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Mar 14

4K4DGen: Panoramic 4D Generation at 4K Resolution

The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.

Calibrating Panoramic Depth Estimation for Practical Localization and Mapping

The absolute depth values of surrounding environments provide crucial cues for various assistive technologies, such as localization, navigation, and 3D structure estimation. We propose that accurate depth estimated from panoramic images can serve as a powerful and light-weight input for a wide range of downstream tasks requiring 3D information. While panoramic images can easily capture the surrounding context from commodity devices, the estimated depth shares the limitations of conventional image-based depth estimation; the performance deteriorates under large domain shifts and the absolute values are still ambiguous to infer from 2D observations. By taking advantage of the holistic view, we mitigate such effects in a self-supervised way and fine-tune the network with geometric consistency during the test phase. Specifically, we construct a 3D point cloud from the current depth prediction and project the point cloud at various viewpoints or apply stretches on the current input image to generate synthetic panoramas. Then we minimize the discrepancy of the 3D structure estimated from synthetic images without collecting additional data. We empirically evaluate our method in robot navigation and map-free localization where our method shows large performance enhancements. Our calibration method can therefore widen the applicability under various external conditions, serving as a key component for practical panorama-based machine vision systems.

Open Panoramic Segmentation

Panoramic images, capturing a 360{\deg} field of view (FoV), encompass omnidirectional spatial information crucial for scene understanding. However, it is not only costly to obtain training-sufficient dense-annotated panoramas but also application-restricted when training models in a close-vocabulary setting. To tackle this problem, in this work, we define a new task termed Open Panoramic Segmentation (OPS), where models are trained with FoV-restricted pinhole images in the source domain in an open-vocabulary setting while evaluated with FoV-open panoramic images in the target domain, enabling the zero-shot open panoramic semantic segmentation ability of models. Moreover, we propose a model named OOOPS with a Deformable Adapter Network (DAN), which significantly improves zero-shot panoramic semantic segmentation performance. To further enhance the distortion-aware modeling ability from the pinhole source domain, we propose a novel data augmentation method called Random Equirectangular Projection (RERP) which is specifically designed to address object deformations in advance. Surpassing other state-of-the-art open-vocabulary semantic segmentation approaches, a remarkable performance boost on three panoramic datasets, WildPASS, Stanford2D3D, and Matterport3D, proves the effectiveness of our proposed OOOPS model with RERP on the OPS task, especially +2.2% on outdoor WildPASS and +2.4% mIoU on indoor Stanford2D3D. The source code is publicly available at https://junweizheng93.github.io/publications/OPS/OPS.html.

LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation

3D immersive scene generation is a challenging yet critical task in computer vision and graphics. A desired virtual 3D scene should 1) exhibit omnidirectional view consistency, and 2) allow for free exploration in complex scene hierarchies. Existing methods either rely on successive scene expansion via inpainting or employ panorama representation to represent large FOV scene environments. However, the generated scene suffers from semantic drift during expansion and is unable to handle occlusion among scene hierarchies. To tackle these challenges, we introduce LayerPano3D, a novel framework for full-view, explorable panoramic 3D scene generation from a single text prompt. Our key insight is to decompose a reference 2D panorama into multiple layers at different depth levels, where each layer reveals the unseen space from the reference views via diffusion prior. LayerPano3D comprises multiple dedicated designs: 1) we introduce a novel text-guided anchor view synthesis pipeline for high-quality, consistent panorama generation. 2) We pioneer the Layered 3D Panorama as underlying representation to manage complex scene hierarchies and lift it into 3D Gaussians to splat detailed 360-degree omnidirectional scenes with unconstrained viewing paths. Extensive experiments demonstrate that our framework generates state-of-the-art 3D panoramic scene in both full view consistency and immersive exploratory experience. We believe that LayerPano3D holds promise for advancing 3D panoramic scene creation with numerous applications.

PERF: Panoramic Neural Radiance Field from a Single Panorama

Neural Radiance Field (NeRF) has achieved substantial progress in novel view synthesis given multi-view images. Recently, some works have attempted to train a NeRF from a single image with 3D priors. They mainly focus on a limited field of view with a few occlusions, which greatly limits their scalability to real-world 360-degree panoramic scenarios with large-size occlusions. In this paper, we present PERF, a 360-degree novel view synthesis framework that trains a panoramic neural radiance field from a single panorama. Notably, PERF allows 3D roaming in a complex scene without expensive and tedious image collection. To achieve this goal, we propose a novel collaborative RGBD inpainting method and a progressive inpainting-and-erasing method to lift up a 360-degree 2D scene to a 3D scene. Specifically, we first predict a panoramic depth map as initialization given a single panorama and reconstruct visible 3D regions with volume rendering. Then we introduce a collaborative RGBD inpainting approach into a NeRF for completing RGB images and depth maps from random views, which is derived from an RGB Stable Diffusion model and a monocular depth estimator. Finally, we introduce an inpainting-and-erasing strategy to avoid inconsistent geometry between a newly-sampled view and reference views. The two components are integrated into the learning of NeRFs in a unified optimization framework and achieve promising results. Extensive experiments on Replica and a new dataset PERF-in-the-wild demonstrate the superiority of our PERF over state-of-the-art methods. Our PERF can be widely used for real-world applications, such as panorama-to-3D, text-to-3D, and 3D scene stylization applications. Project page and code are available at https://perf-project.github.io/ and https://github.com/perf-project/PeRF.

L-MAGIC: Language Model Assisted Generation of Images with Coherence

In the current era of generative AI breakthroughs, generating panoramic scenes from a single input image remains a key challenge. Most existing methods use diffusion-based iterative or simultaneous multi-view inpainting. However, the lack of global scene layout priors leads to subpar outputs with duplicated objects (e.g., multiple beds in a bedroom) or requires time-consuming human text inputs for each view. We propose L-MAGIC, a novel method leveraging large language models for guidance while diffusing multiple coherent views of 360 degree panoramic scenes. L-MAGIC harnesses pre-trained diffusion and language models without fine-tuning, ensuring zero-shot performance. The output quality is further enhanced by super-resolution and multi-view fusion techniques. Extensive experiments demonstrate that the resulting panoramic scenes feature better scene layouts and perspective view rendering quality compared to related works, with >70% preference in human evaluations. Combined with conditional diffusion models, L-MAGIC can accept various input modalities, including but not limited to text, depth maps, sketches, and colored scripts. Applying depth estimation further enables 3D point cloud generation and dynamic scene exploration with fluid camera motion. Code is available at https://github.com/IntelLabs/MMPano. The video presentation is available at https://youtu.be/XDMNEzH4-Ec?list=PLG9Zyvu7iBa0-a7ccNLO8LjcVRAoMn57s.

DynamicScaler: Seamless and Scalable Video Generation for Panoramic Scenes

The increasing demand for immersive AR/VR applications and spatial intelligence has heightened the need to generate high-quality scene-level and 360{\deg} panoramic video. However, most video diffusion models are constrained by limited resolution and aspect ratio, which restricts their applicability to scene-level dynamic content synthesis. In this work, we propose the DynamicScaler, addressing these challenges by enabling spatially scalable and panoramic dynamic scene synthesis that preserves coherence across panoramic scenes of arbitrary size. Specifically, we introduce a Offset Shifting Denoiser, facilitating efficient, synchronous, and coherent denoising panoramic dynamic scenes via a diffusion model with fixed resolution through a seamless rotating Window, which ensures seamless boundary transitions and consistency across the entire panoramic space, accommodating varying resolutions and aspect ratios. Additionally, we employ a Global Motion Guidance mechanism to ensure both local detail fidelity and global motion continuity. Extensive experiments demonstrate our method achieves superior content and motion quality in panoramic scene-level video generation, offering a training-free, efficient, and scalable solution for immersive dynamic scene creation with constant VRAM consumption regardless of the output video resolution. Our project page is available at https://dynamic-scaler.pages.dev/.

Customizing 360-Degree Panoramas through Text-to-Image Diffusion Models

Personalized text-to-image (T2I) synthesis based on diffusion models has attracted significant attention in recent research. However, existing methods primarily concentrate on customizing subjects or styles, neglecting the exploration of global geometry. In this study, we propose an approach that focuses on the customization of 360-degree panoramas, which inherently possess global geometric properties, using a T2I diffusion model. To achieve this, we curate a paired image-text dataset specifically designed for the task and subsequently employ it to fine-tune a pre-trained T2I diffusion model with LoRA. Nevertheless, the fine-tuned model alone does not ensure the continuity between the leftmost and rightmost sides of the synthesized images, a crucial characteristic of 360-degree panoramas. To address this issue, we propose a method called StitchDiffusion. Specifically, we perform pre-denoising operations twice at each time step of the denoising process on the stitch block consisting of the leftmost and rightmost image regions. Furthermore, a global cropping is adopted to synthesize seamless 360-degree panoramas. Experimental results demonstrate the effectiveness of our customized model combined with the proposed StitchDiffusion in generating high-quality 360-degree panoramic images. Moreover, our customized model exhibits exceptional generalization ability in producing scenes unseen in the fine-tuning dataset. Code is available at https://github.com/littlewhitesea/StitchDiffusion.

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.

360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming

3D Gaussian Splatting (3D-GS) has recently attracted great attention with real-time and photo-realistic renderings. This technique typically takes perspective images as input and optimizes a set of 3D elliptical Gaussians by splatting them onto the image planes, resulting in 2D Gaussians. However, applying 3D-GS to panoramic inputs presents challenges in effectively modeling the projection onto the spherical surface of {360^circ} images using 2D Gaussians. In practical applications, input panoramas are often sparse, leading to unreliable initialization of 3D Gaussians and subsequent degradation of 3D-GS quality. In addition, due to the under-constrained geometry of texture-less planes (e.g., walls and floors), 3D-GS struggles to model these flat regions with elliptical Gaussians, resulting in significant floaters in novel views. To address these issues, we propose 360-GS, a novel 360^{circ} Gaussian splatting for a limited set of panoramic inputs. Instead of splatting 3D Gaussians directly onto the spherical surface, 360-GS projects them onto the tangent plane of the unit sphere and then maps them to the spherical projections. This adaptation enables the representation of the projection using Gaussians. We guide the optimization of 360-GS by exploiting layout priors within panoramas, which are simple to obtain and contain strong structural information about the indoor scene. Our experimental results demonstrate that 360-GS allows panoramic rendering and outperforms state-of-the-art methods with fewer artifacts in novel view synthesis, thus providing immersive roaming in indoor scenarios.

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/.

PanopticNeRF-360: Panoramic 3D-to-2D Label Transfer in Urban Scenes

Training perception systems for self-driving cars requires substantial annotations. However, manual labeling in 2D images is highly labor-intensive. While existing datasets provide rich annotations for pre-recorded sequences, they fall short in labeling rarely encountered viewpoints, potentially hampering the generalization ability for perception models. In this paper, we present PanopticNeRF-360, a novel approach that combines coarse 3D annotations with noisy 2D semantic cues to generate consistent panoptic labels and high-quality images from any viewpoint. Our key insight lies in exploiting the complementarity of 3D and 2D priors to mutually enhance geometry and semantics. Specifically, we propose to leverage noisy semantic and instance labels in both 3D and 2D spaces to guide geometry optimization. Simultaneously, the improved geometry assists in filtering noise present in the 3D and 2D annotations by merging them in 3D space via a learned semantic field. To further enhance appearance, we combine MLP and hash grids to yield hybrid scene features, striking a balance between high-frequency appearance and predominantly contiguous semantics. Our experiments demonstrate PanopticNeRF-360's state-of-the-art performance over existing label transfer methods on the challenging urban scenes of the KITTI-360 dataset. Moreover, PanopticNeRF-360 enables omnidirectional rendering of high-fidelity, multi-view and spatiotemporally consistent appearance, semantic and instance labels. We make our code and data available at https://github.com/fuxiao0719/PanopticNeRF

From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos

Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.

HoloDreamer: Holistic 3D Panoramic World Generation from Text Descriptions

3D scene generation is in high demand across various domains, including virtual reality, gaming, and the film industry. Owing to the powerful generative capabilities of text-to-image diffusion models that provide reliable priors, the creation of 3D scenes using only text prompts has become viable, thereby significantly advancing researches in text-driven 3D scene generation. In order to obtain multiple-view supervision from 2D diffusion models, prevailing methods typically employ the diffusion model to generate an initial local image, followed by iteratively outpainting the local image using diffusion models to gradually generate scenes. Nevertheless, these outpainting-based approaches prone to produce global inconsistent scene generation results without high degree of completeness, restricting their broader applications. To tackle these problems, we introduce HoloDreamer, a framework that first generates high-definition panorama as a holistic initialization of the full 3D scene, then leverage 3D Gaussian Splatting (3D-GS) to quickly reconstruct the 3D scene, thereby facilitating the creation of view-consistent and fully enclosed 3D scenes. Specifically, we propose Stylized Equirectangular Panorama Generation, a pipeline that combines multiple diffusion models to enable stylized and detailed equirectangular panorama generation from complex text prompts. Subsequently, Enhanced Two-Stage Panorama Reconstruction is introduced, conducting a two-stage optimization of 3D-GS to inpaint the missing region and enhance the integrity of the scene. Comprehensive experiments demonstrated that our method outperforms prior works in terms of overall visual consistency and harmony as well as reconstruction quality and rendering robustness when generating fully enclosed scenes.

BodySLAM: A Generalized Monocular Visual SLAM Framework for Surgical Applications

Endoscopic surgery relies on two-dimensional views, posing challenges for surgeons in depth perception and instrument manipulation. While Monocular Visual Simultaneous Localization and Mapping (MVSLAM) has emerged as a promising solution, its implementation in endoscopic procedures faces significant challenges due to hardware limitations, such as the use of a monocular camera and the absence of odometry sensors. This study presents BodySLAM, a robust deep learning-based MVSLAM approach that addresses these challenges through three key components: CycleVO, a novel unsupervised monocular pose estimation module; the integration of the state-of-the-art Zoe architecture for monocular depth estimation; and a 3D reconstruction module creating a coherent surgical map. The approach is rigorously evaluated using three publicly available datasets (Hamlyn, EndoSLAM, and SCARED) spanning laparoscopy, gastroscopy, and colonoscopy scenarios, and benchmarked against four state-of-the-art methods. Results demonstrate that CycleVO exhibited competitive performance with the lowest inference time among pose estimation methods, while maintaining robust generalization capabilities, whereas Zoe significantly outperformed existing algorithms for depth estimation in endoscopy. BodySLAM's strong performance across diverse endoscopic scenarios demonstrates its potential as a viable MVSLAM solution for endoscopic applications.

A Quantitative Evaluation of Dense 3D Reconstruction of Sinus Anatomy from Monocular Endoscopic Video

Generating accurate 3D reconstructions from endoscopic video is a promising avenue for longitudinal radiation-free analysis of sinus anatomy and surgical outcomes. Several methods for monocular reconstruction have been proposed, yielding visually pleasant 3D anatomical structures by retrieving relative camera poses with structure-from-motion-type algorithms and fusion of monocular depth estimates. However, due to the complex properties of the underlying algorithms and endoscopic scenes, the reconstruction pipeline may perform poorly or fail unexpectedly. Further, acquiring medical data conveys additional challenges, presenting difficulties in quantitatively benchmarking these models, understanding failure cases, and identifying critical components that contribute to their precision. In this work, we perform a quantitative analysis of a self-supervised approach for sinus reconstruction using endoscopic sequences paired with optical tracking and high-resolution computed tomography acquired from nine ex-vivo specimens. Our results show that the generated reconstructions are in high agreement with the anatomy, yielding an average point-to-mesh error of 0.91 mm between reconstructions and CT segmentations. However, in a point-to-point matching scenario, relevant for endoscope tracking and navigation, we found average target registration errors of 6.58 mm. We identified that pose and depth estimation inaccuracies contribute equally to this error and that locally consistent sequences with shorter trajectories generate more accurate reconstructions. These results suggest that achieving global consistency between relative camera poses and estimated depths with the anatomy is essential. In doing so, we can ensure proper synergy between all components of the pipeline for improved reconstructions that will facilitate clinical application of this innovative technology.

MV-Map: Offboard HD-Map Generation with Multi-view Consistency

While bird's-eye-view (BEV) perception models can be useful for building high-definition maps (HD-Maps) with less human labor, their results are often unreliable and demonstrate noticeable inconsistencies in the predicted HD-Maps from different viewpoints. This is because BEV perception is typically set up in an 'onboard' manner, which restricts the computation and consequently prevents algorithms from reasoning multiple views simultaneously. This paper overcomes these limitations and advocates a more practical 'offboard' HD-Map generation setup that removes the computation constraints, based on the fact that HD-Maps are commonly reusable infrastructures built offline in data centers. To this end, we propose a novel offboard pipeline called MV-Map that capitalizes multi-view consistency and can handle an arbitrary number of frames with the key design of a 'region-centric' framework. In MV-Map, the target HD-Maps are created by aggregating all the frames of onboard predictions, weighted by the confidence scores assigned by an 'uncertainty network'. To further enhance multi-view consistency, we augment the uncertainty network with the global 3D structure optimized by a voxelized neural radiance field (Voxel-NeRF). Extensive experiments on nuScenes show that our MV-Map significantly improves the quality of HD-Maps, further highlighting the importance of offboard methods for HD-Map generation.

Active Vision Might Be All You Need: Exploring Active Vision in Bimanual Robotic Manipulation

Imitation learning has demonstrated significant potential in performing high-precision manipulation tasks using visual feedback. However, it is common practice in imitation learning for cameras to be fixed in place, resulting in issues like occlusion and limited field of view. Furthermore, cameras are often placed in broad, general locations, without an effective viewpoint specific to the robot's task. In this work, we investigate the utility of active vision (AV) for imitation learning and manipulation, in which, in addition to the manipulation policy, the robot learns an AV policy from human demonstrations to dynamically change the robot's camera viewpoint to obtain better information about its environment and the given task. We introduce AV-ALOHA, a new bimanual teleoperation robot system with AV, an extension of the ALOHA 2 robot system, incorporating an additional 7-DoF robot arm that only carries a stereo camera and is solely tasked with finding the best viewpoint. This camera streams stereo video to an operator wearing a virtual reality (VR) headset, allowing the operator to control the camera pose using head and body movements. The system provides an immersive teleoperation experience, with bimanual first-person control, enabling the operator to dynamically explore and search the scene and simultaneously interact with the environment. We conduct imitation learning experiments of our system both in real-world and in simulation, across a variety of tasks that emphasize viewpoint planning. Our results demonstrate the effectiveness of human-guided AV for imitation learning, showing significant improvements over fixed cameras in tasks with limited visibility. Project website: https://soltanilara.github.io/av-aloha/

EverLight: Indoor-Outdoor Editable HDR Lighting Estimation

Because of the diversity in lighting environments, existing illumination estimation techniques have been designed explicitly on indoor or outdoor environments. Methods have focused specifically on capturing accurate energy (e.g., through parametric lighting models), which emphasizes shading and strong cast shadows; or producing plausible texture (e.g., with GANs), which prioritizes plausible reflections. Approaches which provide editable lighting capabilities have been proposed, but these tend to be with simplified lighting models, offering limited realism. In this work, we propose to bridge the gap between these recent trends in the literature, and propose a method which combines a parametric light model with 360{\deg} panoramas, ready to use as HDRI in rendering engines. We leverage recent advances in GAN-based LDR panorama extrapolation from a regular image, which we extend to HDR using parametric spherical gaussians. To achieve this, we introduce a novel lighting co-modulation method that injects lighting-related features throughout the generator, tightly coupling the original or edited scene illumination within the panorama generation process. In our representation, users can easily edit light direction, intensity, number, etc. to impact shading while providing rich, complex reflections while seamlessly blending with the edits. Furthermore, our method encompasses indoor and outdoor environments, demonstrating state-of-the-art results even when compared to domain-specific methods.

DreamSpace: Dreaming Your Room Space with Text-Driven Panoramic Texture Propagation

Diffusion-based methods have achieved prominent success in generating 2D media. However, accomplishing similar proficiencies for scene-level mesh texturing in 3D spatial applications, e.g., XR/VR, remains constrained, primarily due to the intricate nature of 3D geometry and the necessity for immersive free-viewpoint rendering. In this paper, we propose a novel indoor scene texturing framework, which delivers text-driven texture generation with enchanting details and authentic spatial coherence. The key insight is to first imagine a stylized 360{\deg} panoramic texture from the central viewpoint of the scene, and then propagate it to the rest areas with inpainting and imitating techniques. To ensure meaningful and aligned textures to the scene, we develop a novel coarse-to-fine panoramic texture generation approach with dual texture alignment, which both considers the geometry and texture cues of the captured scenes. To survive from cluttered geometries during texture propagation, we design a separated strategy, which conducts texture inpainting in confidential regions and then learns an implicit imitating network to synthesize textures in occluded and tiny structural areas. Extensive experiments and the immersive VR application on real-world indoor scenes demonstrate the high quality of the generated textures and the engaging experience on VR headsets. Project webpage: https://ybbbbt.com/publication/dreamspace

Parametric Depth Based Feature Representation Learning for Object Detection and Segmentation in Bird's Eye View

Recent vision-only perception models for autonomous driving achieved promising results by encoding multi-view image features into Bird's-Eye-View (BEV) space. A critical step and the main bottleneck of these methods is transforming image features into the BEV coordinate frame. This paper focuses on leveraging geometry information, such as depth, to model such feature transformation. Existing works rely on non-parametric depth distribution modeling leading to significant memory consumption, or ignore the geometry information to address this problem. In contrast, we propose to use parametric depth distribution modeling for feature transformation. We first lift the 2D image features to the 3D space defined for the ego vehicle via a predicted parametric depth distribution for each pixel in each view. Then, we aggregate the 3D feature volume based on the 3D space occupancy derived from depth to the BEV frame. Finally, we use the transformed features for downstream tasks such as object detection and semantic segmentation. Existing semantic segmentation methods do also suffer from an hallucination problem as they do not take visibility information into account. This hallucination can be particularly problematic for subsequent modules such as control and planning. To mitigate the issue, our method provides depth uncertainty and reliable visibility-aware estimations. We further leverage our parametric depth modeling to present a novel visibility-aware evaluation metric that, when taken into account, can mitigate the hallucination problem. Extensive experiments on object detection and semantic segmentation on the nuScenes datasets demonstrate that our method outperforms existing methods on both tasks.

Imagine360: Immersive 360 Video Generation from Perspective Anchor

360^circ videos offer a hyper-immersive experience that allows the viewers to explore a dynamic scene from full 360 degrees. To achieve more user-friendly and personalized content creation in 360^circ video format, we seek to lift standard perspective videos into 360^circ equirectangular videos. To this end, we introduce Imagine360, the first perspective-to-360^circ video generation framework that creates high-quality 360^circ videos with rich and diverse motion patterns from video anchors. Imagine360 learns fine-grained spherical visual and motion patterns from limited 360^circ video data with several key designs. 1) Firstly we adopt the dual-branch design, including a perspective and a panorama video denoising branch to provide local and global constraints for 360^circ video generation, with motion module and spatial LoRA layers fine-tuned on extended web 360^circ videos. 2) Additionally, an antipodal mask is devised to capture long-range motion dependencies, enhancing the reversed camera motion between antipodal pixels across hemispheres. 3) To handle diverse perspective video inputs, we propose elevation-aware designs that adapt to varying video masking due to changing elevations across frames. Extensive experiments show Imagine360 achieves superior graphics quality and motion coherence among state-of-the-art 360^circ video generation methods. We believe Imagine360 holds promise for advancing personalized, immersive 360^circ video creation.

Extrapolated Urban View Synthesis Benchmark

Photorealistic simulators are essential for the training and evaluation of vision-centric autonomous vehicles (AVs). At their core is Novel View Synthesis (NVS), a crucial capability that generates diverse unseen viewpoints to accommodate the broad and continuous pose distribution of AVs. Recent advances in radiance fields, such as 3D Gaussian Splatting, achieve photorealistic rendering at real-time speeds and have been widely used in modeling large-scale driving scenes. However, their performance is commonly evaluated using an interpolated setup with highly correlated training and test views. In contrast, extrapolation, where test views largely deviate from training views, remains underexplored, limiting progress in generalizable simulation technology. To address this gap, we leverage publicly available AV datasets with multiple traversals, multiple vehicles, and multiple cameras to build the first Extrapolated Urban View Synthesis (EUVS) benchmark. Meanwhile, we conduct quantitative and qualitative evaluations of state-of-the-art Gaussian Splatting methods across different difficulty levels. Our results show that Gaussian Splatting is prone to overfitting to training views. Besides, incorporating diffusion priors and improving geometry cannot fundamentally improve NVS under large view changes, highlighting the need for more robust approaches and large-scale training. We have released our data to help advance self-driving and urban robotics simulation technology.

DUSt3R: Geometric 3D Vision Made Easy

Multi-view stereo reconstruction (MVS) in the wild requires to first estimate the camera parameters e.g. intrinsic and extrinsic parameters. These are usually tedious and cumbersome to obtain, yet they are mandatory to triangulate corresponding pixels in 3D space, which is the core of all best performing MVS algorithms. In this work, we take an opposite stance and introduce DUSt3R, a radically novel paradigm for Dense and Unconstrained Stereo 3D Reconstruction of arbitrary image collections, i.e. operating without prior information about camera calibration nor viewpoint poses. We cast the pairwise reconstruction problem as a regression of pointmaps, relaxing the hard constraints of usual projective camera models. We show that this formulation smoothly unifies the monocular and binocular reconstruction cases. In the case where more than two images are provided, we further propose a simple yet effective global alignment strategy that expresses all pairwise pointmaps in a common reference frame. We base our network architecture on standard Transformer encoders and decoders, allowing us to leverage powerful pretrained models. Our formulation directly provides a 3D model of the scene as well as depth information, but interestingly, we can seamlessly recover from it, pixel matches, relative and absolute camera. Exhaustive experiments on all these tasks showcase that the proposed DUSt3R can unify various 3D vision tasks and set new SoTAs on monocular/multi-view depth estimation as well as relative pose estimation. In summary, DUSt3R makes many geometric 3D vision tasks easy.

PanFlowNet: A Flow-Based Deep Network for Pan-sharpening

Pan-sharpening aims to generate a high-resolution multispectral (HRMS) image by integrating the spectral information of a low-resolution multispectral (LRMS) image with the texture details of a high-resolution panchromatic (PAN) image. It essentially inherits the ill-posed nature of the super-resolution (SR) task that diverse HRMS images can degrade into an LRMS image. However, existing deep learning-based methods recover only one HRMS image from the LRMS image and PAN image using a deterministic mapping, thus ignoring the diversity of the HRMS image. In this paper, to alleviate this ill-posed issue, we propose a flow-based pan-sharpening network (PanFlowNet) to directly learn the conditional distribution of HRMS image given LRMS image and PAN image instead of learning a deterministic mapping. Specifically, we first transform this unknown conditional distribution into a given Gaussian distribution by an invertible network, and the conditional distribution can thus be explicitly defined. Then, we design an invertible Conditional Affine Coupling Block (CACB) and further build the architecture of PanFlowNet by stacking a series of CACBs. Finally, the PanFlowNet is trained by maximizing the log-likelihood of the conditional distribution given a training set and can then be used to predict diverse HRMS images. The experimental results verify that the proposed PanFlowNet can generate various HRMS images given an LRMS image and a PAN image. Additionally, the experimental results on different kinds of satellite datasets also demonstrate the superiority of our PanFlowNet compared with other state-of-the-art methods both visually and quantitatively.

Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning

Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.

MOSE: A New Dataset for Video Object Segmentation in Complex Scenes

Video object segmentation (VOS) aims at segmenting a particular object throughout the entire video clip sequence. The state-of-the-art VOS methods have achieved excellent performance (e.g., 90+% J&F) on existing datasets. However, since the target objects in these existing datasets are usually relatively salient, dominant, and isolated, VOS under complex scenes has rarely been studied. To revisit VOS and make it more applicable in the real world, we collect a new VOS dataset called coMplex video Object SEgmentation (MOSE) to study the tracking and segmenting objects in complex environments. MOSE contains 2,149 video clips and 5,200 objects from 36 categories, with 431,725 high-quality object segmentation masks. The most notable feature of MOSE dataset is complex scenes with crowded and occluded objects. The target objects in the videos are commonly occluded by others and disappear in some frames. To analyze the proposed MOSE dataset, we benchmark 18 existing VOS methods under 4 different settings on the proposed MOSE dataset and conduct comprehensive comparisons. The experiments show that current VOS algorithms cannot well perceive objects in complex scenes. For example, under the semi-supervised VOS setting, the highest J&F by existing state-of-the-art VOS methods is only 59.4% on MOSE, much lower than their ~90% J&F performance on DAVIS. The results reveal that although excellent performance has been achieved on existing benchmarks, there are unresolved challenges under complex scenes and more efforts are desired to explore these challenges in the future. The proposed MOSE dataset has been released at https://henghuiding.github.io/MOSE.

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.

Headset: Human emotion awareness under partial occlusions multimodal dataset

The volumetric representation of human interactions is one of the fundamental domains in the development of immersive media productions and telecommunication applications. Particularly in the context of the rapid advancement of Extended Reality (XR) applications, this volumetric data has proven to be an essential technology for future XR elaboration. In this work, we present a new multimodal database to help advance the development of immersive technologies. Our proposed database provides ethically compliant and diverse volumetric data, in particular 27 participants displaying posed facial expressions and subtle body movements while speaking, plus 11 participants wearing head-mounted displays (HMDs). The recording system consists of a volumetric capture (VoCap) studio, including 31 synchronized modules with 62 RGB cameras and 31 depth cameras. In addition to textured meshes, point clouds, and multi-view RGB-D data, we use one Lytro Illum camera for providing light field (LF) data simultaneously. Finally, we also provide an evaluation of our dataset employment with regard to the tasks of facial expression classification, HMDs removal, and point cloud reconstruction. The dataset can be helpful in the evaluation and performance testing of various XR algorithms, including but not limited to facial expression recognition and reconstruction, facial reenactment, and volumetric video. HEADSET and its all associated raw data and license agreement will be publicly available for research purposes.

Scalable Video Object Segmentation with Simplified Framework

The current popular methods for video object segmentation (VOS) implement feature matching through several hand-crafted modules that separately perform feature extraction and matching. However, the above hand-crafted designs empirically cause insufficient target interaction, thus limiting the dynamic target-aware feature learning in VOS. To tackle these limitations, this paper presents a scalable Simplified VOS (SimVOS) framework to perform joint feature extraction and matching by leveraging a single transformer backbone. Specifically, SimVOS employs a scalable ViT backbone for simultaneous feature extraction and matching between query and reference features. This design enables SimVOS to learn better target-ware features for accurate mask prediction. More importantly, SimVOS could directly apply well-pretrained ViT backbones (e.g., MAE) for VOS, which bridges the gap between VOS and large-scale self-supervised pre-training. To achieve a better performance-speed trade-off, we further explore within-frame attention and propose a new token refinement module to improve the running speed and save computational cost. Experimentally, our SimVOS achieves state-of-the-art results on popular video object segmentation benchmarks, i.e., DAVIS-2017 (88.0% J&F), DAVIS-2016 (92.9% J&F) and YouTube-VOS 2019 (84.2% J&F), without applying any synthetic video or BL30K pre-training used in previous VOS approaches.

MVD^2: Efficient Multiview 3D Reconstruction for Multiview Diffusion

As a promising 3D generation technique, multiview diffusion (MVD) has received a lot of attention due to its advantages in terms of generalizability, quality, and efficiency. By finetuning pretrained large image diffusion models with 3D data, the MVD methods first generate multiple views of a 3D object based on an image or text prompt and then reconstruct 3D shapes with multiview 3D reconstruction. However, the sparse views and inconsistent details in the generated images make 3D reconstruction challenging. We present MVD^2, an efficient 3D reconstruction method for multiview diffusion (MVD) images. MVD^2 aggregates image features into a 3D feature volume by projection and convolution and then decodes volumetric features into a 3D mesh. We train MVD^2 with 3D shape collections and MVD images prompted by rendered views of 3D shapes. To address the discrepancy between the generated multiview images and ground-truth views of the 3D shapes, we design a simple-yet-efficient view-dependent training scheme. MVD^2 improves the 3D generation quality of MVD and is fast and robust to various MVD methods. After training, it can efficiently decode 3D meshes from multiview images within one second. We train MVD^2 with Zero-123++ and ObjectVerse-LVIS 3D dataset and demonstrate its superior performance in generating 3D models from multiview images generated by different MVD methods, using both synthetic and real images as prompts.

MixVPR: Feature Mixing for Visual Place Recognition

Visual Place Recognition (VPR) is a crucial part of mobile robotics and autonomous driving as well as other computer vision tasks. It refers to the process of identifying a place depicted in a query image using only computer vision. At large scale, repetitive structures, weather and illumination changes pose a real challenge, as appearances can drastically change over time. Along with tackling these challenges, an efficient VPR technique must also be practical in real-world scenarios where latency matters. To address this, we introduce MixVPR, a new holistic feature aggregation technique that takes feature maps from pre-trained backbones as a set of global features. Then, it incorporates a global relationship between elements in each feature map in a cascade of feature mixing, eliminating the need for local or pyramidal aggregation as done in NetVLAD or TransVPR. We demonstrate the effectiveness of our technique through extensive experiments on multiple large-scale benchmarks. Our method outperforms all existing techniques by a large margin while having less than half the number of parameters compared to CosPlace and NetVLAD. We achieve a new all-time high recall@1 score of 94.6% on Pitts250k-test, 88.0% on MapillarySLS, and more importantly, 58.4% on Nordland. Finally, our method outperforms two-stage retrieval techniques such as Patch-NetVLAD, TransVPR and SuperGLUE all while being orders of magnitude faster. Our code and trained models are available at https://github.com/amaralibey/MixVPR.

SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

MetaOcc: Surround-View 4D Radar and Camera Fusion Framework for 3D Occupancy Prediction with Dual Training Strategies

3D occupancy prediction is crucial for autonomous driving perception. Fusion of 4D radar and camera provides a potential solution of robust occupancy prediction on serve weather with least cost. How to achieve effective multi-modal feature fusion and reduce annotation costs remains significant challenges. In this work, we propose MetaOcc, a novel multi-modal occupancy prediction framework that fuses surround-view cameras and 4D radar for comprehensive environmental perception. We first design a height self-attention module for effective 3D feature extraction from sparse radar points. Then, a local-global fusion mechanism is proposed to adaptively capture modality contributions while handling spatio-temporal misalignments. Temporal alignment and fusion module is employed to further aggregate historical feature. Furthermore, we develop a semi-supervised training procedure leveraging open-set segmentor and geometric constraints for pseudo-label generation, enabling robust perception with limited annotations. Extensive experiments on OmniHD-Scenes dataset demonstrate that MetaOcc achieves state-of-the-art performance, surpassing previous methods by significant margins. Notably, as the first semi-supervised 4D radar and camera fusion-based occupancy prediction approach, MetaOcc maintains 92.5% of the fully-supervised performance while using only 50% of ground truth annotations, establishing a new benchmark for multi-modal 3D occupancy prediction. Code and data are available at https://github.com/LucasYang567/MetaOcc.

Large-Scale Person Detection and Localization using Overhead Fisheye Cameras

Location determination finds wide applications in daily life. Instead of existing efforts devoted to localizing tourist photos captured by perspective cameras, in this article, we focus on devising person positioning solutions using overhead fisheye cameras. Such solutions are advantageous in large field of view (FOV), low cost, anti-occlusion, and unaggressive work mode (without the necessity of cameras carried by persons). However, related studies are quite scarce, due to the paucity of data. To stimulate research in this exciting area, we present LOAF, the first large-scale overhead fisheye dataset for person detection and localization. LOAF is built with many essential features, e.g., i) the data cover abundant diversities in scenes, human pose, density, and location; ii) it contains currently the largest number of annotated pedestrian, i.e., 457K bounding boxes with groundtruth location information; iii) the body-boxes are labeled as radius-aligned so as to fully address the positioning challenge. To approach localization, we build a fisheye person detection network, which exploits the fisheye distortions by a rotation-equivariant training strategy and predict radius-aligned human boxes end-to-end. Then, the actual locations of the detected persons are calculated by a numerical solution on the fisheye model and camera altitude data. Extensive experiments on LOAF validate the superiority of our fisheye detector w.r.t. previous methods, and show that our whole fisheye positioning solution is able to locate all persons in FOV with an accuracy of 0.5 m, within 0.1 s.

PaintScene4D: Consistent 4D Scene Generation from Text Prompts

Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/

LoGoNet: Towards Accurate 3D Object Detection with Local-to-Global Cross-Modal Fusion

LiDAR-camera fusion methods have shown impressive performance in 3D object detection. Recent advanced multi-modal methods mainly perform global fusion, where image features and point cloud features are fused across the whole scene. Such practice lacks fine-grained region-level information, yielding suboptimal fusion performance. In this paper, we present the novel Local-to-Global fusion network (LoGoNet), which performs LiDAR-camera fusion at both local and global levels. Concretely, the Global Fusion (GoF) of LoGoNet is built upon previous literature, while we exclusively use point centroids to more precisely represent the position of voxel features, thus achieving better cross-modal alignment. As to the Local Fusion (LoF), we first divide each proposal into uniform grids and then project these grid centers to the images. The image features around the projected grid points are sampled to be fused with position-decorated point cloud features, maximally utilizing the rich contextual information around the proposals. The Feature Dynamic Aggregation (FDA) module is further proposed to achieve information interaction between these locally and globally fused features, thus producing more informative multi-modal features. Extensive experiments on both Waymo Open Dataset (WOD) and KITTI datasets show that LoGoNet outperforms all state-of-the-art 3D detection methods. Notably, LoGoNet ranks 1st on Waymo 3D object detection leaderboard and obtains 81.02 mAPH (L2) detection performance. It is noteworthy that, for the first time, the detection performance on three classes surpasses 80 APH (L2) simultaneously. Code will be available at https://github.com/sankin97/LoGoNet.

Sample4Geo: Hard Negative Sampling For Cross-View Geo-Localisation

Cross-View Geo-Localisation is still a challenging task where additional modules, specific pre-processing or zooming strategies are necessary to determine accurate positions of images. Since different views have different geometries, pre-processing like polar transformation helps to merge them. However, this results in distorted images which then have to be rectified. Adding hard negatives to the training batch could improve the overall performance but with the default loss functions in geo-localisation it is difficult to include them. In this article, we present a simplified but effective architecture based on contrastive learning with symmetric InfoNCE loss that outperforms current state-of-the-art results. Our framework consists of a narrow training pipeline that eliminates the need of using aggregation modules, avoids further pre-processing steps and even increases the generalisation capability of the model to unknown regions. We introduce two types of sampling strategies for hard negatives. The first explicitly exploits geographically neighboring locations to provide a good starting point. The second leverages the visual similarity between the image embeddings in order to mine hard negative samples. Our work shows excellent performance on common cross-view datasets like CVUSA, CVACT, University-1652 and VIGOR. A comparison between cross-area and same-area settings demonstrate the good generalisation capability of our model.

MTReD: 3D Reconstruction Dataset for Fly-over Videos of Maritime Domain

This work tackles 3D scene reconstruction for a video fly-over perspective problem in the maritime domain, with a specific emphasis on geometrically and visually sound reconstructions. This will allow for downstream tasks such as segmentation, navigation, and localization. To our knowledge, there is no dataset available in this domain. As such, we propose a novel maritime 3D scene reconstruction benchmarking dataset, named as MTReD (Maritime Three-Dimensional Reconstruction Dataset). The MTReD comprises 19 fly-over videos curated from the Internet containing ships, islands, and coastlines. As the task is aimed towards geometrical consistency and visual completeness, the dataset uses two metrics: (1) Reprojection error; and (2) Perception based metrics. We find that existing perception-based metrics, such as Learned Perceptual Image Patch Similarity (LPIPS), do not appropriately measure the completeness of a reconstructed image. Thus, we propose a novel semantic similarity metric utilizing DINOv2 features coined DiFPS (DinoV2 Features Perception Similarity). We perform initial evaluation on two baselines: (1) Structured from Motion (SfM) through Colmap; and (2) the recent state-of-the-art MASt3R model. We find that the reconstructed scenes by MASt3R have higher reprojection errors, but superior perception based metric scores. To this end, some pre-processing methods are explored, and we find a pre-processing method which improves both the reprojection error and perception-based score. We envisage our proposed MTReD to stimulate further research in these directions. The dataset and all the code will be made available in https://github.com/RuiYiYong/MTReD.