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Mar 11

The PanAf-FGBG Dataset: Understanding the Impact of Backgrounds in Wildlife Behaviour Recognition

Computer vision analysis of camera trap video footage is essential for wildlife conservation, as captured behaviours offer some of the earliest indicators of changes in population health. Recently, several high-impact animal behaviour datasets and methods have been introduced to encourage their use; however, the role of behaviour-correlated background information and its significant effect on out-of-distribution generalisation remain unexplored. In response, we present the PanAf-FGBG dataset, featuring 20 hours of wild chimpanzee behaviours, recorded at over 350 individual camera locations. Uniquely, it pairs every video with a chimpanzee (referred to as a foreground video) with a corresponding background video (with no chimpanzee) from the same camera location. We present two views of the dataset: one with overlapping camera locations and one with disjoint locations. This setup enables, for the first time, direct evaluation of in-distribution and out-of-distribution conditions, and for the impact of backgrounds on behaviour recognition models to be quantified. All clips come with rich behavioural annotations and metadata including unique camera IDs and detailed textual scene descriptions. Additionally, we establish several baselines and present a highly effective latent-space normalisation technique that boosts out-of-distribution performance by +5.42% mAP for convolutional and +3.75% mAP for transformer-based models. Finally, we provide an in-depth analysis on the role of backgrounds in out-of-distribution behaviour recognition, including the so far unexplored impact of background durations (i.e., the count of background frames within foreground videos).

Adaptive Multi-head Contrastive Learning

In contrastive learning, two views of an original image, generated by different augmentations, are considered a positive pair, and their similarity is required to be high. Similarly, two views of distinct images form a negative pair, with encouraged low similarity. Typically, a single similarity measure, provided by a lone projection head, evaluates positive and negative sample pairs. However, due to diverse augmentation strategies and varying intra-sample similarity, views from the same image may not always be similar. Additionally, owing to inter-sample similarity, views from different images may be more akin than those from the same image. Consequently, enforcing high similarity for positive pairs and low similarity for negative pairs may be unattainable, and in some cases, such enforcement could detrimentally impact performance. To address this challenge, we propose using multiple projection heads, each producing a distinct set of features. Our pre-training loss function emerges from a solution to the maximum likelihood estimation over head-wise posterior distributions of positive samples given observations. This loss incorporates the similarity measure over positive and negative pairs, each re-weighted by an individual adaptive temperature, regulated to prevent ill solutions. Our approach, Adaptive Multi-Head Contrastive Learning (AMCL), can be applied to and experimentally enhances several popular contrastive learning methods such as SimCLR, MoCo, and Barlow Twins. The improvement remains consistent across various backbones and linear probing epochs, and becomes more significant when employing multiple augmentation methods.

A Multi-View Joint Learning Framework for Embedding Clinical Codes and Text Using Graph Neural Networks

Learning to represent free text is a core task in many clinical machine learning (ML) applications, as clinical text contains observations and plans not otherwise available for inference. State-of-the-art methods use large language models developed with immense computational resources and training data; however, applying these models is challenging because of the highly varying syntax and vocabulary in clinical free text. Structured information such as International Classification of Disease (ICD) codes often succinctly abstracts the most important facts of a clinical encounter and yields good performance, but is often not as available as clinical text in real-world scenarios. We propose a multi-view learning framework that jointly learns from codes and text to combine the availability and forward-looking nature of text and better performance of ICD codes. The learned text embeddings can be used as inputs to predictive algorithms independent of the ICD codes during inference. Our approach uses a Graph Neural Network (GNN) to process ICD codes, and Bi-LSTM to process text. We apply Deep Canonical Correlation Analysis (DCCA) to enforce the two views to learn a similar representation of each patient. In experiments using planned surgical procedure text, our model outperforms BERT models fine-tuned to clinical data, and in experiments using diverse text in MIMIC-III, our model is competitive to a fine-tuned BERT at a tiny fraction of its computational effort.

Molecular Contrastive Learning with Chemical Element Knowledge Graph

Molecular representation learning contributes to multiple downstream tasks such as molecular property prediction and drug design. To properly represent molecules, graph contrastive learning is a promising paradigm as it utilizes self-supervision signals and has no requirements for human annotations. However, prior works fail to incorporate fundamental domain knowledge into graph semantics and thus ignore the correlations between atoms that have common attributes but are not directly connected by bonds. To address these issues, we construct a Chemical Element Knowledge Graph (KG) to summarize microscopic associations between elements and propose a novel Knowledge-enhanced Contrastive Learning (KCL) framework for molecular representation learning. KCL framework consists of three modules. The first module, knowledge-guided graph augmentation, augments the original molecular graph based on the Chemical Element KG. The second module, knowledge-aware graph representation, extracts molecular representations with a common graph encoder for the original molecular graph and a Knowledge-aware Message Passing Neural Network (KMPNN) to encode complex information in the augmented molecular graph. The final module is a contrastive objective, where we maximize agreement between these two views of molecular graphs. Extensive experiments demonstrated that KCL obtained superior performances against state-of-the-art baselines on eight molecular datasets. Visualization experiments properly interpret what KCL has learned from atoms and attributes in the augmented molecular graphs. Our codes and data are available at https://github.com/ZJU-Fangyin/KCL.

EpipolarNVS: leveraging on Epipolar geometry for single-image Novel View Synthesis

Novel-view synthesis (NVS) can be tackled through different approaches, depending on the general setting: a single source image to a short video sequence, exact or noisy camera pose information, 3D-based information such as point clouds etc. The most challenging scenario, the one where we stand in this work, only considers a unique source image to generate a novel one from another viewpoint. However, in such a tricky situation, the latest learning-based solutions often struggle to integrate the camera viewpoint transformation. Indeed, the extrinsic information is often passed as-is, through a low-dimensional vector. It might even occur that such a camera pose, when parametrized as Euler angles, is quantized through a one-hot representation. This vanilla encoding choice prevents the learnt architecture from inferring novel views on a continuous basis (from a camera pose perspective). We claim it exists an elegant way to better encode relative camera pose, by leveraging 3D-related concepts such as the epipolar constraint. We, therefore, introduce an innovative method that encodes the viewpoint transformation as a 2D feature image. Such a camera encoding strategy gives meaningful insights to the network regarding how the camera has moved in space between the two views. By encoding the camera pose information as a finite number of coloured epipolar lines, we demonstrate through our experiments that our strategy outperforms vanilla encoding.

Graph-based Topology Reasoning for Driving Scenes

Understanding the road genome is essential to realize autonomous driving. This highly intelligent problem contains two aspects - the connection relationship of lanes, and the assignment relationship between lanes and traffic elements, where a comprehensive topology reasoning method is vacant. On one hand, previous map learning techniques struggle in deriving lane connectivity with segmentation or laneline paradigms; or prior lane topology-oriented approaches focus on centerline detection and neglect the interaction modeling. On the other hand, the traffic element to lane assignment problem is limited in the image domain, leaving how to construct the correspondence from two views an unexplored challenge. To address these issues, we present TopoNet, the first end-to-end framework capable of abstracting traffic knowledge beyond conventional perception tasks. To capture the driving scene topology, we introduce three key designs: (1) an embedding module to incorporate semantic knowledge from 2D elements into a unified feature space; (2) a curated scene graph neural network to model relationships and enable feature interaction inside the network; (3) instead of transmitting messages arbitrarily, a scene knowledge graph is devised to differentiate prior knowledge from various types of the road genome. We evaluate TopoNet on the challenging scene understanding benchmark, OpenLane-V2, where our approach outperforms all previous works by a great margin on all perceptual and topological metrics. The code is released at https://github.com/OpenDriveLab/TopoNet

Efficient Image Pre-Training with Siamese Cropped Masked Autoencoders

Self-supervised pre-training of image encoders is omnipresent in the literature, particularly following the introduction of Masked autoencoders (MAE). Current efforts attempt to learn object-centric representations from motion in videos. In particular, SiamMAE recently introduced a Siamese network, training a shared-weight encoder from two frames of a video with a high asymmetric masking ratio (95%). In this work, we propose CropMAE, an alternative approach to the Siamese pre-training introduced by SiamMAE. Our method specifically differs by exclusively considering pairs of cropped images sourced from the same image but cropped differently, deviating from the conventional pairs of frames extracted from a video. CropMAE therefore alleviates the need for video datasets, while maintaining competitive performances and drastically reducing pre-training and learning time. Furthermore, we demonstrate that CropMAE learns similar object-centric representations without explicit motion, showing that current self-supervised learning methods do not learn such representations from explicit object motion, but rather thanks to the implicit image transformations that occur between the two views. Finally, CropMAE achieves the highest masking ratio to date (98.5%), enabling the reconstruction of images using only two visible patches. Our code is available at https://github.com/alexandre-eymael/CropMAE.

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.

Learning to Match Jobs with Resumes from Sparse Interaction Data using Multi-View Co-Teaching Network

With the ever-increasing growth of online recruitment data, job-resume matching has become an important task to automatically match jobs with suitable resumes. This task is typically casted as a supervised text matching problem. Supervised learning is powerful when the labeled data is sufficient. However, on online recruitment platforms, job-resume interaction data is sparse and noisy, which affects the performance of job-resume match algorithms. To alleviate these problems, in this paper, we propose a novel multi-view co-teaching network from sparse interaction data for job-resume matching. Our network consists of two major components, namely text-based matching model and relation-based matching model. The two parts capture semantic compatibility in two different views, and complement each other. In order to address the challenges from sparse and noisy data, we design two specific strategies to combine the two components. First, two components share the learned parameters or representations, so that the original representations of each component can be enhanced. More importantly, we adopt a co-teaching mechanism to reduce the influence of noise in training data. The core idea is to let the two components help each other by selecting more reliable training instances. The two strategies focus on representation enhancement and data enhancement, respectively. Compared with pure text-based matching models, the proposed approach is able to learn better data representations from limited or even sparse interaction data, which is more resistible to noise in training data. Experiment results have demonstrated that our model is able to outperform state-of-the-art methods for job-resume matching.

Decoupled Contrastive Learning

Contrastive learning (CL) is one of the most successful paradigms for self-supervised learning (SSL). In a principled way, it considers two augmented "views" of the same image as positive to be pulled closer, and all other images as negative to be pushed further apart. However, behind the impressive success of CL-based techniques, their formulation often relies on heavy-computation settings, including large sample batches, extensive training epochs, etc. We are thus motivated to tackle these issues and establish a simple, efficient, yet competitive baseline of contrastive learning. Specifically, we identify, from theoretical and empirical studies, a noticeable negative-positive-coupling (NPC) effect in the widely used InfoNCE loss, leading to unsuitable learning efficiency concerning the batch size. By removing the NPC effect, we propose decoupled contrastive learning (DCL) loss, which removes the positive term from the denominator and significantly improves the learning efficiency. DCL achieves competitive performance with less sensitivity to sub-optimal hyperparameters, requiring neither large batches in SimCLR, momentum encoding in MoCo, or large epochs. We demonstrate with various benchmarks while manifesting robustness as much less sensitive to suboptimal hyperparameters. Notably, SimCLR with DCL achieves 68.2% ImageNet-1K top-1 accuracy using batch size 256 within 200 epochs pre-training, outperforming its SimCLR baseline by 6.4%. Further, DCL can be combined with the SOTA contrastive learning method, NNCLR, to achieve 72.3% ImageNet-1K top-1 accuracy with 512 batch size in 400 epochs, which represents a new SOTA in contrastive learning. We believe DCL provides a valuable baseline for future contrastive SSL studies.

Motion Tracks: A Unified Representation for Human-Robot Transfer in Few-Shot Imitation Learning

Teaching robots to autonomously complete everyday tasks remains a challenge. Imitation Learning (IL) is a powerful approach that imbues robots with skills via demonstrations, but is limited by the labor-intensive process of collecting teleoperated robot data. Human videos offer a scalable alternative, but it remains difficult to directly train IL policies from them due to the lack of robot action labels. To address this, we propose to represent actions as short-horizon 2D trajectories on an image. These actions, or motion tracks, capture the predicted direction of motion for either human hands or robot end-effectors. We instantiate an IL policy called Motion Track Policy (MT-pi) which receives image observations and outputs motion tracks as actions. By leveraging this unified, cross-embodiment action space, MT-pi completes tasks with high success given just minutes of human video and limited additional robot demonstrations. At test time, we predict motion tracks from two camera views, recovering 6DoF trajectories via multi-view synthesis. MT-pi achieves an average success rate of 86.5% across 4 real-world tasks, outperforming state-of-the-art IL baselines which do not leverage human data or our action space by 40%, and generalizes to scenarios seen only in human videos. Code and videos are available on our website https://portal-cornell.github.io/motion_track_policy/.

Understanding self-supervised Learning Dynamics without Contrastive Pairs

While contrastive approaches of self-supervised learning (SSL) learn representations by minimizing the distance between two augmented views of the same data point (positive pairs) and maximizing views from different data points (negative pairs), recent non-contrastive SSL (e.g., BYOL and SimSiam) show remarkable performance {\it without} negative pairs, with an extra learnable predictor and a stop-gradient operation. A fundamental question arises: why do these methods not collapse into trivial representations? We answer this question via a simple theoretical study and propose a novel approach, DirectPred, that directly sets the linear predictor based on the statistics of its inputs, without gradient training. On ImageNet, it performs comparably with more complex two-layer non-linear predictors that employ BatchNorm and outperforms a linear predictor by 2.5% in 300-epoch training (and 5% in 60-epoch). DirectPred is motivated by our theoretical study of the nonlinear learning dynamics of non-contrastive SSL in simple linear networks. Our study yields conceptual insights into how non-contrastive SSL methods learn, how they avoid representational collapse, and how multiple factors, like predictor networks, stop-gradients, exponential moving averages, and weight decay all come into play. Our simple theory recapitulates the results of real-world ablation studies in both STL-10 and ImageNet. Code is released https://github.com/facebookresearch/luckmatters/tree/master/ssl.

Self-supervised Character-to-Character Distillation for Text Recognition

When handling complicated text images (e.g., irregular structures, low resolution, heavy occlusion, and uneven illumination), existing supervised text recognition methods are data-hungry. Although these methods employ large-scale synthetic text images to reduce the dependence on annotated real images, the domain gap still limits the recognition performance. Therefore, exploring the robust text feature representations on unlabeled real images by self-supervised learning is a good solution. However, existing self-supervised text recognition methods conduct sequence-to-sequence representation learning by roughly splitting the visual features along the horizontal axis, which limits the flexibility of the augmentations, as large geometric-based augmentations may lead to sequence-to-sequence feature inconsistency. Motivated by this, we propose a novel self-supervised Character-to-Character Distillation method, CCD, which enables versatile augmentations to facilitate general text representation learning. Specifically, we delineate the character structures of unlabeled real images by designing a self-supervised character segmentation module. Following this, CCD easily enriches the diversity of local characters while keeping their pairwise alignment under flexible augmentations, using the transformation matrix between two augmented views from images. Experiments demonstrate that CCD achieves state-of-the-art results, with average performance gains of 1.38% in text recognition, 1.7% in text segmentation, 0.24 dB (PSNR) and 0.0321 (SSIM) in text super-resolution. Code is available at https://github.com/TongkunGuan/CCD.

H2RBox: Horizontal Box Annotation is All You Need for Oriented Object Detection

Oriented object detection emerges in many applications from aerial images to autonomous driving, while many existing detection benchmarks are annotated with horizontal bounding box only which is also less costive than fine-grained rotated box, leading to a gap between the readily available training corpus and the rising demand for oriented object detection. This paper proposes a simple yet effective oriented object detection approach called H2RBox merely using horizontal box annotation for weakly-supervised training, which closes the above gap and shows competitive performance even against those trained with rotated boxes. The cores of our method are weakly- and self-supervised learning, which predicts the angle of the object by learning the consistency of two different views. To our best knowledge, H2RBox is the first horizontal box annotation-based oriented object detector. Compared to an alternative i.e. horizontal box-supervised instance segmentation with our post adaption to oriented object detection, our approach is not susceptible to the prediction quality of mask and can perform more robustly in complex scenes containing a large number of dense objects and outliers. Experimental results show that H2RBox has significant performance and speed advantages over horizontal box-supervised instance segmentation methods, as well as lower memory requirements. While compared to rotated box-supervised oriented object detectors, our method shows very close performance and speed. The source code is available at PyTorch-based https://github.com/yangxue0827/h2rbox-mmrotate{MMRotate} and Jittor-based https://github.com/yangxue0827/h2rbox-jittor{JDet}.

Unsupervised Learning of Visual Features by Contrasting Cluster Assignments

Unsupervised image representations have significantly reduced the gap with supervised pretraining, notably with the recent achievements of contrastive learning methods. These contrastive methods typically work online and rely on a large number of explicit pairwise feature comparisons, which is computationally challenging. In this paper, we propose an online algorithm, SwAV, that takes advantage of contrastive methods without requiring to compute pairwise comparisons. Specifically, our method simultaneously clusters the data while enforcing consistency between cluster assignments produced for different augmentations (or views) of the same image, instead of comparing features directly as in contrastive learning. Simply put, we use a swapped prediction mechanism where we predict the cluster assignment of a view from the representation of another view. Our method can be trained with large and small batches and can scale to unlimited amounts of data. Compared to previous contrastive methods, our method is more memory efficient since it does not require a large memory bank or a special momentum network. In addition, we also propose a new data augmentation strategy, multi-crop, that uses a mix of views with different resolutions in place of two full-resolution views, without increasing the memory or compute requirements much. We validate our findings by achieving 75.3% top-1 accuracy on ImageNet with ResNet-50, as well as surpassing supervised pretraining on all the considered transfer tasks.

LEVI: Generalizable Fine-tuning via Layer-wise Ensemble of Different Views

Fine-tuning is becoming widely used for leveraging the power of pre-trained foundation models in new downstream tasks. While there are many successes of fine-tuning on various tasks, recent studies have observed challenges in the generalization of fine-tuned models to unseen distributions (i.e., out-of-distribution; OOD). To improve OOD generalization, some previous studies identify the limitations of fine-tuning data and regulate fine-tuning to preserve the general representation learned from pre-training data. However, potential limitations in the pre-training data and models are often ignored. In this paper, we contend that overly relying on the pre-trained representation may hinder fine-tuning from learning essential representations for downstream tasks and thus hurt its OOD generalization. It can be especially catastrophic when new tasks are from different (sub)domains compared to pre-training data. To address the issues in both pre-training and fine-tuning data, we propose a novel generalizable fine-tuning method LEVI (Layer-wise Ensemble of different VIews), where the pre-trained model is adaptively ensembled layer-wise with a small task-specific model, while preserving its efficiencies. By combining two complementing models, LEVI effectively suppresses problematic features in both the fine-tuning data and pre-trained model and preserves useful features for new tasks. Broad experiments with large language and vision models show that LEVI greatly improves fine-tuning generalization via emphasizing different views from fine-tuning data and pre-trained features.

WIT-UAS: A Wildland-fire Infrared Thermal Dataset to Detect Crew Assets From Aerial Views

We present the Wildland-fire Infrared Thermal (WIT-UAS) dataset for long-wave infrared sensing of crew and vehicle assets amidst prescribed wildland fire environments. While such a dataset is crucial for safety monitoring in wildland fire applications, to the authors' awareness, no such dataset focusing on assets near fire is publicly available. Presumably, this is due to the barrier to entry of collaborating with fire management personnel. We present two related data subsets: WIT-UAS-ROS consists of full ROS bag files containing sensor and robot data of UAS flight over the fire, and WIT-UAS-Image contains hand-labeled long-wave infrared (LWIR) images extracted from WIT-UAS-ROS. Our dataset is the first to focus on asset detection in a wildland fire environment. We show that thermal detection models trained without fire data frequently detect false positives by classifying fire as people. By adding our dataset to training, we show that the false positive rate is reduced significantly. Yet asset detection in wildland fire environments is still significantly more challenging than detection in urban environments, due to dense obscuring trees, greater heat variation, and overbearing thermal signal of the fire. We publicize this dataset to encourage the community to study more advanced models to tackle this challenging environment. The dataset, code and pretrained models are available at https://github.com/castacks/WIT-UAS-Dataset.

Novel-view Synthesis and Pose Estimation for Hand-Object Interaction from Sparse Views

Hand-object interaction understanding and the barely addressed novel view synthesis are highly desired in the immersive communication, whereas it is challenging due to the high deformation of hand and heavy occlusions between hand and object. In this paper, we propose a neural rendering and pose estimation system for hand-object interaction from sparse views, which can also enable 3D hand-object interaction editing. We share the inspiration from recent scene understanding work that shows a scene specific model built beforehand can significantly improve and unblock vision tasks especially when inputs are sparse, and extend it to the dynamic hand-object interaction scenario and propose to solve the problem in two stages. We first learn the shape and appearance prior knowledge of hands and objects separately with the neural representation at the offline stage. During the online stage, we design a rendering-based joint model fitting framework to understand the dynamic hand-object interaction with the pre-built hand and object models as well as interaction priors, which thereby overcomes penetration and separation issues between hand and object and also enables novel view synthesis. In order to get stable contact during the hand-object interaction process in a sequence, we propose a stable contact loss to make the contact region to be consistent. Experiments demonstrate that our method outperforms the state-of-the-art methods. Code and dataset are available in project webpage https://iscas3dv.github.io/HO-NeRF.

MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views

We present a novel appearance model that simultaneously realizes explicit high-quality 3D surface mesh recovery and photorealistic novel view synthesis from sparse view samples. Our key idea is to model the underlying scene geometry Mesh as an Atlas of Charts which we render with 2D Gaussian surfels (MAtCha Gaussians). MAtCha distills high-frequency scene surface details from an off-the-shelf monocular depth estimator and refines it through Gaussian surfel rendering. The Gaussian surfels are attached to the charts on the fly, satisfying photorealism of neural volumetric rendering and crisp geometry of a mesh model, i.e., two seemingly contradicting goals in a single model. At the core of MAtCha lies a novel neural deformation model and a structure loss that preserve the fine surface details distilled from learned monocular depths while addressing their fundamental scale ambiguities. Results of extensive experimental validation demonstrate MAtCha's state-of-the-art quality of surface reconstruction and photorealism on-par with top contenders but with dramatic reduction in the number of input views and computational time. We believe MAtCha will serve as a foundational tool for any visual application in vision, graphics, and robotics that require explicit geometry in addition to photorealism. Our project page is the following: https://anttwo.github.io/matcha/

3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body Poses

3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data, and as such, they are unable to construct one-quarter headshot 3D portraits with complete head, neck, and shoulder geometry. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset 360{\deg}-Portrait-HQ (360{\deg}PHQ for short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360{\deg} range) and body poses. We then propose 3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the 360{\deg}PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles.

UpFusion: Novel View Diffusion from Unposed Sparse View Observations

We propose UpFusion, a system that can perform novel view synthesis and infer 3D representations for an object given a sparse set of reference images without corresponding pose information. Current sparse-view 3D inference methods typically rely on camera poses to geometrically aggregate information from input views, but are not robust in-the-wild when such information is unavailable/inaccurate. In contrast, UpFusion sidesteps this requirement by learning to implicitly leverage the available images as context in a conditional generative model for synthesizing novel views. We incorporate two complementary forms of conditioning into diffusion models for leveraging the input views: a) via inferring query-view aligned features using a scene-level transformer, b) via intermediate attentional layers that can directly observe the input image tokens. We show that this mechanism allows generating high-fidelity novel views while improving the synthesis quality given additional (unposed) images. We evaluate our approach on the Co3Dv2 and Google Scanned Objects datasets and demonstrate the benefits of our method over pose-reliant sparse-view methods as well as single-view methods that cannot leverage additional views. Finally, we also show that our learned model can generalize beyond the training categories and even allow reconstruction from self-captured images of generic objects in-the-wild.

A Definition of Continual Reinforcement Learning

In a standard view of the reinforcement learning problem, an agent's goal is to efficiently identify a policy that maximizes long-term reward. However, this perspective is based on a restricted view of learning as finding a solution, rather than treating learning as endless adaptation. In contrast, continual reinforcement learning refers to the setting in which the best agents never stop learning. Despite the importance of continual reinforcement learning, the community lacks a simple definition of the problem that highlights its commitments and makes its primary concepts precise and clear. To this end, this paper is dedicated to carefully defining the continual reinforcement learning problem. We formalize the notion of agents that "never stop learning" through a new mathematical language for analyzing and cataloging agents. Using this new language, we define a continual learning agent as one that can be understood as carrying out an implicit search process indefinitely, and continual reinforcement learning as the setting in which the best agents are all continual learning agents. We provide two motivating examples, illustrating that traditional views of multi-task reinforcement learning and continual supervised learning are special cases of our definition. Collectively, these definitions and perspectives formalize many intuitive concepts at the heart of learning, and open new research pathways surrounding continual learning agents.

GaussianObject: Just Taking Four Images to Get A High-Quality 3D Object with Gaussian Splatting

Reconstructing and rendering 3D objects from highly sparse views is of critical importance for promoting applications of 3D vision techniques and improving user experience. However, images from sparse views only contain very limited 3D information, leading to two significant challenges: 1) Difficulty in building multi-view consistency as images for matching are too few; 2) Partially omitted or highly compressed object information as view coverage is insufficient. To tackle these challenges, we propose GaussianObject, a framework to represent and render the 3D object with Gaussian splatting, that achieves high rendering quality with only 4 input images. We first introduce techniques of visual hull and floater elimination which explicitly inject structure priors into the initial optimization process for helping build multi-view consistency, yielding a coarse 3D Gaussian representation. Then we construct a Gaussian repair model based on diffusion models to supplement the omitted object information, where Gaussians are further refined. We design a self-generating strategy to obtain image pairs for training the repair model. Our GaussianObject is evaluated on several challenging datasets, including MipNeRF360, OmniObject3D, and OpenIllumination, achieving strong reconstruction results from only 4 views and significantly outperforming previous state-of-the-art methods.

Diffusion-based Visual Anagram as Multi-task Learning

Visual anagrams are images that change appearance upon transformation, like flipping or rotation. With the advent of diffusion models, generating such optical illusions can be achieved by averaging noise across multiple views during the reverse denoising process. However, we observe two critical failure modes in this approach: (i) concept segregation, where concepts in different views are independently generated, which can not be considered a true anagram, and (ii) concept domination, where certain concepts overpower others. In this work, we cast the visual anagram generation problem in a multi-task learning setting, where different viewpoint prompts are analogous to different tasks,and derive denoising trajectories that align well across tasks simultaneously. At the core of our designed framework are two newly introduced techniques, where (i) an anti-segregation optimization strategy that promotes overlap in cross-attention maps between different concepts, and (ii) a noise vector balancing method that adaptively adjusts the influence of different tasks. Additionally, we observe that directly averaging noise predictions yields suboptimal performance because statistical properties may not be preserved, prompting us to derive a noise variance rectification method. Extensive qualitative and quantitative experiments demonstrate our method's superior ability to generate visual anagrams spanning diverse concepts.

Fool the Hydra: Adversarial Attacks against Multi-view Object Detection Systems

Adversarial patches exemplify the tangible manifestation of the threat posed by adversarial attacks on Machine Learning (ML) models in real-world scenarios. Robustness against these attacks is of the utmost importance when designing computer vision applications, especially for safety-critical domains such as CCTV systems. In most practical situations, monitoring open spaces requires multi-view systems to overcome acquisition challenges such as occlusion handling. Multiview object systems are able to combine data from multiple views, and reach reliable detection results even in difficult environments. Despite its importance in real-world vision applications, the vulnerability of multiview systems to adversarial patches is not sufficiently investigated. In this paper, we raise the following question: Does the increased performance and information sharing across views offer as a by-product robustness to adversarial patches? We first conduct a preliminary analysis showing promising robustness against off-the-shelf adversarial patches, even in an extreme setting where we consider patches applied to all views by all persons in Wildtrack benchmark. However, we challenged this observation by proposing two new attacks: (i) In the first attack, targeting a multiview CNN, we maximize the global loss by proposing gradient projection to the different views and aggregating the obtained local gradients. (ii) In the second attack, we focus on a Transformer-based multiview framework. In addition to the focal loss, we also maximize the transformer-specific loss by dissipating its attention blocks. Our results show a large degradation in the detection performance of victim multiview systems with our first patch attack reaching an attack success rate of 73% , while our second proposed attack reduced the performance of its target detector by 62%

POPE: 6-DoF Promptable Pose Estimation of Any Object, in Any Scene, with One Reference

Despite the significant progress in six degrees-of-freedom (6DoF) object pose estimation, existing methods have limited applicability in real-world scenarios involving embodied agents and downstream 3D vision tasks. These limitations mainly come from the necessity of 3D models, closed-category detection, and a large number of densely annotated support views. To mitigate this issue, we propose a general paradigm for object pose estimation, called Promptable Object Pose Estimation (POPE). The proposed approach POPE enables zero-shot 6DoF object pose estimation for any target object in any scene, while only a single reference is adopted as the support view. To achieve this, POPE leverages the power of the pre-trained large-scale 2D foundation model, employs a framework with hierarchical feature representation and 3D geometry principles. Moreover, it estimates the relative camera pose between object prompts and the target object in new views, enabling both two-view and multi-view 6DoF pose estimation tasks. Comprehensive experimental results demonstrate that POPE exhibits unrivaled robust performance in zero-shot settings, by achieving a significant reduction in the averaged Median Pose Error by 52.38% and 50.47% on the LINEMOD and OnePose datasets, respectively. We also conduct more challenging testings in causally captured images (see Figure 1), which further demonstrates the robustness of POPE. Project page can be found with https://paulpanwang.github.io/POPE/.

Flex3D: Feed-Forward 3D Generation With Flexible Reconstruction Model And Input View Curation

Generating high-quality 3D content from text, single images, or sparse view images remains a challenging task with broad applications.Existing methods typically employ multi-view diffusion models to synthesize multi-view images, followed by a feed-forward process for 3D reconstruction. However, these approaches are often constrained by a small and fixed number of input views, limiting their ability to capture diverse viewpoints and, even worse, leading to suboptimal generation results if the synthesized views are of poor quality. To address these limitations, we propose Flex3D, a novel two-stage framework capable of leveraging an arbitrary number of high-quality input views. The first stage consists of a candidate view generation and curation pipeline. We employ a fine-tuned multi-view image diffusion model and a video diffusion model to generate a pool of candidate views, enabling a rich representation of the target 3D object. Subsequently, a view selection pipeline filters these views based on quality and consistency, ensuring that only the high-quality and reliable views are used for reconstruction. In the second stage, the curated views are fed into a Flexible Reconstruction Model (FlexRM), built upon a transformer architecture that can effectively process an arbitrary number of inputs. FlemRM directly outputs 3D Gaussian points leveraging a tri-plane representation, enabling efficient and detailed 3D generation. Through extensive exploration of design and training strategies, we optimize FlexRM to achieve superior performance in both reconstruction and generation tasks. Our results demonstrate that Flex3D achieves state-of-the-art performance, with a user study winning rate of over 92% in 3D generation tasks when compared to several of the latest feed-forward 3D generative models.

Omni-Recon: Harnessing Image-based Rendering for General-Purpose Neural Radiance Fields

Recent breakthroughs in Neural Radiance Fields (NeRFs) have sparked significant demand for their integration into real-world 3D applications. However, the varied functionalities required by different 3D applications often necessitate diverse NeRF models with various pipelines, leading to tedious NeRF training for each target task and cumbersome trial-and-error experiments. Drawing inspiration from the generalization capability and adaptability of emerging foundation models, our work aims to develop one general-purpose NeRF for handling diverse 3D tasks. We achieve this by proposing a framework called Omni-Recon, which is capable of (1) generalizable 3D reconstruction and zero-shot multitask scene understanding, and (2) adaptability to diverse downstream 3D applications such as real-time rendering and scene editing. Our key insight is that an image-based rendering pipeline, with accurate geometry and appearance estimation, can lift 2D image features into their 3D counterparts, thus extending widely explored 2D tasks to the 3D world in a generalizable manner. Specifically, our Omni-Recon features a general-purpose NeRF model using image-based rendering with two decoupled branches: one complex transformer-based branch that progressively fuses geometry and appearance features for accurate geometry estimation, and one lightweight branch for predicting blending weights of source views. This design achieves state-of-the-art (SOTA) generalizable 3D surface reconstruction quality with blending weights reusable across diverse tasks for zero-shot multitask scene understanding. In addition, it can enable real-time rendering after baking the complex geometry branch into meshes, swift adaptation to achieve SOTA generalizable 3D understanding performance, and seamless integration with 2D diffusion models for text-guided 3D editing.

NeRFool: Uncovering the Vulnerability of Generalizable Neural Radiance Fields against Adversarial Perturbations

Generalizable Neural Radiance Fields (GNeRF) are one of the most promising real-world solutions for novel view synthesis, thanks to their cross-scene generalization capability and thus the possibility of instant rendering on new scenes. While adversarial robustness is essential for real-world applications, little study has been devoted to understanding its implication on GNeRF. We hypothesize that because GNeRF is implemented by conditioning on the source views from new scenes, which are often acquired from the Internet or third-party providers, there are potential new security concerns regarding its real-world applications. Meanwhile, existing understanding and solutions for neural networks' adversarial robustness may not be applicable to GNeRF, due to its 3D nature and uniquely diverse operations. To this end, we present NeRFool, which to the best of our knowledge is the first work that sets out to understand the adversarial robustness of GNeRF. Specifically, NeRFool unveils the vulnerability patterns and important insights regarding GNeRF's adversarial robustness. Built upon the above insights gained from NeRFool, we further develop NeRFool+, which integrates two techniques capable of effectively attacking GNeRF across a wide range of target views, and provide guidelines for defending against our proposed attacks. We believe that our NeRFool/NeRFool+ lays the initial foundation for future innovations in developing robust real-world GNeRF solutions. Our codes are available at: https://github.com/GATECH-EIC/NeRFool.

Multistain Pretraining for Slide Representation Learning in Pathology

Developing self-supervised learning (SSL) models that can learn universal and transferable representations of H&E gigapixel whole-slide images (WSIs) is becoming increasingly valuable in computational pathology. These models hold the potential to advance critical tasks such as few-shot classification, slide retrieval, and patient stratification. Existing approaches for slide representation learning extend the principles of SSL from small images (e.g., 224 x 224 patches) to entire slides, usually by aligning two different augmentations (or views) of the slide. Yet the resulting representation remains constrained by the limited clinical and biological diversity of the views. Instead, we postulate that slides stained with multiple markers, such as immunohistochemistry, can be used as different views to form a rich task-agnostic training signal. To this end, we introduce Madeleine, a multimodal pretraining strategy for slide representation learning. Madeleine is trained with a dual global-local cross-stain alignment objective on large cohorts of breast cancer samples (N=4,211 WSIs across five stains) and kidney transplant samples (N=12,070 WSIs across four stains). We demonstrate the quality of slide representations learned by Madeleine on various downstream evaluations, ranging from morphological and molecular classification to prognostic prediction, comprising 21 tasks using 7,299 WSIs from multiple medical centers. Code is available at https://github.com/mahmoodlab/MADELEINE.

USAGE: A Unified Seed Area Generation Paradigm for Weakly Supervised Semantic Segmentation

Seed area generation is usually the starting point of weakly supervised semantic segmentation (WSSS). Computing the Class Activation Map (CAM) from a multi-label classification network is the de facto paradigm for seed area generation, but CAMs generated from Convolutional Neural Networks (CNNs) and Transformers are prone to be under- and over-activated, respectively, which makes the strategies to refine CAMs for CNNs usually inappropriate for Transformers, and vice versa. In this paper, we propose a Unified optimization paradigm for Seed Area GEneration (USAGE) for both types of networks, in which the objective function to be optimized consists of two terms: One is a generation loss, which controls the shape of seed areas by a temperature parameter following a deterministic principle for different types of networks; The other is a regularization loss, which ensures the consistency between the seed areas that are generated by self-adaptive network adjustment from different views, to overturn false activation in seed areas. Experimental results show that USAGE consistently improves seed area generation for both CNNs and Transformers by large margins, e.g., outperforming state-of-the-art methods by a mIoU of 4.1% on PASCAL VOC. Moreover, based on the USAGE-generated seed areas on Transformers, we achieve state-of-the-art WSSS results on both PASCAL VOC and MS COCO.

Level-S$^2$fM: Structure from Motion on Neural Level Set of Implicit Surfaces

This paper presents a neural incremental Structure-from-Motion (SfM) approach, Level-S^2fM, which estimates the camera poses and scene geometry from a set of uncalibrated images by learning coordinate MLPs for the implicit surfaces and the radiance fields from the established keypoint correspondences. Our novel formulation poses some new challenges due to inevitable two-view and few-view configurations in the incremental SfM pipeline, which complicates the optimization of coordinate MLPs for volumetric neural rendering with unknown camera poses. Nevertheless, we demonstrate that the strong inductive basis conveying in the 2D correspondences is promising to tackle those challenges by exploiting the relationship between the ray sampling schemes. Based on this, we revisit the pipeline of incremental SfM and renew the key components, including two-view geometry initialization, the camera poses registration, the 3D points triangulation, and Bundle Adjustment, with a fresh perspective based on neural implicit surfaces. By unifying the scene geometry in small MLP networks through coordinate MLPs, our Level-S^2fM treats the zero-level set of the implicit surface as an informative top-down regularization to manage the reconstructed 3D points, reject the outliers in correspondences via querying SDF, and refine the estimated geometries by NBA (Neural BA). Not only does our Level-S^2fM lead to promising results on camera pose estimation and scene geometry reconstruction, but it also shows a promising way for neural implicit rendering without knowing camera extrinsic beforehand.

Feat2GS: Probing Visual Foundation Models with Gaussian Splatting

Given that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DGS parameters - geometry (x, alpha, Sigma) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at https://fanegg.github.io/Feat2GS/.

A Hierarchical Representation Network for Accurate and Detailed Face Reconstruction from In-The-Wild Images

Limited by the nature of the low-dimensional representational capacity of 3DMM, most of the 3DMM-based face reconstruction (FR) methods fail to recover high-frequency facial details, such as wrinkles, dimples, etc. Some attempt to solve the problem by introducing detail maps or non-linear operations, however, the results are still not vivid. To this end, we in this paper present a novel hierarchical representation network (HRN) to achieve accurate and detailed face reconstruction from a single image. Specifically, we implement the geometry disentanglement and introduce the hierarchical representation to fulfill detailed face modeling. Meanwhile, 3D priors of facial details are incorporated to enhance the accuracy and authenticity of the reconstruction results. We also propose a de-retouching module to achieve better decoupling of the geometry and appearance. It is noteworthy that our framework can be extended to a multi-view fashion by considering detail consistency of different views. Extensive experiments on two single-view and two multi-view FR benchmarks demonstrate that our method outperforms the existing methods in both reconstruction accuracy and visual effects. Finally, we introduce a high-quality 3D face dataset FaceHD-100 to boost the research of high-fidelity face reconstruction. The project homepage is at https://younglbw.github.io/HRN-homepage/.

BEAF: Observing BEfore-AFter Changes to Evaluate Hallucination in Vision-language Models

Vision language models (VLMs) perceive the world through a combination of a visual encoder and a large language model (LLM). The visual encoder, pre-trained on large-scale vision-text datasets, provides zero-shot generalization to visual data, and the LLM endows its high reasoning ability to VLMs. It leads VLMs to achieve high performance on wide benchmarks without fine-tuning, exhibiting zero or few-shot capability. However, recent studies show that VLMs are vulnerable to hallucination. This undesirable behavior degrades reliability and credibility, thereby making users unable to fully trust the output from VLMs. To enhance trustworthiness and better tackle the hallucination of VLMs, we curate a new evaluation dataset, called the BEfore-AFter hallucination dataset (BEAF), and introduce new metrics: True Understanding (TU), IGnorance (IG), StuBbornness (SB), and InDecision (ID). Unlike prior works that focus only on constructing questions and answers, the key idea of our benchmark is to manipulate visual scene information by image editing models and to design the metrics based on scene changes. This allows us to clearly assess whether VLMs correctly understand a given scene by observing the ability to perceive changes. We also visualize image-wise object relationship by virtue of our two-axis view: vision and text. Upon evaluating VLMs with our dataset, we observed that our metrics reveal different aspects of VLM hallucination that have not been reported before. Project page: https://beafbench.github.io/

VideoMV: Consistent Multi-View Generation Based on Large Video Generative Model

Generating multi-view images based on text or single-image prompts is a critical capability for the creation of 3D content. Two fundamental questions on this topic are what data we use for training and how to ensure multi-view consistency. This paper introduces a novel framework that makes fundamental contributions to both questions. Unlike leveraging images from 2D diffusion models for training, we propose a dense consistent multi-view generation model that is fine-tuned from off-the-shelf video generative models. Images from video generative models are more suitable for multi-view generation because the underlying network architecture that generates them employs a temporal module to enforce frame consistency. Moreover, the video data sets used to train these models are abundant and diverse, leading to a reduced train-finetuning domain gap. To enhance multi-view consistency, we introduce a 3D-Aware Denoising Sampling, which first employs a feed-forward reconstruction module to get an explicit global 3D model, and then adopts a sampling strategy that effectively involves images rendered from the global 3D model into the denoising sampling loop to improve the multi-view consistency of the final images. As a by-product, this module also provides a fast way to create 3D assets represented by 3D Gaussians within a few seconds. Our approach can generate 24 dense views and converges much faster in training than state-of-the-art approaches (4 GPU hours versus many thousand GPU hours) with comparable visual quality and consistency. By further fine-tuning, our approach outperforms existing state-of-the-art methods in both quantitative metrics and visual effects. Our project page is aigc3d.github.io/VideoMV.

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.

SplatFlow: Multi-View Rectified Flow Model for 3D Gaussian Splatting Synthesis

Text-based generation and editing of 3D scenes hold significant potential for streamlining content creation through intuitive user interactions. While recent advances leverage 3D Gaussian Splatting (3DGS) for high-fidelity and real-time rendering, existing methods are often specialized and task-focused, lacking a unified framework for both generation and editing. In this paper, we introduce SplatFlow, a comprehensive framework that addresses this gap by enabling direct 3DGS generation and editing. SplatFlow comprises two main components: a multi-view rectified flow (RF) model and a Gaussian Splatting Decoder (GSDecoder). The multi-view RF model operates in latent space, generating multi-view images, depths, and camera poses simultaneously, conditioned on text prompts, thus addressing challenges like diverse scene scales and complex camera trajectories in real-world settings. Then, the GSDecoder efficiently translates these latent outputs into 3DGS representations through a feed-forward 3DGS method. Leveraging training-free inversion and inpainting techniques, SplatFlow enables seamless 3DGS editing and supports a broad range of 3D tasks-including object editing, novel view synthesis, and camera pose estimation-within a unified framework without requiring additional complex pipelines. We validate SplatFlow's capabilities on the MVImgNet and DL3DV-7K datasets, demonstrating its versatility and effectiveness in various 3D generation, editing, and inpainting-based tasks.

EchoPrime: A Multi-Video View-Informed Vision-Language Model for Comprehensive Echocardiography Interpretation

Echocardiography is the most widely used cardiac imaging modality, capturing ultrasound video data to assess cardiac structure and function. Artificial intelligence (AI) in echocardiography has the potential to streamline manual tasks and improve reproducibility and precision. However, most echocardiography AI models are single-view, single-task systems that do not synthesize complementary information from multiple views captured during a full exam, and thus lead to limited performance and scope of applications. To address this problem, we introduce EchoPrime, a multi-view, view-informed, video-based vision-language foundation model trained on over 12 million video-report pairs. EchoPrime uses contrastive learning to train a unified embedding model for all standard views in a comprehensive echocardiogram study with representation of both rare and common diseases and diagnoses. EchoPrime then utilizes view-classification and a view-informed anatomic attention model to weight video-specific interpretations that accurately maps the relationship between echocardiographic views and anatomical structures. With retrieval-augmented interpretation, EchoPrime integrates information from all echocardiogram videos in a comprehensive study and performs holistic comprehensive clinical echocardiography interpretation. In datasets from two independent healthcare systems, EchoPrime achieves state-of-the art performance on 23 diverse benchmarks of cardiac form and function, surpassing the performance of both task-specific approaches and prior foundation models. Following rigorous clinical evaluation, EchoPrime can assist physicians in the automated preliminary assessment of comprehensive echocardiography.

V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians

Experiencing high-fidelity volumetric video as seamlessly as 2D videos is a long-held dream. However, current dynamic 3DGS methods, despite their high rendering quality, face challenges in streaming on mobile devices due to computational and bandwidth constraints. In this paper, we introduce V3(Viewing Volumetric Videos), a novel approach that enables high-quality mobile rendering through the streaming of dynamic Gaussians. Our key innovation is to view dynamic 3DGS as 2D videos, facilitating the use of hardware video codecs. Additionally, we propose a two-stage training strategy to reduce storage requirements with rapid training speed. The first stage employs hash encoding and shallow MLP to learn motion, then reduces the number of Gaussians through pruning to meet the streaming requirements, while the second stage fine tunes other Gaussian attributes using residual entropy loss and temporal loss to improve temporal continuity. This strategy, which disentangles motion and appearance, maintains high rendering quality with compact storage requirements. Meanwhile, we designed a multi-platform player to decode and render 2D Gaussian videos. Extensive experiments demonstrate the effectiveness of V3, outperforming other methods by enabling high-quality rendering and streaming on common devices, which is unseen before. As the first to stream dynamic Gaussians on mobile devices, our companion player offers users an unprecedented volumetric video experience, including smooth scrolling and instant sharing. Our project page with source code is available at https://authoritywang.github.io/v3/.

Consolidating Attention Features for Multi-view Image Editing

Large-scale text-to-image models enable a wide range of image editing techniques, using text prompts or even spatial controls. However, applying these editing methods to multi-view images depicting a single scene leads to 3D-inconsistent results. In this work, we focus on spatial control-based geometric manipulations and introduce a method to consolidate the editing process across various views. We build on two insights: (1) maintaining consistent features throughout the generative process helps attain consistency in multi-view editing, and (2) the queries in self-attention layers significantly influence the image structure. Hence, we propose to improve the geometric consistency of the edited images by enforcing the consistency of the queries. To do so, we introduce QNeRF, a neural radiance field trained on the internal query features of the edited images. Once trained, QNeRF can render 3D-consistent queries, which are then softly injected back into the self-attention layers during generation, greatly improving multi-view consistency. We refine the process through a progressive, iterative method that better consolidates queries across the diffusion timesteps. We compare our method to a range of existing techniques and demonstrate that it can achieve better multi-view consistency and higher fidelity to the input scene. These advantages allow us to train NeRFs with fewer visual artifacts, that are better aligned with the target geometry.

VaLID: Variable-Length Input Diffusion for Novel View Synthesis

Novel View Synthesis (NVS), which tries to produce a realistic image at the target view given source view images and their corresponding poses, is a fundamental problem in 3D Vision. As this task is heavily under-constrained, some recent work, like Zero123, tries to solve this problem with generative modeling, specifically using pre-trained diffusion models. Although this strategy generalizes well to new scenes, compared to neural radiance field-based methods, it offers low levels of flexibility. For example, it can only accept a single-view image as input, despite realistic applications often offering multiple input images. This is because the source-view images and corresponding poses are processed separately and injected into the model at different stages. Thus it is not trivial to generalize the model into multi-view source images, once they are available. To solve this issue, we try to process each pose image pair separately and then fuse them as a unified visual representation which will be injected into the model to guide image synthesis at the target-views. However, inconsistency and computation costs increase as the number of input source-view images increases. To solve these issues, the Multi-view Cross Former module is proposed which maps variable-length input data to fix-size output data. A two-stage training strategy is introduced to further improve the efficiency during training time. Qualitative and quantitative evaluation over multiple datasets demonstrates the effectiveness of the proposed method against previous approaches. The code will be released according to the acceptance.

Multiview Aerial Visual Recognition (MAVREC): Can Multi-view Improve Aerial Visual Perception?

Despite the commercial abundance of UAVs, aerial data acquisition remains challenging, and the existing Asia and North America-centric open-source UAV datasets are small-scale or low-resolution and lack diversity in scene contextuality. Additionally, the color content of the scenes, solar-zenith angle, and population density of different geographies influence the data diversity. These two factors conjointly render suboptimal aerial-visual perception of the deep neural network (DNN) models trained primarily on the ground-view data, including the open-world foundational models. To pave the way for a transformative era of aerial detection, we present Multiview Aerial Visual RECognition or MAVREC, a video dataset where we record synchronized scenes from different perspectives -- ground camera and drone-mounted camera. MAVREC consists of around 2.5 hours of industry-standard 2.7K resolution video sequences, more than 0.5 million frames, and 1.1 million annotated bounding boxes. This makes MAVREC the largest ground and aerial-view dataset, and the fourth largest among all drone-based datasets across all modalities and tasks. Through our extensive benchmarking on MAVREC, we recognize that augmenting object detectors with ground-view images from the corresponding geographical location is a superior pre-training strategy for aerial detection. Building on this strategy, we benchmark MAVREC with a curriculum-based semi-supervised object detection approach that leverages labeled (ground and aerial) and unlabeled (only aerial) images to enhance the aerial detection. We publicly release the MAVREC dataset: https://mavrec.github.io.

Equivariant Single View Pose Prediction Via Induced and Restricted Representations

Learning about the three-dimensional world from two-dimensional images is a fundamental problem in computer vision. An ideal neural network architecture for such tasks would leverage the fact that objects can be rotated and translated in three dimensions to make predictions about novel images. However, imposing SO(3)-equivariance on two-dimensional inputs is difficult because the group of three-dimensional rotations does not have a natural action on the two-dimensional plane. Specifically, it is possible that an element of SO(3) will rotate an image out of plane. We show that an algorithm that learns a three-dimensional representation of the world from two dimensional images must satisfy certain geometric consistency properties which we formulate as SO(2)-equivariance constraints. We use the induced and restricted representations of SO(2) on SO(3) to construct and classify architectures which satisfy these geometric consistency constraints. We prove that any architecture which respects said consistency constraints can be realized as an instance of our construction. We show that three previously proposed neural architectures for 3D pose prediction are special cases of our construction. We propose a new algorithm that is a learnable generalization of previously considered methods. We test our architecture on three pose predictions task and achieve SOTA results on both the PASCAL3D+ and SYMSOL pose estimation tasks.

Transductive Multi-view Zero-Shot Learning

Most existing zero-shot learning approaches exploit transfer learning via an intermediate-level semantic representation shared between an annotated auxiliary dataset and a target dataset with different classes and no annotation. A projection from a low-level feature space to the semantic representation space is learned from the auxiliary dataset and is applied without adaptation to the target dataset. In this paper we identify two inherent limitations with these approaches. First, due to having disjoint and potentially unrelated classes, the projection functions learned from the auxiliary dataset/domain are biased when applied directly to the target dataset/domain. We call this problem the projection domain shift problem and propose a novel framework, transductive multi-view embedding, to solve it. The second limitation is the prototype sparsity problem which refers to the fact that for each target class, only a single prototype is available for zero-shot learning given a semantic representation. To overcome this problem, a novel heterogeneous multi-view hypergraph label propagation method is formulated for zero-shot learning in the transductive embedding space. It effectively exploits the complementary information offered by different semantic representations and takes advantage of the manifold structures of multiple representation spaces in a coherent manner. We demonstrate through extensive experiments that the proposed approach (1) rectifies the projection shift between the auxiliary and target domains, (2) exploits the complementarity of multiple semantic representations, (3) significantly outperforms existing methods for both zero-shot and N-shot recognition on three image and video benchmark datasets, and (4) enables novel cross-view annotation tasks.

Animate3D: Animating Any 3D Model with Multi-view Video Diffusion

Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model's multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct motions directly from generated multi-view videos, followed by the introduced 4D-SDS to refine both appearance and motion. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models will be open-released.

Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with Transformers

Recent advancements in 3D reconstruction from single images have been driven by the evolution of generative models. Prominent among these are methods based on Score Distillation Sampling (SDS) and the adaptation of diffusion models in the 3D domain. Despite their progress, these techniques often face limitations due to slow optimization or rendering processes, leading to extensive training and optimization times. In this paper, we introduce a novel approach for single-view reconstruction that efficiently generates a 3D model from a single image via feed-forward inference. Our method utilizes two transformer-based networks, namely a point decoder and a triplane decoder, to reconstruct 3D objects using a hybrid Triplane-Gaussian intermediate representation. This hybrid representation strikes a balance, achieving a faster rendering speed compared to implicit representations while simultaneously delivering superior rendering quality than explicit representations. The point decoder is designed for generating point clouds from single images, offering an explicit representation which is then utilized by the triplane decoder to query Gaussian features for each point. This design choice addresses the challenges associated with directly regressing explicit 3D Gaussian attributes characterized by their non-structural nature. Subsequently, the 3D Gaussians are decoded by an MLP to enable rapid rendering through splatting. Both decoders are built upon a scalable, transformer-based architecture and have been efficiently trained on large-scale 3D datasets. The evaluations conducted on both synthetic datasets and real-world images demonstrate that our method not only achieves higher quality but also ensures a faster runtime in comparison to previous state-of-the-art techniques. Please see our project page at https://zouzx.github.io/TriplaneGaussian/.

Sparse-view Pose Estimation and Reconstruction via Analysis by Generative Synthesis

Inferring the 3D structure underlying a set of multi-view images typically requires solving two co-dependent tasks -- accurate 3D reconstruction requires precise camera poses, and predicting camera poses relies on (implicitly or explicitly) modeling the underlying 3D. The classical framework of analysis by synthesis casts this inference as a joint optimization seeking to explain the observed pixels, and recent instantiations learn expressive 3D representations (e.g., Neural Fields) with gradient-descent-based pose refinement of initial pose estimates. However, given a sparse set of observed views, the observations may not provide sufficient direct evidence to obtain complete and accurate 3D. Moreover, large errors in pose estimation may not be easily corrected and can further degrade the inferred 3D. To allow robust 3D reconstruction and pose estimation in this challenging setup, we propose SparseAGS, a method that adapts this analysis-by-synthesis approach by: a) including novel-view-synthesis-based generative priors in conjunction with photometric objectives to improve the quality of the inferred 3D, and b) explicitly reasoning about outliers and using a discrete search with a continuous optimization-based strategy to correct them. We validate our framework across real-world and synthetic datasets in combination with several off-the-shelf pose estimation systems as initialization. We find that it significantly improves the base systems' pose accuracy while yielding high-quality 3D reconstructions that outperform the results from current multi-view reconstruction baselines.

SelfPose3d: Self-Supervised Multi-Person Multi-View 3d Pose Estimation

We present a new self-supervised approach, SelfPose3d, for estimating 3d poses of multiple persons from multiple camera views. Unlike current state-of-the-art fully-supervised methods, our approach does not require any 2d or 3d ground-truth poses and uses only the multi-view input images from a calibrated camera setup and 2d pseudo poses generated from an off-the-shelf 2d human pose estimator. We propose two self-supervised learning objectives: self-supervised person localization in 3d space and self-supervised 3d pose estimation. We achieve self-supervised 3d person localization by training the model on synthetically generated 3d points, serving as 3d person root positions, and on the projected root-heatmaps in all the views. We then model the 3d poses of all the localized persons with a bottleneck representation, map them onto all views obtaining 2d joints, and render them using 2d Gaussian heatmaps in an end-to-end differentiable manner. Afterwards, we use the corresponding 2d joints and heatmaps from the pseudo 2d poses for learning. To alleviate the intrinsic inaccuracy of the pseudo labels, we propose an adaptive supervision attention mechanism to guide the self-supervision. Our experiments and analysis on three public benchmark datasets, including Panoptic, Shelf, and Campus, show the effectiveness of our approach, which is comparable to fully-supervised methods. Code: https://github.com/CAMMA-public/SelfPose3D. Video demo: https://youtu.be/GAqhmUIr2E8.

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.

Mixed Neural Voxels for Fast Multi-view Video Synthesis

Synthesizing high-fidelity videos from real-world multi-view input is challenging because of the complexities of real-world environments and highly dynamic motions. Previous works based on neural radiance fields have demonstrated high-quality reconstructions of dynamic scenes. However, training such models on real-world scenes is time-consuming, usually taking days or weeks. In this paper, we present a novel method named MixVoxels to better represent the dynamic scenes with fast training speed and competitive rendering qualities. The proposed MixVoxels represents the 4D dynamic scenes as a mixture of static and dynamic voxels and processes them with different networks. In this way, the computation of the required modalities for static voxels can be processed by a lightweight model, which essentially reduces the amount of computation, especially for many daily dynamic scenes dominated by the static background. To separate the two kinds of voxels, we propose a novel variation field to estimate the temporal variance of each voxel. For the dynamic voxels, we design an inner-product time query method to efficiently query multiple time steps, which is essential to recover the high-dynamic motions. As a result, with 15 minutes of training for dynamic scenes with inputs of 300-frame videos, MixVoxels achieves better PSNR than previous methods. Codes and trained models are available at https://github.com/fengres/mixvoxels

MVPaint: Synchronized Multi-View Diffusion for Painting Anything 3D

Texturing is a crucial step in the 3D asset production workflow, which enhances the visual appeal and diversity of 3D assets. Despite recent advancements in Text-to-Texture (T2T) generation, existing methods often yield subpar results, primarily due to local discontinuities, inconsistencies across multiple views, and their heavy dependence on UV unwrapping outcomes. To tackle these challenges, we propose a novel generation-refinement 3D texturing framework called MVPaint, which can generate high-resolution, seamless textures while emphasizing multi-view consistency. MVPaint mainly consists of three key modules. 1) Synchronized Multi-view Generation (SMG). Given a 3D mesh model, MVPaint first simultaneously generates multi-view images by employing an SMG model, which leads to coarse texturing results with unpainted parts due to missing observations. 2) Spatial-aware 3D Inpainting (S3I). To ensure complete 3D texturing, we introduce the S3I method, specifically designed to effectively texture previously unobserved areas. 3) UV Refinement (UVR). Furthermore, MVPaint employs a UVR module to improve the texture quality in the UV space, which first performs a UV-space Super-Resolution, followed by a Spatial-aware Seam-Smoothing algorithm for revising spatial texturing discontinuities caused by UV unwrapping. Moreover, we establish two T2T evaluation benchmarks: the Objaverse T2T benchmark and the GSO T2T benchmark, based on selected high-quality 3D meshes from the Objaverse dataset and the entire GSO dataset, respectively. Extensive experimental results demonstrate that MVPaint surpasses existing state-of-the-art methods. Notably, MVPaint could generate high-fidelity textures with minimal Janus issues and highly enhanced cross-view consistency.

Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes

This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.

Single-view 3D Scene Reconstruction with High-fidelity Shape and Texture

Reconstructing detailed 3D scenes from single-view images remains a challenging task due to limitations in existing approaches, which primarily focus on geometric shape recovery, overlooking object appearances and fine shape details. To address these challenges, we propose a novel framework for simultaneous high-fidelity recovery of object shapes and textures from single-view images. Our approach utilizes the proposed Single-view neural implicit Shape and Radiance field (SSR) representations to leverage both explicit 3D shape supervision and volume rendering of color, depth, and surface normal images. To overcome shape-appearance ambiguity under partial observations, we introduce a two-stage learning curriculum incorporating both 3D and 2D supervisions. A distinctive feature of our framework is its ability to generate fine-grained textured meshes while seamlessly integrating rendering capabilities into the single-view 3D reconstruction model. This integration enables not only improved textured 3D object reconstruction by 27.7% and 11.6% on the 3D-FRONT and Pix3D datasets, respectively, but also supports the rendering of images from novel viewpoints. Beyond individual objects, our approach facilitates composing object-level representations into flexible scene representations, thereby enabling applications such as holistic scene understanding and 3D scene editing. We conduct extensive experiments to demonstrate the effectiveness of our method.

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.

PartSLIP++: Enhancing Low-Shot 3D Part Segmentation via Multi-View Instance Segmentation and Maximum Likelihood Estimation

Open-world 3D part segmentation is pivotal in diverse applications such as robotics and AR/VR. Traditional supervised methods often grapple with limited 3D data availability and struggle to generalize to unseen object categories. PartSLIP, a recent advancement, has made significant strides in zero- and few-shot 3D part segmentation. This is achieved by harnessing the capabilities of the 2D open-vocabulary detection module, GLIP, and introducing a heuristic method for converting and lifting multi-view 2D bounding box predictions into 3D segmentation masks. In this paper, we introduce PartSLIP++, an enhanced version designed to overcome the limitations of its predecessor. Our approach incorporates two major improvements. First, we utilize a pre-trained 2D segmentation model, SAM, to produce pixel-wise 2D segmentations, yielding more precise and accurate annotations than the 2D bounding boxes used in PartSLIP. Second, PartSLIP++ replaces the heuristic 3D conversion process with an innovative modified Expectation-Maximization algorithm. This algorithm conceptualizes 3D instance segmentation as unobserved latent variables, and then iteratively refines them through an alternating process of 2D-3D matching and optimization with gradient descent. Through extensive evaluations, we show that PartSLIP++ demonstrates better performance over PartSLIP in both low-shot 3D semantic and instance-based object part segmentation tasks. Code released at https://github.com/zyc00/PartSLIP2.

Fisheye Camera and Ultrasonic Sensor Fusion For Near-Field Obstacle Perception in Bird's-Eye-View

Accurate obstacle identification represents a fundamental challenge within the scope of near-field perception for autonomous driving. Conventionally, fisheye cameras are frequently employed for comprehensive surround-view perception, including rear-view obstacle localization. However, the performance of such cameras can significantly deteriorate in low-light conditions, during nighttime, or when subjected to intense sun glare. Conversely, cost-effective sensors like ultrasonic sensors remain largely unaffected under these conditions. Therefore, we present, to our knowledge, the first end-to-end multimodal fusion model tailored for efficient obstacle perception in a bird's-eye-view (BEV) perspective, utilizing fisheye cameras and ultrasonic sensors. Initially, ResNeXt-50 is employed as a set of unimodal encoders to extract features specific to each modality. Subsequently, the feature space associated with the visible spectrum undergoes transformation into BEV. The fusion of these two modalities is facilitated via concatenation. At the same time, the ultrasonic spectrum-based unimodal feature maps pass through content-aware dilated convolution, applied to mitigate the sensor misalignment between two sensors in the fused feature space. Finally, the fused features are utilized by a two-stage semantic occupancy decoder to generate grid-wise predictions for precise obstacle perception. We conduct a systematic investigation to determine the optimal strategy for multimodal fusion of both sensors. We provide insights into our dataset creation procedures, annotation guidelines, and perform a thorough data analysis to ensure adequate coverage of all scenarios. When applied to our dataset, the experimental results underscore the robustness and effectiveness of our proposed multimodal fusion approach.

Towards Multi-View Consistent Style Transfer with One-Step Diffusion via Vision Conditioning

The stylization of 3D scenes is an increasingly attractive topic in 3D vision. Although image style transfer has been extensively researched with promising results, directly applying 2D style transfer methods to 3D scenes often fails to preserve the structural and multi-view properties of 3D environments, resulting in unpleasant distortions in images from different viewpoints. To address these issues, we leverage the remarkable generative prior of diffusion-based models and propose a novel style transfer method, OSDiffST, based on a pre-trained one-step diffusion model (i.e., SD-Turbo) for rendering diverse styles in multi-view images of 3D scenes. To efficiently adapt the pre-trained model for multi-view style transfer on small datasets, we introduce a vision condition module to extract style information from the reference style image to serve as conditional input for the diffusion model and employ LoRA in diffusion model for adaptation. Additionally, we consider color distribution alignment and structural similarity between the stylized and content images using two specific loss functions. As a result, our method effectively preserves the structural information and multi-view consistency in stylized images without any 3D information. Experiments show that our method surpasses other promising style transfer methods in synthesizing various styles for multi-view images of 3D scenes. Stylized images from different viewpoints generated by our method achieve superior visual quality, with better structural integrity and less distortion. The source code is available at https://github.com/YushenZuo/OSDiffST.

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.

Omniview-Tuning: Boosting Viewpoint Invariance of Vision-Language Pre-training Models

Vision-Language Pre-training (VLP) models like CLIP have achieved remarkable success in computer vision and particularly demonstrated superior robustness to distribution shifts of 2D images. However, their robustness under 3D viewpoint variations is still limited, which can hinder the development for real-world applications. This paper successfully addresses this concern while keeping VLPs' original performance by breaking through two primary obstacles: 1) the scarcity of training data and 2) the suboptimal fine-tuning paradigms. To combat data scarcity, we build the Multi-View Caption (MVCap) dataset -- a comprehensive collection of over four million multi-view image-text pairs across more than 100K objects, providing more potential for VLP models to develop generalizable viewpoint-invariant representations. To address the limitations of existing paradigms in performance trade-offs and training efficiency, we design a novel fine-tuning framework named Omniview-Tuning (OVT). Specifically, OVT introduces a Cross-Viewpoint Alignment objective through a minimax-like optimization strategy, which effectively aligns representations of identical objects from diverse viewpoints without causing overfitting. Additionally, OVT fine-tunes VLP models in a parameter-efficient manner, leading to minimal computational cost. Extensive experiments on various VLP models with different architectures validate that OVT significantly improves the models' resilience to viewpoint shifts and keeps the original performance, establishing a pioneering standard for boosting the viewpoint invariance of VLP models.

Learning to Distill Global Representation for Sparse-View CT

Sparse-view computed tomography (CT) -- using a small number of projections for tomographic reconstruction -- enables much lower radiation dose to patients and accelerated data acquisition. The reconstructed images, however, suffer from strong artifacts, greatly limiting their diagnostic value. Current trends for sparse-view CT turn to the raw data for better information recovery. The resultant dual-domain methods, nonetheless, suffer from secondary artifacts, especially in ultra-sparse view scenarios, and their generalization to other scanners/protocols is greatly limited. A crucial question arises: have the image post-processing methods reached the limit? Our answer is not yet. In this paper, we stick to image post-processing methods due to great flexibility and propose global representation (GloRe) distillation framework for sparse-view CT, termed GloReDi. First, we propose to learn GloRe with Fourier convolution, so each element in GloRe has an image-wide receptive field. Second, unlike methods that only use the full-view images for supervision, we propose to distill GloRe from intermediate-view reconstructed images that are readily available but not explored in previous literature. The success of GloRe distillation is attributed to two key components: representation directional distillation to align the GloRe directions, and band-pass-specific contrastive distillation to gain clinically important details. Extensive experiments demonstrate the superiority of the proposed GloReDi over the state-of-the-art methods, including dual-domain ones. The source code is available at https://github.com/longzilicart/GloReDi.

Revisiting Vision Transformer from the View of Path Ensemble

Vision Transformers (ViTs) are normally regarded as a stack of transformer layers. In this work, we propose a novel view of ViTs showing that they can be seen as ensemble networks containing multiple parallel paths with different lengths. Specifically, we equivalently transform the traditional cascade of multi-head self-attention (MSA) and feed-forward network (FFN) into three parallel paths in each transformer layer. Then, we utilize the identity connection in our new transformer form and further transform the ViT into an explicit multi-path ensemble network. From the new perspective, these paths perform two functions: the first is to provide the feature for the classifier directly, and the second is to provide the lower-level feature representation for subsequent longer paths. We investigate the influence of each path for the final prediction and discover that some paths even pull down the performance. Therefore, we propose the path pruning and EnsembleScale skills for improvement, which cut out the underperforming paths and re-weight the ensemble components, respectively, to optimize the path combination and make the short paths focus on providing high-quality representation for subsequent paths. We also demonstrate that our path combination strategies can help ViTs go deeper and act as high-pass filters to filter out partial low-frequency signals. To further enhance the representation of paths served for subsequent paths, self-distillation is applied to transfer knowledge from the long paths to the short paths. This work calls for more future research to explain and design ViTs from new perspectives.

CroCo v2: Improved Cross-view Completion Pre-training for Stereo Matching and Optical Flow

Despite impressive performance for high-level downstream tasks, self-supervised pre-training methods have not yet fully delivered on dense geometric vision tasks such as stereo matching or optical flow. The application of self-supervised concepts, such as instance discrimination or masked image modeling, to geometric tasks is an active area of research. In this work, we build on the recent cross-view completion framework, a variation of masked image modeling that leverages a second view from the same scene which makes it well suited for binocular downstream tasks. The applicability of this concept has so far been limited in at least two ways: (a) by the difficulty of collecting real-world image pairs -- in practice only synthetic data have been used -- and (b) by the lack of generalization of vanilla transformers to dense downstream tasks for which relative position is more meaningful than absolute position. We explore three avenues of improvement. First, we introduce a method to collect suitable real-world image pairs at large scale. Second, we experiment with relative positional embeddings and show that they enable vision transformers to perform substantially better. Third, we scale up vision transformer based cross-completion architectures, which is made possible by the use of large amounts of data. With these improvements, we show for the first time that state-of-the-art results on stereo matching and optical flow can be reached without using any classical task-specific techniques like correlation volume, iterative estimation, image warping or multi-scale reasoning, thus paving the way towards universal vision models.

Memory-Guided Multi-View Multi-Domain Fake News Detection

The wide spread of fake news is increasingly threatening both individuals and society. Great efforts have been made for automatic fake news detection on a single domain (e.g., politics). However, correlations exist commonly across multiple news domains, and thus it is promising to simultaneously detect fake news of multiple domains. Based on our analysis, we pose two challenges in multi-domain fake news detection: 1) domain shift, caused by the discrepancy among domains in terms of words, emotions, styles, etc. 2) domain labeling incompleteness, stemming from the real-world categorization that only outputs one single domain label, regardless of topic diversity of a news piece. In this paper, we propose a Memory-guided Multi-view Multi-domain Fake News Detection Framework (M^3FEND) to address these two challenges. We model news pieces from a multi-view perspective, including semantics, emotion, and style. Specifically, we propose a Domain Memory Bank to enrich domain information which could discover potential domain labels based on seen news pieces and model domain characteristics. Then, with enriched domain information as input, a Domain Adapter could adaptively aggregate discriminative information from multiple views for news in various domains. Extensive offline experiments on English and Chinese datasets demonstrate the effectiveness of M^3FEND, and online tests verify its superiority in practice. Our code is available at https://github.com/ICTMCG/M3FEND.

Beyond Face Rotation: Global and Local Perception GAN for Photorealistic and Identity Preserving Frontal View Synthesis

Photorealistic frontal view synthesis from a single face image has a wide range of applications in the field of face recognition. Although data-driven deep learning methods have been proposed to address this problem by seeking solutions from ample face data, this problem is still challenging because it is intrinsically ill-posed. This paper proposes a Two-Pathway Generative Adversarial Network (TP-GAN) for photorealistic frontal view synthesis by simultaneously perceiving global structures and local details. Four landmark located patch networks are proposed to attend to local textures in addition to the commonly used global encoder-decoder network. Except for the novel architecture, we make this ill-posed problem well constrained by introducing a combination of adversarial loss, symmetry loss and identity preserving loss. The combined loss function leverages both frontal face distribution and pre-trained discriminative deep face models to guide an identity preserving inference of frontal views from profiles. Different from previous deep learning methods that mainly rely on intermediate features for recognition, our method directly leverages the synthesized identity preserving image for downstream tasks like face recognition and attribution estimation. Experimental results demonstrate that our method not only presents compelling perceptual results but also outperforms state-of-the-art results on large pose face recognition.

Instant Multi-View Head Capture through Learnable Registration

Existing methods for capturing datasets of 3D heads in dense semantic correspondence are slow, and commonly address the problem in two separate steps; multi-view stereo (MVS) reconstruction followed by non-rigid registration. To simplify this process, we introduce TEMPEH (Towards Estimation of 3D Meshes from Performances of Expressive Heads) to directly infer 3D heads in dense correspondence from calibrated multi-view images. Registering datasets of 3D scans typically requires manual parameter tuning to find the right balance between accurately fitting the scans surfaces and being robust to scanning noise and outliers. Instead, we propose to jointly register a 3D head dataset while training TEMPEH. Specifically, during training we minimize a geometric loss commonly used for surface registration, effectively leveraging TEMPEH as a regularizer. Our multi-view head inference builds on a volumetric feature representation that samples and fuses features from each view using camera calibration information. To account for partial occlusions and a large capture volume that enables head movements, we use view- and surface-aware feature fusion, and a spatial transformer-based head localization module, respectively. We use raw MVS scans as supervision during training, but, once trained, TEMPEH directly predicts 3D heads in dense correspondence without requiring scans. Predicting one head takes about 0.3 seconds with a median reconstruction error of 0.26 mm, 64% lower than the current state-of-the-art. This enables the efficient capture of large datasets containing multiple people and diverse facial motions. Code, model, and data are publicly available at https://tempeh.is.tue.mpg.de.

Camera calibration for the surround-view system: a benchmark and dataset

Surround-view system (SVS) is widely used in the Advanced Driver Assistance System (ADAS). SVS uses four fisheye lenses to monitor real-time scenes around the vehicle. However, accurate intrinsic and extrinsic parameter estimation is required for the proper functioning of the system. At present, the intrinsic calibration can be pipeline by utilizing checkerboard algorithm, while extrinsic calibration is still immature. Therefore, we proposed a specific calibration pipeline to estimate extrinsic parameters robustly. This scheme takes a driving sequence of four cameras as input. It firstly utilizes lane line to roughly estimate each camera pose. Considering the environmental condition differences in each camera, we separately select strategies from two methods to accurately estimate the extrinsic parameters. To achieve accurate estimates for both front and rear camera, we proposed a method that mutually iterating line detection and pose estimation. As for bilateral camera, we iteratively adjust the camera pose and position by minimizing texture and edge error between ground projections of adjacent cameras. After estimating the extrinsic parameters, the surround-view image can be synthesized by homography-based transformation. The proposed pipeline can robustly estimate the four SVS camera extrinsic parameters in real driving environments. In addition, to evaluate the proposed scheme, we build a surround-view fisheye dataset, which contains 40 videos with 32,000 frames, acquired from different real traffic scenarios. All the frames in each video are manually labeled with lane annotation, with its GT extrinsic parameters. Moreover, this surround-view dataset could be used by other researchers to evaluate their performance. The dataset will be available soon.

BoostDream: Efficient Refining for High-Quality Text-to-3D Generation from Multi-View Diffusion

Witnessing the evolution of text-to-image diffusion models, significant strides have been made in text-to-3D generation. Currently, two primary paradigms dominate the field of text-to-3D: the feed-forward generation solutions, capable of swiftly producing 3D assets but often yielding coarse results, and the Score Distillation Sampling (SDS) based solutions, known for generating high-fidelity 3D assets albeit at a slower pace. The synergistic integration of these methods holds substantial promise for advancing 3D generation techniques. In this paper, we present BoostDream, a highly efficient plug-and-play 3D refining method designed to transform coarse 3D assets into high-quality. The BoostDream framework comprises three distinct processes: (1) We introduce 3D model distillation that fits differentiable representations from the 3D assets obtained through feed-forward generation. (2) A novel multi-view SDS loss is designed, which utilizes a multi-view aware 2D diffusion model to refine the 3D assets. (3) We propose to use prompt and multi-view consistent normal maps as guidance in refinement.Our extensive experiment is conducted on different differentiable 3D representations, revealing that BoostDream excels in generating high-quality 3D assets rapidly, overcoming the Janus problem compared to conventional SDS-based methods. This breakthrough signifies a substantial advancement in both the efficiency and quality of 3D generation processes.

Learning Unified Decompositional and Compositional NeRF for Editable Novel View Synthesis

Implicit neural representations have shown powerful capacity in modeling real-world 3D scenes, offering superior performance in novel view synthesis. In this paper, we target a more challenging scenario, i.e., joint scene novel view synthesis and editing based on implicit neural scene representations. State-of-the-art methods in this direction typically consider building separate networks for these two tasks (i.e., view synthesis and editing). Thus, the modeling of interactions and correlations between these two tasks is very limited, which, however, is critical for learning high-quality scene representations. To tackle this problem, in this paper, we propose a unified Neural Radiance Field (NeRF) framework to effectively perform joint scene decomposition and composition for modeling real-world scenes. The decomposition aims at learning disentangled 3D representations of different objects and the background, allowing for scene editing, while scene composition models an entire scene representation for novel view synthesis. Specifically, with a two-stage NeRF framework, we learn a coarse stage for predicting a global radiance field as guidance for point sampling, and in the second fine-grained stage, we perform scene decomposition by a novel one-hot object radiance field regularization module and a pseudo supervision via inpainting to handle ambiguous background regions occluded by objects. The decomposed object-level radiance fields are further composed by using activations from the decomposition module. Extensive quantitative and qualitative results show the effectiveness of our method for scene decomposition and composition, outperforming state-of-the-art methods for both novel-view synthesis and editing tasks.

HairStep: Transfer Synthetic to Real Using Strand and Depth Maps for Single-View 3D Hair Modeling

In this work, we tackle the challenging problem of learning-based single-view 3D hair modeling. Due to the great difficulty of collecting paired real image and 3D hair data, using synthetic data to provide prior knowledge for real domain becomes a leading solution. This unfortunately introduces the challenge of domain gap. Due to the inherent difficulty of realistic hair rendering, existing methods typically use orientation maps instead of hair images as input to bridge the gap. We firmly think an intermediate representation is essential, but we argue that orientation map using the dominant filtering-based methods is sensitive to uncertain noise and far from a competent representation. Thus, we first raise this issue up and propose a novel intermediate representation, termed as HairStep, which consists of a strand map and a depth map. It is found that HairStep not only provides sufficient information for accurate 3D hair modeling, but also is feasible to be inferred from real images. Specifically, we collect a dataset of 1,250 portrait images with two types of annotations. A learning framework is further designed to transfer real images to the strand map and depth map. It is noted that, an extra bonus of our new dataset is the first quantitative metric for 3D hair modeling. Our experiments show that HairStep narrows the domain gap between synthetic and real and achieves state-of-the-art performance on single-view 3D hair reconstruction.

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.

The Tale of Two Telescopes: How Hubble Uniquely Complements the James Webb Space Telescope: Galaxies

In this paper, we present a simple but compelling argument, focusing on galaxy science, for preserving the main imagers and operational modes of the Hubble Space Telescope (HST) for as long as is technically feasible. While star-formation started at redshifts zgtrsim10-13, when the universe was less than 300-500 Myr old, the CSFH did not peak until zsimeq1.9, and has steadily declined since that time. Hence, at least half of all stars in the universe formed in the era where HST provides its unique rest-frame UV view of unobscured young, massive stars tracing cosmic star-formation. By rendering a subset of the 556.3 hours of available HST images in 12 filters of the Hubble Ultra Deep Field (HUDF) in an appropriate mix of colors, we illustrate the unique capabilities of HST for galaxy science emphasizing that rest-frame UV-optical wavelength range. We then contrast this with the 52.7 publicly available hours of JWST/NIRCam images in 8 filters of the same HUDF area from the JADES project, rendering these at the redder near-IR wavelengths to illustrate the unique capabilities of JWST to detect older stellar populations at higher redshifts, as well as very dusty stellar populations and Active Galactic Nuclei (AGN). HST uniquely probes (unobscured) young, hot, massive stars in galaxies, while JWST reveals more advanced stages of older stellar populations, as well as relatively short-lived phases where galaxies produce and shed a lot of dust from intense star-formation, and the very high redshift universe (zgtrsim10-11) not accessible by HST. We conclude that HST and JWST are highly complementary facilities that took decades to build to ensure decades of operation. To maximize return on investment on both HST and JWST, ways will need to be found to operate HST imaging instruments in all relevant modes for as long as possible into the JWST mission.

ADen: Adaptive Density Representations for Sparse-view Camera Pose Estimation

Recovering camera poses from a set of images is a foundational task in 3D computer vision, which powers key applications such as 3D scene/object reconstructions. Classic methods often depend on feature correspondence, such as keypoints, which require the input images to have large overlap and small viewpoint changes. Such requirements present considerable challenges in scenarios with sparse views. Recent data-driven approaches aim to directly output camera poses, either through regressing the 6DoF camera poses or formulating rotation as a probability distribution. However, each approach has its limitations. On one hand, directly regressing the camera poses can be ill-posed, since it assumes a single mode, which is not true under symmetry and leads to sub-optimal solutions. On the other hand, probabilistic approaches are capable of modeling the symmetry ambiguity, yet they sample the entire space of rotation uniformly by brute-force. This leads to an inevitable trade-off between high sample density, which improves model precision, and sample efficiency that determines the runtime. In this paper, we propose ADen to unify the two frameworks by employing a generator and a discriminator: the generator is trained to output multiple hypotheses of 6DoF camera pose to represent a distribution and handle multi-mode ambiguity, and the discriminator is trained to identify the hypothesis that best explains the data. This allows ADen to combine the best of both worlds, achieving substantially higher precision as well as lower runtime than previous methods in empirical evaluations.

SideGAN: 3D-Aware Generative Model for Improved Side-View Image Synthesis

While recent 3D-aware generative models have shown photo-realistic image synthesis with multi-view consistency, the synthesized image quality degrades depending on the camera pose (e.g., a face with a blurry and noisy boundary at a side viewpoint). Such degradation is mainly caused by the difficulty of learning both pose consistency and photo-realism simultaneously from a dataset with heavily imbalanced poses. In this paper, we propose SideGAN, a novel 3D GAN training method to generate photo-realistic images irrespective of the camera pose, especially for faces of side-view angles. To ease the challenging problem of learning photo-realistic and pose-consistent image synthesis, we split the problem into two subproblems, each of which can be solved more easily. Specifically, we formulate the problem as a combination of two simple discrimination problems, one of which learns to discriminate whether a synthesized image looks real or not, and the other learns to discriminate whether a synthesized image agrees with the camera pose. Based on this, we propose a dual-branched discriminator with two discrimination branches. We also propose a pose-matching loss to learn the pose consistency of 3D GANs. In addition, we present a pose sampling strategy to increase learning opportunities for steep angles in a pose-imbalanced dataset. With extensive validation, we demonstrate that our approach enables 3D GANs to generate high-quality geometries and photo-realistic images irrespective of the camera pose.

Toward a Deeper Understanding: RetNet Viewed through Convolution

The success of Vision Transformer (ViT) has been widely reported on a wide range of image recognition tasks. ViT can learn global dependencies superior to CNN, yet CNN's inherent locality can substitute for expensive training resources. Recently, the outstanding performance of RetNet in the field of language modeling has garnered attention, surpassing that of the Transformer with explicit local modeling, shifting researchers' focus towards Transformers in the CV field. This paper investigates the effectiveness of RetNet from a CNN perspective and presents a variant of RetNet tailored to the visual domain. Similar to RetNet we improves ViT's local modeling by applying a weight mask on the original self-attention matrix. A straightforward way to locally adapt the self-attention matrix can be realized by an element-wise learnable weight mask (ELM), for which our preliminary results show promising results. However, the element-wise simple learnable weight mask not only induces a non-trivial additional parameter overhead but also increases the optimization complexity. To this end, this work proposes a novel Gaussian mixture mask (GMM) in which one mask only has two learnable parameters and it can be conveniently used in any ViT variants whose attention mechanism allows the use of masks. Experimental results on multiple small datasets demonstrate that the effectiveness of our proposed Gaussian mask for boosting ViTs for free (almost zero additional parameter or computation cost). Our code can be publicly available at https://github.com/CatworldLee/Gaussian-Mixture-Mask-Attention.

Effective control of two-dimensional Rayleigh--Bénard convection: invariant multi-agent reinforcement learning is all you need

Rayleigh-B\'enard convection (RBC) is a recurrent phenomenon in several industrial and geoscience flows and a well-studied system from a fundamental fluid-mechanics viewpoint. However, controlling RBC, for example by modulating the spatial distribution of the bottom-plate heating in the canonical RBC configuration, remains a challenging topic for classical control-theory methods. In the present work, we apply deep reinforcement learning (DRL) for controlling RBC. We show that effective RBC control can be obtained by leveraging invariant multi-agent reinforcement learning (MARL), which takes advantage of the locality and translational invariance inherent to RBC flows inside wide channels. The MARL framework applied to RBC allows for an increase in the number of control segments without encountering the curse of dimensionality that would result from a naive increase in the DRL action-size dimension. This is made possible by the MARL ability for re-using the knowledge generated in different parts of the RBC domain. We show in a case study that MARL DRL is able to discover an advanced control strategy that destabilizes the spontaneous RBC double-cell pattern, changes the topology of RBC by coalescing adjacent convection cells, and actively controls the resulting coalesced cell to bring it to a new stable configuration. This modified flow configuration results in reduced convective heat transfer, which is beneficial in several industrial processes. Therefore, our work both shows the potential of MARL DRL for controlling large RBC systems, as well as demonstrates the possibility for DRL to discover strategies that move the RBC configuration between different topological configurations, yielding desirable heat-transfer characteristics. These results are useful for both gaining further understanding of the intrinsic properties of RBC, as well as for developing industrial applications.

Cross-Ray Neural Radiance Fields for Novel-view Synthesis from Unconstrained Image Collections

Neural Radiance Fields (NeRF) is a revolutionary approach for rendering scenes by sampling a single ray per pixel and it has demonstrated impressive capabilities in novel-view synthesis from static scene images. However, in practice, we usually need to recover NeRF from unconstrained image collections, which poses two challenges: 1) the images often have dynamic changes in appearance because of different capturing time and camera settings; 2) the images may contain transient objects such as humans and cars, leading to occlusion and ghosting artifacts. Conventional approaches seek to address these challenges by locally utilizing a single ray to synthesize a color of a pixel. In contrast, humans typically perceive appearance and objects by globally utilizing information across multiple pixels. To mimic the perception process of humans, in this paper, we propose Cross-Ray NeRF (CR-NeRF) that leverages interactive information across multiple rays to synthesize occlusion-free novel views with the same appearances as the images. Specifically, to model varying appearances, we first propose to represent multiple rays with a novel cross-ray feature and then recover the appearance by fusing global statistics, i.e., feature covariance of the rays and the image appearance. Moreover, to avoid occlusion introduced by transient objects, we propose a transient objects handler and introduce a grid sampling strategy for masking out the transient objects. We theoretically find that leveraging correlation across multiple rays promotes capturing more global information. Moreover, extensive experimental results on large real-world datasets verify the effectiveness of CR-NeRF.

OPEN: Object-wise Position Embedding for Multi-view 3D Object Detection

Accurate depth information is crucial for enhancing the performance of multi-view 3D object detection. Despite the success of some existing multi-view 3D detectors utilizing pixel-wise depth supervision, they overlook two significant phenomena: 1) the depth supervision obtained from LiDAR points is usually distributed on the surface of the object, which is not so friendly to existing DETR-based 3D detectors due to the lack of the depth of 3D object center; 2) for distant objects, fine-grained depth estimation of the whole object is more challenging. Therefore, we argue that the object-wise depth (or 3D center of the object) is essential for accurate detection. In this paper, we propose a new multi-view 3D object detector named OPEN, whose main idea is to effectively inject object-wise depth information into the network through our proposed object-wise position embedding. Specifically, we first employ an object-wise depth encoder, which takes the pixel-wise depth map as a prior, to accurately estimate the object-wise depth. Then, we utilize the proposed object-wise position embedding to encode the object-wise depth information into the transformer decoder, thereby producing 3D object-aware features for final detection. Extensive experiments verify the effectiveness of our proposed method. Furthermore, OPEN achieves a new state-of-the-art performance with 64.4% NDS and 56.7% mAP on the nuScenes test benchmark.

SVDFormer: Complementing Point Cloud via Self-view Augmentation and Self-structure Dual-generator

In this paper, we propose a novel network, SVDFormer, to tackle two specific challenges in point cloud completion: understanding faithful global shapes from incomplete point clouds and generating high-accuracy local structures. Current methods either perceive shape patterns using only 3D coordinates or import extra images with well-calibrated intrinsic parameters to guide the geometry estimation of the missing parts. However, these approaches do not always fully leverage the cross-modal self-structures available for accurate and high-quality point cloud completion. To this end, we first design a Self-view Fusion Network that leverages multiple-view depth image information to observe incomplete self-shape and generate a compact global shape. To reveal highly detailed structures, we then introduce a refinement module, called Self-structure Dual-generator, in which we incorporate learned shape priors and geometric self-similarities for producing new points. By perceiving the incompleteness of each point, the dual-path design disentangles refinement strategies conditioned on the structural type of each point. SVDFormer absorbs the wisdom of self-structures, avoiding any additional paired information such as color images with precisely calibrated camera intrinsic parameters. Comprehensive experiments indicate that our method achieves state-of-the-art performance on widely-used benchmarks. Code will be available at https://github.com/czvvd/SVDFormer.

DynVideo-E: Harnessing Dynamic NeRF for Large-Scale Motion- and View-Change Human-Centric Video Editing

Despite remarkable research advances in diffusion-based video editing, existing methods are limited to short-length videos due to the contradiction between long-range consistency and frame-wise editing. Recent approaches attempt to tackle this challenge by introducing video-2D representations to degrade video editing to image editing. However, they encounter significant difficulties in handling large-scale motion- and view-change videos especially for human-centric videos. This motivates us to introduce the dynamic Neural Radiance Fields (NeRF) as the human-centric video representation to ease the video editing problem to a 3D space editing task. As such, editing can be performed in the 3D spaces and propagated to the entire video via the deformation field. To provide finer and direct controllable editing, we propose the image-based 3D space editing pipeline with a set of effective designs. These include multi-view multi-pose Score Distillation Sampling (SDS) from both 2D personalized diffusion priors and 3D diffusion priors, reconstruction losses on the reference image, text-guided local parts super-resolution, and style transfer for 3D background space. Extensive experiments demonstrate that our method, dubbed as DynVideo-E, significantly outperforms SOTA approaches on two challenging datasets by a large margin of 50% ~ 95% in terms of human preference. Compelling video comparisons are provided in the project page https://showlab.github.io/DynVideo-E/. Our code and data will be released to the community.

ImGeoNet: Image-induced Geometry-aware Voxel Representation for Multi-view 3D Object Detection

We propose ImGeoNet, a multi-view image-based 3D object detection framework that models a 3D space by an image-induced geometry-aware voxel representation. Unlike previous methods which aggregate 2D features into 3D voxels without considering geometry, ImGeoNet learns to induce geometry from multi-view images to alleviate the confusion arising from voxels of free space, and during the inference phase, only images from multiple views are required. Besides, a powerful pre-trained 2D feature extractor can be leveraged by our representation, leading to a more robust performance. To evaluate the effectiveness of ImGeoNet, we conduct quantitative and qualitative experiments on three indoor datasets, namely ARKitScenes, ScanNetV2, and ScanNet200. The results demonstrate that ImGeoNet outperforms the current state-of-the-art multi-view image-based method, ImVoxelNet, on all three datasets in terms of detection accuracy. In addition, ImGeoNet shows great data efficiency by achieving results comparable to ImVoxelNet with 100 views while utilizing only 40 views. Furthermore, our studies indicate that our proposed image-induced geometry-aware representation can enable image-based methods to attain superior detection accuracy than the seminal point cloud-based method, VoteNet, in two practical scenarios: (1) scenarios where point clouds are sparse and noisy, such as in ARKitScenes, and (2) scenarios involve diverse object classes, particularly classes of small objects, as in the case in ScanNet200.

NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstruction

Recent methods for neural surface representation and rendering, for example NeuS, have demonstrated the remarkably high-quality reconstruction of static scenes. However, the training of NeuS takes an extremely long time (8 hours), which makes it almost impossible to apply them to dynamic scenes with thousands of frames. We propose a fast neural surface reconstruction approach, called NeuS2, which achieves two orders of magnitude improvement in terms of acceleration without compromising reconstruction quality. To accelerate the training process, we parameterize a neural surface representation by multi-resolution hash encodings and present a novel lightweight calculation of second-order derivatives tailored to our networks to leverage CUDA parallelism, achieving a factor two speed up. To further stabilize and expedite training, a progressive learning strategy is proposed to optimize multi-resolution hash encodings from coarse to fine. We extend our method for fast training of dynamic scenes, with a proposed incremental training strategy and a novel global transformation prediction component, which allow our method to handle challenging long sequences with large movements and deformations. Our experiments on various datasets demonstrate that NeuS2 significantly outperforms the state-of-the-arts in both surface reconstruction accuracy and training speed for both static and dynamic scenes. The code is available at our website: https://vcai.mpi-inf.mpg.de/projects/NeuS2/ .

CroCo: Self-Supervised Pre-training for 3D Vision Tasks by Cross-View Completion

Masked Image Modeling (MIM) has recently been established as a potent pre-training paradigm. A pretext task is constructed by masking patches in an input image, and this masked content is then predicted by a neural network using visible patches as sole input. This pre-training leads to state-of-the-art performance when finetuned for high-level semantic tasks, e.g. image classification and object detection. In this paper we instead seek to learn representations that transfer well to a wide variety of 3D vision and lower-level geometric downstream tasks, such as depth prediction or optical flow estimation. Inspired by MIM, we propose an unsupervised representation learning task trained from pairs of images showing the same scene from different viewpoints. More precisely, we propose the pretext task of cross-view completion where the first input image is partially masked, and this masked content has to be reconstructed from the visible content and the second image. In single-view MIM, the masked content often cannot be inferred precisely from the visible portion only, so the model learns to act as a prior influenced by high-level semantics. In contrast, this ambiguity can be resolved with cross-view completion from the second unmasked image, on the condition that the model is able to understand the spatial relationship between the two images. Our experiments show that our pretext task leads to significantly improved performance for monocular 3D vision downstream tasks such as depth estimation. In addition, our model can be directly applied to binocular downstream tasks like optical flow or relative camera pose estimation, for which we obtain competitive results without bells and whistles, i.e., using a generic architecture without any task-specific design.

3DSRBench: A Comprehensive 3D Spatial Reasoning Benchmark

3D spatial reasoning is the ability to analyze and interpret the positions, orientations, and spatial relationships of objects within the 3D space. This allows models to develop a comprehensive understanding of the 3D scene, enabling their applicability to a broader range of areas, such as autonomous navigation, robotics, and AR/VR. While large multi-modal models (LMMs) have achieved remarkable progress in a wide range of image and video understanding tasks, their capabilities to perform 3D spatial reasoning on diverse natural images are less studied. In this work we present the first comprehensive 3D spatial reasoning benchmark, 3DSRBench, with 2,772 manually annotated visual question-answer pairs across 12 question types. We conduct robust and thorough evaluation of 3D spatial reasoning capabilities by balancing the data distribution and adopting a novel FlipEval strategy. To further study the robustness of 3D spatial reasoning w.r.t. camera 3D viewpoints, our 3DSRBench includes two subsets with 3D spatial reasoning questions on paired images with common and uncommon viewpoints. We benchmark a wide range of open-sourced and proprietary LMMs, uncovering their limitations in various aspects of 3D awareness, such as height, orientation, location, and multi-object reasoning, as well as their degraded performance on images with uncommon camera viewpoints. Our 3DSRBench provide valuable findings and insights about the future development of LMMs with strong 3D reasoning capabilities. Our project page and dataset is available https://3dsrbench.github.io.

Estimator Meets Equilibrium Perspective: A Rectified Straight Through Estimator for Binary Neural Networks Training

Binarization of neural networks is a dominant paradigm in neural networks compression. The pioneering work BinaryConnect uses Straight Through Estimator (STE) to mimic the gradients of the sign function, but it also causes the crucial inconsistency problem. Most of the previous methods design different estimators instead of STE to mitigate it. However, they ignore the fact that when reducing the estimating error, the gradient stability will decrease concomitantly. These highly divergent gradients will harm the model training and increase the risk of gradient vanishing and gradient exploding. To fully take the gradient stability into consideration, we present a new perspective to the BNNs training, regarding it as the equilibrium between the estimating error and the gradient stability. In this view, we firstly design two indicators to quantitatively demonstrate the equilibrium phenomenon. In addition, in order to balance the estimating error and the gradient stability well, we revise the original straight through estimator and propose a power function based estimator, Rectified Straight Through Estimator (ReSTE for short). Comparing to other estimators, ReSTE is rational and capable of flexibly balancing the estimating error with the gradient stability. Extensive experiments on CIFAR-10 and ImageNet datasets show that ReSTE has excellent performance and surpasses the state-of-the-art methods without any auxiliary modules or losses.

Twin-Merging: Dynamic Integration of Modular Expertise in Model Merging

In the era of large language models, model merging is a promising way to combine multiple task-specific models into a single multitask model without extra training. However, two challenges remain: (a) interference between different models and (b) heterogeneous data during testing. Traditional model merging methods often show significant performance gaps compared to fine-tuned models due to these issues. Additionally, a one-size-fits-all model lacks flexibility for diverse test data, leading to performance degradation. We show that both shared and exclusive task-specific knowledge are crucial for merging performance, but directly merging exclusive knowledge hinders overall performance. In view of this, we propose Twin-Merging, a method that encompasses two principal stages: (1) modularizing knowledge into shared and exclusive components, with compression to reduce redundancy and enhance efficiency; (2) dynamically merging shared and task-specific knowledge based on the input. This approach narrows the performance gap between merged and fine-tuned models and improves adaptability to heterogeneous data. Extensive experiments on 12 datasets for both discriminative and generative tasks demonstrate the effectiveness of our method, showing an average improvement of 28.34% in absolute normalized score for discriminative tasks and even surpassing the fine-tuned upper bound on the generative tasks. (Our implementation is available in https://github.com/LZY-the-boys/Twin-Mergin.)

Select2Plan: Training-Free ICL-Based Planning through VQA and Memory Retrieval

This study explores the potential of off-the-shelf Vision-Language Models (VLMs) for high-level robot planning in the context of autonomous navigation. Indeed, while most of existing learning-based approaches for path planning require extensive task-specific training/fine-tuning, we demonstrate how such training can be avoided for most practical cases. To do this, we introduce Select2Plan (S2P), a novel training-free framework for high-level robot planning which completely eliminates the need for fine-tuning or specialised training. By leveraging structured Visual Question-Answering (VQA) and In-Context Learning (ICL), our approach drastically reduces the need for data collection, requiring a fraction of the task-specific data typically used by trained models, or even relying only on online data. Our method facilitates the effective use of a generally trained VLM in a flexible and cost-efficient way, and does not require additional sensing except for a simple monocular camera. We demonstrate its adaptability across various scene types, context sources, and sensing setups. We evaluate our approach in two distinct scenarios: traditional First-Person View (FPV) and infrastructure-driven Third-Person View (TPV) navigation, demonstrating the flexibility and simplicity of our method. Our technique significantly enhances the navigational capabilities of a baseline VLM of approximately 50% in TPV scenario, and is comparable to trained models in the FPV one, with as few as 20 demonstrations.

Adaptive Data-Free Quantization

Data-free quantization (DFQ) recovers the performance of quantized network (Q) without the original data, but generates the fake sample via a generator (G) by learning from full-precision network (P), which, however, is totally independent of Q, overlooking the adaptability of the knowledge from generated samples, i.e., informative or not to the learning process of Q, resulting into the overflow of generalization error. Building on this, several critical questions -- how to measure the sample adaptability to Q under varied bit-width scenarios? whether the largest adaptability is the best? how to generate the samples with adaptive adaptability to improve Q's generalization? To answer the above questions, in this paper, we propose an Adaptive Data-Free Quantization (AdaDFQ) method, which revisits DFQ from a zero-sum game perspective upon the sample adaptability between two players -- a generator and a quantized network. Following this viewpoint, we further define the disagreement and agreement samples to form two boundaries, where the margin is optimized to adaptively regulate the adaptability of generated samples to Q, so as to address the over-and-under fitting issues. Our AdaDFQ reveals: 1) the largest adaptability is NOT the best for sample generation to benefit Q's generalization; 2) the knowledge of the generated sample should not be informative to Q only, but also related to the category and distribution information of the training data for P. The theoretical and empirical analysis validate the advantages of AdaDFQ over the state-of-the-arts. Our code is available at https://github.com/hfutqian/AdaDFQ.

MaskGWM: A Generalizable Driving World Model with Video Mask Reconstruction

World models that forecast environmental changes from actions are vital for autonomous driving models with strong generalization. The prevailing driving world model mainly build on video prediction model. Although these models can produce high-fidelity video sequences with advanced diffusion-based generator, they are constrained by their predictive duration and overall generalization capabilities. In this paper, we explore to solve this problem by combining generation loss with MAE-style feature-level context learning. In particular, we instantiate this target with three key design: (1) A more scalable Diffusion Transformer (DiT) structure trained with extra mask construction task. (2) we devise diffusion-related mask tokens to deal with the fuzzy relations between mask reconstruction and generative diffusion process. (3) we extend mask construction task to spatial-temporal domain by utilizing row-wise mask for shifted self-attention rather than masked self-attention in MAE. Then, we adopt a row-wise cross-view module to align with this mask design. Based on above improvement, we propose MaskGWM: a Generalizable driving World Model embodied with Video Mask reconstruction. Our model contains two variants: MaskGWM-long, focusing on long-horizon prediction, and MaskGWM-mview, dedicated to multi-view generation. Comprehensive experiments on standard benchmarks validate the effectiveness of the proposed method, which contain normal validation of Nuscene dataset, long-horizon rollout of OpenDV-2K dataset and zero-shot validation of Waymo dataset. Quantitative metrics on these datasets show our method notably improving state-of-the-art driving world model.

DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular Videos

View-predictive generative models provide strong priors for lifting object-centric images and videos into 3D and 4D through rendering and score distillation objectives. A question then remains: what about lifting complete multi-object dynamic scenes? There are two challenges in this direction: First, rendering error gradients are often insufficient to recover fast object motion, and second, view predictive generative models work much better for objects than whole scenes, so, score distillation objectives cannot currently be applied at the scene level directly. We present DreamScene4D, the first approach to generate 3D dynamic scenes of multiple objects from monocular videos via 360-degree novel view synthesis. Our key insight is a "decompose-recompose" approach that factorizes the video scene into the background and object tracks, while also factorizing object motion into 3 components: object-centric deformation, object-to-world-frame transformation, and camera motion. Such decomposition permits rendering error gradients and object view-predictive models to recover object 3D completions and deformations while bounding box tracks guide the large object movements in the scene. We show extensive results on challenging DAVIS, Kubric, and self-captured videos with quantitative comparisons and a user preference study. Besides 4D scene generation, DreamScene4D obtains accurate 2D persistent point track by projecting the inferred 3D trajectories to 2D. We will release our code and hope our work will stimulate more research on fine-grained 4D understanding from videos.

SocraSynth: Multi-LLM Reasoning with Conditional Statistics

Large language models (LLMs), while promising, face criticisms for biases, hallucinations, and a lack of reasoning capability. This paper introduces SocraSynth, a multi-LLM agent reasoning platform developed to mitigate these issues. SocraSynth utilizes conditional statistics and systematic context enhancement through continuous arguments, alongside adjustable debate contentiousness levels. The platform typically involves a human moderator and two LLM agents representing opposing viewpoints on a given subject. SocraSynth operates in two main phases: knowledge generation and reasoning evaluation. In the knowledge generation phase, the moderator defines the debate topic and contentiousness level, prompting the agents to formulate supporting arguments for their respective stances. The reasoning evaluation phase then employs Socratic reasoning and formal logic principles to appraise the quality of the arguments presented. The dialogue concludes with the moderator adjusting the contentiousness from confrontational to collaborative, gathering final, conciliatory remarks to aid in human reasoning and decision-making. Through case studies in three distinct application domains, this paper showcases SocraSynth's effectiveness in fostering rigorous research, dynamic reasoning, comprehensive assessment, and enhanced collaboration. This underscores the value of multi-agent interactions in leveraging LLMs for advanced knowledge extraction and decision-making support.

My3DGen: Building Lightweight Personalized 3D Generative Model

Our paper presents My3DGen, a practical system for creating a personalized and lightweight 3D generative prior using as few as 10 images. My3DGen can reconstruct multi-view consistent images from an input test image, and generate novel appearances by interpolating between any two images of the same individual. While recent studies have demonstrated the effectiveness of personalized generative priors in producing high-quality 2D portrait reconstructions and syntheses, to the best of our knowledge, we are the first to develop a personalized 3D generative prior. Instead of fine-tuning a large pre-trained generative model with millions of parameters to achieve personalization, we propose a parameter-efficient approach. Our method involves utilizing a pre-trained model with fixed weights as a generic prior, while training a separate personalized prior through low-rank decomposition of the weights in each convolution and fully connected layer. However, parameter-efficient few-shot fine-tuning on its own often leads to overfitting. To address this, we introduce a regularization technique based on symmetry of human faces. This regularization enforces that novel view renderings of a training sample, rendered from symmetric poses, exhibit the same identity. By incorporating this symmetry prior, we enhance the quality of reconstruction and synthesis, particularly for non-frontal (profile) faces. Our final system combines low-rank fine-tuning with symmetry regularization and significantly surpasses the performance of pre-trained models, e.g. EG3D. It introduces only approximately 0.6 million additional parameters per identity compared to 31 million for full finetuning of the original model. As a result, our system achieves a 50-fold reduction in model size without sacrificing the quality of the generated 3D faces. Code will be available at our project page: https://luchaoqi.github.io/my3dgen.

Test-time adaptation with slot-centric models

Current supervised visual detectors, though impressive within their training distribution, often fail to segment out-of-distribution scenes into their constituent entities. Recent test-time adaptation methods use auxiliary self-supervised losses to adapt the network parameters to each test example independently and have shown promising results towards generalization outside the training distribution for the task of image classification. In our work, we find evidence that these losses can be insufficient for instance segmentation tasks, without also considering architectural inductive biases. For image segmentation, recent slot-centric generative models break such dependence on supervision by attempting to segment scenes into entities in a self-supervised manner by reconstructing pixels. Drawing upon these two lines of work, we propose Slot-TTA, a semi-supervised instance segmentation model equipped with a slot-centric inductive bias, that is adapted per scene at test time through gradient descent on reconstruction or novel view synthesis objectives. We show that test-time adaptation in Slot-TTA greatly improves instance segmentation in out-of-distribution scenes. We evaluate Slot-TTA in several 3D and 2D scene instance segmentation benchmarks and show substantial out-of-distribution performance improvements against state-of-the-art supervised feed-forward detectors and self-supervised test-time adaptation methods.

Unified Generative Adversarial Networks for Controllable Image-to-Image Translation

We propose a unified Generative Adversarial Network (GAN) for controllable image-to-image translation, i.e., transferring an image from a source to a target domain guided by controllable structures. In addition to conditioning on a reference image, we show how the model can generate images conditioned on controllable structures, e.g., class labels, object keypoints, human skeletons, and scene semantic maps. The proposed model consists of a single generator and a discriminator taking a conditional image and the target controllable structure as input. In this way, the conditional image can provide appearance information and the controllable structure can provide the structure information for generating the target result. Moreover, our model learns the image-to-image mapping through three novel losses, i.e., color loss, controllable structure guided cycle-consistency loss, and controllable structure guided self-content preserving loss. Also, we present the Fr\'echet ResNet Distance (FRD) to evaluate the quality of the generated images. Experiments on two challenging image translation tasks, i.e., hand gesture-to-gesture translation and cross-view image translation, show that our model generates convincing results, and significantly outperforms other state-of-the-art methods on both tasks. Meanwhile, the proposed framework is a unified solution, thus it can be applied to solving other controllable structure guided image translation tasks such as landmark guided facial expression translation and keypoint guided person image generation. To the best of our knowledge, we are the first to make one GAN framework work on all such controllable structure guided image translation tasks. Code is available at https://github.com/Ha0Tang/GestureGAN.

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.

Text Generation: A Systematic Literature Review of Tasks, Evaluation, and Challenges

Text generation has become more accessible than ever, and the increasing interest in these systems, especially those using large language models, has spurred an increasing number of related publications. We provide a systematic literature review comprising 244 selected papers between 2017 and 2024. This review categorizes works in text generation into five main tasks: open-ended text generation, summarization, translation, paraphrasing, and question answering. For each task, we review their relevant characteristics, sub-tasks, and specific challenges (e.g., missing datasets for multi-document summarization, coherence in story generation, and complex reasoning for question answering). Additionally, we assess current approaches for evaluating text generation systems and ascertain problems with current metrics. Our investigation shows nine prominent challenges common to all tasks and sub-tasks in recent text generation publications: bias, reasoning, hallucinations, misuse, privacy, interpretability, transparency, datasets, and computing. We provide a detailed analysis of these challenges, their potential solutions, and which gaps still require further engagement from the community. This systematic literature review targets two main audiences: early career researchers in natural language processing looking for an overview of the field and promising research directions, as well as experienced researchers seeking a detailed view of tasks, evaluation methodologies, open challenges, and recent mitigation strategies.

Light Schrödinger Bridge

Despite the recent advances in the field of computational Schr\"odinger Bridges (SB), most existing SB solvers are still heavy-weighted and require complex optimization of several neural networks. It turns out that there is no principal solver which plays the role of simple-yet-effective baseline for SB just like, e.g., k-means method in clustering, logistic regression in classification or Sinkhorn algorithm in discrete optimal transport. We address this issue and propose a novel fast and simple SB solver. Our development is a smart combination of two ideas which recently appeared in the field: (a) parameterization of the Schr\"odinger potentials with sum-exp quadratic functions and (b) viewing the log-Schr\"odinger potentials as the energy functions. We show that combined together these ideas yield a lightweight, simulation-free and theoretically justified SB solver with a simple straightforward optimization objective. As a result, it allows solving SB in moderate dimensions in a matter of minutes on CPU without a painful hyperparameter selection. Our light solver resembles the Gaussian mixture model which is widely used for density estimation. Inspired by this similarity, we also prove an important theoretical result showing that our light solver is a universal approximator of SBs. Furthemore, we conduct the analysis of the generalization error of our light solver. The code for our solver can be found at https://github.com/ngushchin/LightSB

AnchorCrafter: Animate CyberAnchors Saling Your Products via Human-Object Interacting Video Generation

The automatic generation of anchor-style product promotion videos presents promising opportunities in online commerce, advertising, and consumer engagement. However, this remains a challenging task despite significant advancements in pose-guided human video generation. In addressing this challenge, we identify the integration of human-object interactions (HOI) into pose-guided human video generation as a core issue. To this end, we introduce AnchorCrafter, a novel diffusion-based system designed to generate 2D videos featuring a target human and a customized object, achieving high visual fidelity and controllable interactions. Specifically, we propose two key innovations: the HOI-appearance perception, which enhances object appearance recognition from arbitrary multi-view perspectives and disentangles object and human appearance, and the HOI-motion injection, which enables complex human-object interactions by overcoming challenges in object trajectory conditioning and inter-occlusion management. Additionally, we introduce the HOI-region reweighting loss, a training objective that enhances the learning of object details. Extensive experiments demonstrate that our proposed system outperforms existing methods in preserving object appearance and shape awareness, while simultaneously maintaining consistency in human appearance and motion. Project page: https://cangcz.github.io/Anchor-Crafter/

Iterative Object Count Optimization for Text-to-image Diffusion Models

We address a persistent challenge in text-to-image models: accurately generating a specified number of objects. Current models, which learn from image-text pairs, inherently struggle with counting, as training data cannot depict every possible number of objects for any given object. To solve this, we propose optimizing the generated image based on a counting loss derived from a counting model that aggregates an object\'s potential. Employing an out-of-the-box counting model is challenging for two reasons: first, the model requires a scaling hyperparameter for the potential aggregation that varies depending on the viewpoint of the objects, and second, classifier guidance techniques require modified models that operate on noisy intermediate diffusion steps. To address these challenges, we propose an iterated online training mode that improves the accuracy of inferred images while altering the text conditioning embedding and dynamically adjusting hyperparameters. Our method offers three key advantages: (i) it can consider non-derivable counting techniques based on detection models, (ii) it is a zero-shot plug-and-play solution facilitating rapid changes to the counting techniques and image generation methods, and (iii) the optimized counting token can be reused to generate accurate images without additional optimization. We evaluate the generation of various objects and show significant improvements in accuracy. The project page is available at https://ozzafar.github.io/count_token.

Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy

Creating realistic 3D objects and clothed avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot guarantee the generated multi-view images are 3D consistent. In this paper, we propose Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy. We leverage a pre-trained 2D diffusion model and a 3D diffusion model via our elegantly designed process that synchronizes two diffusion models at both training and sampling time. The synergy between the 2D and 3D diffusion models brings two major advantages: 1) 2D helps 3D in generalization: the pretrained 2D model has strong generalization ability to unseen images, providing strong shape priors for the 3D diffusion model; 2) 3D helps 2D in multi-view consistency: the 3D diffusion model enhances the 3D consistency of 2D multi-view sampling process, resulting in more accurate multi-view generation. We validate our idea through extensive experiments in image-based objects and clothed avatar generation tasks. Results show that our method generates realistic 3D objects and avatars with high-fidelity geometry and texture. Extensive ablations also validate our design choices and demonstrate the strong generalization ability to diverse clothing and compositional shapes. Our code and pretrained models will be publicly released on https://yuxuan-xue.com/gen-3diffusion.

FoPru: Focal Pruning for Efficient Large Vision-Language Models

Large Vision-Language Models (LVLMs) represent a significant advancement toward achieving superior multimodal capabilities by enabling powerful Large Language Models (LLMs) to understand visual input. Typically, LVLMs utilize visual encoders, such as CLIP, to transform images into visual tokens, which are then aligned with textual tokens through projection layers before being input into the LLM for inference. Although existing LVLMs have achieved significant success, their inference efficiency is still limited by the substantial number of visual tokens and the potential redundancy among them. To mitigate this issue, we propose Focal Pruning (FoPru), a training-free method that prunes visual tokens based on the attention-based token significance derived from the vision encoder. Specifically, we introduce two alternative pruning strategies: 1) the rank strategy, which leverages all token significance scores to retain more critical tokens in a global view; 2) the row strategy, which focuses on preserving continuous key information in images from a local perspective. Finally, the selected tokens are reordered to maintain their original positional relationships. Extensive experiments across various LVLMs and multimodal datasets demonstrate that our method can prune a large number of redundant tokens while maintaining high accuracy, leading to significant improvements in inference efficiency.

Flow4D: Leveraging 4D Voxel Network for LiDAR Scene Flow Estimation

Understanding the motion states of the surrounding environment is critical for safe autonomous driving. These motion states can be accurately derived from scene flow, which captures the three-dimensional motion field of points. Existing LiDAR scene flow methods extract spatial features from each point cloud and then fuse them channel-wise, resulting in the implicit extraction of spatio-temporal features. Furthermore, they utilize 2D Bird's Eye View and process only two frames, missing crucial spatial information along the Z-axis and the broader temporal context, leading to suboptimal performance. To address these limitations, we propose Flow4D, which temporally fuses multiple point clouds after the 3D intra-voxel feature encoder, enabling more explicit extraction of spatio-temporal features through a 4D voxel network. However, while using 4D convolution improves performance, it significantly increases the computational load. For further efficiency, we introduce the Spatio-Temporal Decomposition Block (STDB), which combines 3D and 1D convolutions instead of using heavy 4D convolution. In addition, Flow4D further improves performance by using five frames to take advantage of richer temporal information. As a result, the proposed method achieves a 45.9% higher performance compared to the state-of-the-art while running in real-time, and won 1st place in the 2024 Argoverse 2 Scene Flow Challenge. The code is available at https://github.com/dgist-cvlab/Flow4D.

The X-ray Integral Field Unit at the end of the Athena reformulation phase

The Athena mission entered a redefinition phase in July 2022, driven by the imperative to reduce the mission cost at completion for the European Space Agency below an acceptable target, while maintaining the flagship nature of its science return. This notably called for a complete redesign of the X-ray Integral Field Unit (X-IFU) cryogenic architecture towards a simpler active cooling chain. Passive cooling via successive radiative panels at spacecraft level is now used to provide a 50 K thermal environment to an X-IFU owned cryostat. 4.5 K cooling is achieved via a single remote active cryocooler unit, while a multi-stage Adiabatic Demagnetization Refrigerator ensures heat lift down to the 50 mK required by the detectors. Amidst these changes, the core concept of the readout chain remains robust, employing Transition Edge Sensor microcalorimeters and a SQUID-based Time-Division Multiplexing scheme. Noteworthy is the introduction of a slower pixel. This enables an increase in the multiplexing factor (from 34 to 48) without compromising the instrument energy resolution, hence keeping significant system margins to the new 4 eV resolution requirement. This allows reducing the number of channels by more than a factor two, and thus the resource demands on the system, while keeping a 4' field of view (compared to 5' before). In this article, we will give an overview of this new architecture, before detailing its anticipated performances. Finally, we will present the new X-IFU schedule, with its short term focus on demonstration activities towards a mission adoption in early 2027.

Understanding the Role of Optimization in Double Descent

The phenomenon of model-wise double descent, where the test error peaks and then reduces as the model size increases, is an interesting topic that has attracted the attention of researchers due to the striking observed gap between theory and practice Belkin2018ReconcilingMM. Additionally, while double descent has been observed in various tasks and architectures, the peak of double descent can sometimes be noticeably absent or diminished, even without explicit regularization, such as weight decay and early stopping. In this paper, we investigate this intriguing phenomenon from the optimization perspective and propose a simple optimization-based explanation for why double descent sometimes occurs weakly or not at all. To the best of our knowledge, we are the first to demonstrate that many disparate factors contributing to model-wise double descent (initialization, normalization, batch size, learning rate, optimization algorithm) are unified from the viewpoint of optimization: model-wise double descent is observed if and only if the optimizer can find a sufficiently low-loss minimum. These factors directly affect the condition number of the optimization problem or the optimizer and thus affect the final minimum found by the optimizer, reducing or increasing the height of the double descent peak. We conduct a series of controlled experiments on random feature models and two-layer neural networks under various optimization settings, demonstrating this optimization-based unified view. Our results suggest the following implication: Double descent is unlikely to be a problem for real-world machine learning setups. Additionally, our results help explain the gap between weak double descent peaks in practice and strong peaks observable in carefully designed setups.

Learning Temporally Consistent Video Depth from Video Diffusion Priors

This work addresses the challenge of video depth estimation, which expects not only per-frame accuracy but, more importantly, cross-frame consistency. Instead of directly developing a depth estimator from scratch, we reformulate the prediction task into a conditional generation problem. This allows us to leverage the prior knowledge embedded in existing video generation models, thereby reducing learn- ing difficulty and enhancing generalizability. Concretely, we study how to tame the public Stable Video Diffusion (SVD) to predict reliable depth from input videos using a mixture of image depth and video depth datasets. We empirically confirm that a procedural training strategy - first optimizing the spatial layers of SVD and then optimizing the temporal layers while keeping the spatial layers frozen - yields the best results in terms of both spatial accuracy and temporal consistency. We further examine the sliding window strategy for inference on arbitrarily long videos. Our observations indicate a trade-off between efficiency and performance, with a one-frame overlap already producing favorable results. Extensive experimental results demonstrate the superiority of our approach, termed ChronoDepth, over existing alternatives, particularly in terms of the temporal consistency of the estimated depth. Additionally, we highlight the benefits of more consistent video depth in two practical applications: depth-conditioned video generation and novel view synthesis. Our project page is available at https://jhaoshao.github.io/ChronoDepth/{this http URL}.

Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields

3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussian-based representation and introduces an approximated volumetric rendering, achieving very fast rendering speed and promising image quality. Furthermore, subsequent studies have successfully extended 3DGS to dynamic 3D scenes, demonstrating its wide range of applications. However, a significant drawback arises as 3DGS and its following methods entail a substantial number of Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric and temporal attributes by residual vector quantization. With model compression techniques such as quantization and entropy coding, we consistently show over 25x reduced storage and enhanced rendering speed compared to 3DGS for static scenes, while maintaining the quality of the scene representation. For dynamic scenes, our approach achieves more than 12x storage efficiency and retains a high-quality reconstruction compared to the existing state-of-the-art methods. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.

Compact 3D Gaussian Representation for Radiance Field

Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10times reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.

M$^{3}$-20M: A Large-Scale Multi-Modal Molecule Dataset for AI-driven Drug Design and Discovery

This paper introduces M^{3}-20M, a large-scale Multi-Modal Molecular dataset that contains over 20 million molecules. Designed to support AI-driven drug design and discovery, M^{3}-20M is 71 times more in the number of molecules than the largest existing dataset, providing an unprecedented scale that can highly benefit training or fine-tuning large (language) models with superior performance for drug design and discovery. This dataset integrates one-dimensional SMILES, two-dimensional molecular graphs, three-dimensional molecular structures, physicochemical properties, and textual descriptions collected through web crawling and generated by using GPT-3.5, offering a comprehensive view of each molecule. To demonstrate the power of M^{3}-20M in drug design and discovery, we conduct extensive experiments on two key tasks: molecule generation and molecular property prediction, using large language models including GLM4, GPT-3.5, and GPT-4. Our experimental results show that M^{3}-20M can significantly boost model performance in both tasks. Specifically, it enables the models to generate more diverse and valid molecular structures and achieve higher property prediction accuracy than the existing single-modal datasets, which validates the value and potential of M^{3}-20M in supporting AI-driven drug design and discovery. The dataset is available at https://github.com/bz99bz/M-3.

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation

Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.

VI-Net: Boosting Category-level 6D Object Pose Estimation via Learning Decoupled Rotations on the Spherical Representations

Rotation estimation of high precision from an RGB-D object observation is a huge challenge in 6D object pose estimation, due to the difficulty of learning in the non-linear space of SO(3). In this paper, we propose a novel rotation estimation network, termed as VI-Net, to make the task easier by decoupling the rotation as the combination of a viewpoint rotation and an in-plane rotation. More specifically, VI-Net bases the feature learning on the sphere with two individual branches for the estimates of two factorized rotations, where a V-Branch is employed to learn the viewpoint rotation via binary classification on the spherical signals, while another I-Branch is used to estimate the in-plane rotation by transforming the signals to view from the zenith direction. To process the spherical signals, a Spherical Feature Pyramid Network is constructed based on a novel design of SPAtial Spherical Convolution (SPA-SConv), which settles the boundary problem of spherical signals via feature padding and realizesviewpoint-equivariant feature extraction by symmetric convolutional operations. We apply the proposed VI-Net to the challenging task of category-level 6D object pose estimation for predicting the poses of unknown objects without available CAD models; experiments on the benchmarking datasets confirm the efficacy of our method, which outperforms the existing ones with a large margin in the regime of high precision.

Shepherding Slots to Objects: Towards Stable and Robust Object-Centric Learning

Object-centric learning (OCL) aspires general and compositional understanding of scenes by representing a scene as a collection of object-centric representations. OCL has also been extended to multi-view image and video datasets to apply various data-driven inductive biases by utilizing geometric or temporal information in the multi-image data. Single-view images carry less information about how to disentangle a given scene than videos or multi-view images do. Hence, owing to the difficulty of applying inductive biases, OCL for single-view images remains challenging, resulting in inconsistent learning of object-centric representation. To this end, we introduce a novel OCL framework for single-view images, SLot Attention via SHepherding (SLASH), which consists of two simple-yet-effective modules on top of Slot Attention. The new modules, Attention Refining Kernel (ARK) and Intermediate Point Predictor and Encoder (IPPE), respectively, prevent slots from being distracted by the background noise and indicate locations for slots to focus on to facilitate learning of object-centric representation. We also propose a weak semi-supervision approach for OCL, whilst our proposed framework can be used without any assistant annotation during the inference. Experiments show that our proposed method enables consistent learning of object-centric representation and achieves strong performance across four datasets. Code is available at https://github.com/object-understanding/SLASH.

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.

Pseudo-online framework for BCI evaluation: A MOABB perspective

Objective: BCI (Brain-Computer Interface) technology operates in three modes: online, offline, and pseudo-online. In the online mode, real-time EEG data is constantly analyzed. In offline mode, the signal is acquired and processed afterwards. The pseudo-online mode processes collected data as if they were received in real-time. The main difference is that the offline mode often analyzes the whole data, while the online and pseudo-online modes only analyze data in short time windows. Offline analysis is usually done with asynchronous BCIs, which restricts analysis to predefined time windows. Asynchronous BCI, compatible with online and pseudo-online modes, allows flexible mental activity duration. Offline processing tends to be more accurate, while online analysis is better for therapeutic applications. Pseudo-online implementation approximates online processing without real-time constraints. Many BCI studies being offline introduce biases compared to real-life scenarios, impacting classification algorithm performance. Approach: The objective of this research paper is therefore to extend the current MOABB framework, operating in offline mode, so as to allow a comparison of different algorithms in a pseudo-online setting with the use of a technology based on overlapping sliding windows. To do this will require the introduction of a idle state event in the dataset that takes into account all different possibilities that are not task thinking. To validate the performance of the algorithms we will use the normalized Matthews Correlation Coefficient (nMCC) and the Information Transfer Rate (ITR). Main results: We analyzed the state-of-the-art algorithms of the last 15 years over several Motor Imagery (MI) datasets composed by several subjects, showing the differences between the two approaches from a statistical point of view. Significance: The ability to analyze the performance of different algorithms in offline and pseudo-online modes will allow the BCI community to obtain more accurate and comprehensive reports regarding the performance of classification algorithms.

MetaMixer Is All You Need

Transformer, composed of self-attention and Feed-Forward Network, has revolutionized the landscape of network design across various vision tasks. FFN is a versatile operator seamlessly integrated into nearly all AI models to effectively harness rich representations. Recent works also show that FFN functions like key-value memories. Thus, akin to the query-key-value mechanism within self-attention, FFN can be viewed as a memory network, where the input serves as query and the two projection weights operate as keys and values, respectively. We hypothesize that the importance lies in query-key-value framework itself rather than in self-attention. To verify this, we propose converting self-attention into a more FFN-like efficient token mixer with only convolutions while retaining query-key-value framework, namely FFNification. Specifically, FFNification replaces query-key and attention coefficient-value interactions with large kernel convolutions and adopts GELU activation function instead of softmax. The derived token mixer, FFNified attention, serves as key-value memories for detecting locally distributed spatial patterns, and operates in the opposite dimension to the ConvNeXt block within each corresponding sub-operation of the query-key-value framework. Building upon the above two modules, we present a family of Fast-Forward Networks. Our FFNet achieves remarkable performance improvements over previous state-of-the-art methods across a wide range of tasks. The strong and general performance of our proposed method validates our hypothesis and leads us to introduce MetaMixer, a general mixer architecture that does not specify sub-operations within the query-key-value framework. We show that using only simple operations like convolution and GELU in the MetaMixer can achieve superior performance.

LayGA: Layered Gaussian Avatars for Animatable Clothing Transfer

Animatable clothing transfer, aiming at dressing and animating garments across characters, is a challenging problem. Most human avatar works entangle the representations of the human body and clothing together, which leads to difficulties for virtual try-on across identities. What's worse, the entangled representations usually fail to exactly track the sliding motion of garments. To overcome these limitations, we present Layered Gaussian Avatars (LayGA), a new representation that formulates body and clothing as two separate layers for photorealistic animatable clothing transfer from multi-view videos. Our representation is built upon the Gaussian map-based avatar for its excellent representation power of garment details. However, the Gaussian map produces unstructured 3D Gaussians distributed around the actual surface. The absence of a smooth explicit surface raises challenges in accurate garment tracking and collision handling between body and garments. Therefore, we propose two-stage training involving single-layer reconstruction and multi-layer fitting. In the single-layer reconstruction stage, we propose a series of geometric constraints to reconstruct smooth surfaces and simultaneously obtain the segmentation between body and clothing. Next, in the multi-layer fitting stage, we train two separate models to represent body and clothing and utilize the reconstructed clothing geometries as 3D supervision for more accurate garment tracking. Furthermore, we propose geometry and rendering layers for both high-quality geometric reconstruction and high-fidelity rendering. Overall, the proposed LayGA realizes photorealistic animations and virtual try-on, and outperforms other baseline methods. Our project page is https://jsnln.github.io/layga/index.html.

Vox-E: Text-guided Voxel Editing of 3D Objects

Large scale text-guided diffusion models have garnered significant attention due to their ability to synthesize diverse images that convey complex visual concepts. This generative power has more recently been leveraged to perform text-to-3D synthesis. In this work, we present a technique that harnesses the power of latent diffusion models for editing existing 3D objects. Our method takes oriented 2D images of a 3D object as input and learns a grid-based volumetric representation of it. To guide the volumetric representation to conform to a target text prompt, we follow unconditional text-to-3D methods and optimize a Score Distillation Sampling (SDS) loss. However, we observe that combining this diffusion-guided loss with an image-based regularization loss that encourages the representation not to deviate too strongly from the input object is challenging, as it requires achieving two conflicting goals while viewing only structure-and-appearance coupled 2D projections. Thus, we introduce a novel volumetric regularization loss that operates directly in 3D space, utilizing the explicit nature of our 3D representation to enforce correlation between the global structure of the original and edited object. Furthermore, we present a technique that optimizes cross-attention volumetric grids to refine the spatial extent of the edits. Extensive experiments and comparisons demonstrate the effectiveness of our approach in creating a myriad of edits which cannot be achieved by prior works.