up to 87.5% at most), which is significant in visualizing rapid biological dynamics on low-cost devices and samples.
Cross-View Meets Diffusion: Aerial Image Synthesis with Geometry and Text Guidance
Aerial imagery analysis is critical for many research fields. However, obtaining frequent high-quality aerial images is not always accessible due to its high effort and cost requirements. One solution is to use the Ground-to-Aerial (G2A) technique to synthesize aerial images from easily collectible ground images. However, G2A is rarely studied, because of its challenges, including but not limited to, the drastic view changes, occlusion, and range of visibility. In this paper, we present a novel Geometric Preserving Ground-to-Aerial (G2A) image synthesis (GPG2A) model that can generate realistic aerial images from ground images. GPG2A consists of two stages. The first stage predicts the Bird's Eye View (BEV) segmentation (referred to as the BEV layout map) from the ground image. The second stage synthesizes the aerial image from the predicted BEV layout map and text descriptions of the ground image. To train our model, we present a new multi-modal cross-view dataset, namely VIGORv2 which is built upon VIGOR with newly collected aerial images, maps, and text descriptions. Our extensive experiments illustrate that GPG2A synthesizes better geometry-preserved aerial images than existing models. We also present two applications, data augmentation for cross-view geo-localization and sketch-based region search, to further verify the effectiveness of our GPG2A. The code and data will be publicly available.
DiffPose: Multi-hypothesis Human Pose Estimation using Diffusion models
Traditionally, monocular 3D human pose estimation employs a machine learning model to predict the most likely 3D pose for a given input image. However, a single image can be highly ambiguous and induces multiple plausible solutions for the 2D-3D lifting step which results in overly confident 3D pose predictors. To this end, we propose DiffPose, a conditional diffusion model, that predicts multiple hypotheses for a given input image. In comparison to similar approaches, our diffusion model is straightforward and avoids intensive hyperparameter tuning, complex network structures, mode collapse, and unstable training. Moreover, we tackle a problem of the common two-step approach that first estimates a distribution of 2D joint locations via joint-wise heatmaps and consecutively approximates them based on first- or second-moment statistics. Since such a simplification of the heatmaps removes valid information about possibly correct, though labeled unlikely, joint locations, we propose to represent the heatmaps as a set of 2D joint candidate samples. To extract information about the original distribution from these samples we introduce our embedding transformer that conditions the diffusion model. Experimentally, we show that DiffPose slightly improves upon the state of the art for multi-hypothesis pose estimation for simple poses and outperforms it by a large margin for highly ambiguous poses.
RoadPainter: Points Are Ideal Navigators for Topology transformER
Topology reasoning aims to provide a precise understanding of road scenes, enabling autonomous systems to identify safe and efficient routes. In this paper, we present RoadPainter, an innovative approach for detecting and reasoning the topology of lane centerlines using multi-view images. The core concept behind RoadPainter is to extract a set of points from each centerline mask to improve the accuracy of centerline prediction. We start by implementing a transformer decoder that integrates a hybrid attention mechanism and a real-virtual separation strategy to predict coarse lane centerlines and establish topological associations. Then, we generate centerline instance masks guided by the centerline points from the transformer decoder. Moreover, we derive an additional set of points from each mask and combine them with previously detected centerline points for further refinement. Additionally, we introduce an optional module that incorporates a Standard Definition (SD) map to further optimize centerline detection and enhance topological reasoning performance. Experimental evaluations on the OpenLane-V2 dataset demonstrate the state-of-the-art performance of RoadPainter.
A Framework for Fast and Stable Representations of Multiparameter Persistent Homology Decompositions
Topological data analysis (TDA) is an area of data science that focuses on using invariants from algebraic topology to provide multiscale shape descriptors for geometric data sets such as point clouds. One of the most important such descriptors is {\em persistent homology}, which encodes the change in shape as a filtration parameter changes; a typical parameter is the feature scale. For many data sets, it is useful to simultaneously vary multiple filtration parameters, for example feature scale and density. While the theoretical properties of single parameter persistent homology are well understood, less is known about the multiparameter case. In particular, a central question is the problem of representing multiparameter persistent homology by elements of a vector space for integration with standard machine learning algorithms. Existing approaches to this problem either ignore most of the multiparameter information to reduce to the one-parameter case or are heuristic and potentially unstable in the face of noise. In this article, we introduce a new general representation framework that leverages recent results on {\em decompositions} of multiparameter persistent homology. This framework is rich in information, fast to compute, and encompasses previous approaches. Moreover, we establish theoretical stability guarantees under this framework as well as efficient algorithms for practical computation, making this framework an applicable and versatile tool for analyzing geometric and point cloud data. We validate our stability results and algorithms with numerical experiments that demonstrate statistical convergence, prediction accuracy, and fast running times on several real data sets.
ZONE: Zero-Shot Instruction-Guided Local Editing
Recent advances in vision-language models like Stable Diffusion have shown remarkable power in creative image synthesis and editing.However, most existing text-to-image editing methods encounter two obstacles: First, the text prompt needs to be carefully crafted to achieve good results, which is not intuitive or user-friendly. Second, they are insensitive to local edits and can irreversibly affect non-edited regions, leaving obvious editing traces. To tackle these problems, we propose a Zero-shot instructiON-guided local image Editing approach, termed ZONE. We first convert the editing intent from the user-provided instruction (e.g., "make his tie blue") into specific image editing regions through InstructPix2Pix. We then propose a Region-IoU scheme for precise image layer extraction from an off-the-shelf segment model. We further develop an edge smoother based on FFT for seamless blending between the layer and the image.Our method allows for arbitrary manipulation of a specific region with a single instruction while preserving the rest. Extensive experiments demonstrate that our ZONE achieves remarkable local editing results and user-friendliness, outperforming state-of-the-art methods. Code is available at https://github.com/lsl001006/ZONE.
2D-3D Interlaced Transformer for Point Cloud Segmentation with Scene-Level Supervision
We present a Multimodal Interlaced Transformer (MIT) that jointly considers 2D and 3D data for weakly supervised point cloud segmentation. Research studies have shown that 2D and 3D features are complementary for point cloud segmentation. However, existing methods require extra 2D annotations to achieve 2D-3D information fusion. Considering the high annotation cost of point clouds, effective 2D and 3D feature fusion based on weakly supervised learning is in great demand. To this end, we propose a transformer model with two encoders and one decoder for weakly supervised point cloud segmentation using only scene-level class tags. Specifically, the two encoders compute the self-attended features for 3D point clouds and 2D multi-view images, respectively. The decoder implements interlaced 2D-3D cross-attention and carries out implicit 2D and 3D feature fusion. We alternately switch the roles of queries and key-value pairs in the decoder layers. It turns out that the 2D and 3D features are iteratively enriched by each other. Experiments show that it performs favorably against existing weakly supervised point cloud segmentation methods by a large margin on the S3DIS and ScanNet benchmarks. The project page will be available at https://jimmy15923.github.io/mit_web/.
Sparse Multilevel Roadmaps for High-Dimensional Robot Motion Planning
Sparse roadmaps are important to compactly represent state spaces, to determine problems to be infeasible and to terminate in finite time. However, sparse roadmaps do not scale well to high-dimensional planning problems. In prior work, we showed improved planning performance on high-dimensional planning problems by using multilevel abstractions to simplify state spaces. In this work, we generalize sparse roadmaps to multilevel abstractions by developing a novel algorithm, the sparse multilevel roadmap planner (SMLR). To this end, we represent multilevel abstractions using the language of fiber bundles, and generalize sparse roadmap planners by using the concept of restriction sampling with visibility regions. We argue SMLR to be probabilistically complete and asymptotically near-optimal by inheritance from sparse roadmap planners. In evaluations, we outperform sparse roadmap planners on challenging planning problems, in particular problems which are high-dimensional, contain narrow passages or are infeasible. We thereby demonstrate sparse multilevel roadmaps as an efficient tool for feasible and infeasible high-dimensional planning problems.
Fast, Expressive SE(n) Equivariant Networks through Weight-Sharing in Position-Orientation Space
Based on the theory of homogeneous spaces we derive geometrically optimal edge attributes to be used within the flexible message-passing framework. We formalize the notion of weight sharing in convolutional networks as the sharing of message functions over point-pairs that should be treated equally. We define equivalence classes of point-pairs that are identical up to a transformation in the group and derive attributes that uniquely identify these classes. Weight sharing is then obtained by conditioning message functions on these attributes. As an application of the theory, we develop an efficient equivariant group convolutional network for processing 3D point clouds. The theory of homogeneous spaces tells us how to do group convolutions with feature maps over the homogeneous space of positions R^3, position and orientations R^3 {times} S^2, and the group SE(3) itself. Among these, R^3 {times} S^2 is an optimal choice due to the ability to represent directional information, which R^3 methods cannot, and it significantly enhances computational efficiency compared to indexing features on the full SE(3) group. We support this claim with state-of-the-art results -- in accuracy and speed -- on five different benchmarks in 2D and 3D, including interatomic potential energy prediction, trajectory forecasting in N-body systems, and generating molecules via equivariant diffusion models.
Object Goal Navigation with Recursive Implicit Maps
Object goal navigation aims to navigate an agent to locations of a given object category in unseen environments. Classical methods explicitly build maps of environments and require extensive engineering while lacking semantic information for object-oriented exploration. On the other hand, end-to-end learning methods alleviate manual map design and predict actions using implicit representations. Such methods, however, lack an explicit notion of geometry and may have limited ability to encode navigation history. In this work, we propose an implicit spatial map for object goal navigation. Our implicit map is recursively updated with new observations at each step using a transformer. To encourage spatial reasoning, we introduce auxiliary tasks and train our model to reconstruct explicit maps as well as to predict visual features, semantic labels and actions. Our method significantly outperforms the state of the art on the challenging MP3D dataset and generalizes well to the HM3D dataset. We successfully deploy our model on a real robot and achieve encouraging object goal navigation results in real scenes using only a few real-world demonstrations. Code, trained models and videos are available at https://www.di.ens.fr/willow/research/onav_rim/.